GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
18 MIN READ TIME

PIXEL PERFECT

The game developers striving to get closer to the past, one glowing dot at a time

There’s a shift happening in the way people think about videogames inspired by years gone by. As the quality of the pixel art in Square Enix’s Final Fantasy remasters sparks hot debate, interest in how display technologies impact on game art is buoyed by the likes of the popular CRT Pixels Twitter account and the market grows for products that help people get better image quality from vintage consoles on modern displays, there’s a related trend emerging for developers to push the inspiration they take from the videogames of the ’80s and ’90s to new extremes. Not very long ago, giving a game a retro vibe involved simply rendering it with pronounced pixels. Nowadays, it goes a lot deeper than that.

Set in an alternative 1980s, Replaced doesn’t even pretend to be authentic to vintage hardware, although it does feature in-game CRT tech inspired by the real thing
Studio Koba’s Narita Boy, released on all major platforms earlier this year, isn’t about capturing the precise visual fidelity of old games but “a feeling of something lost”

Modern videogames taking inspiration from old ones is, of course, nothing new: after the indie gaming boom of the late 2000s, we were inundated with 16bit-inspired pixel art games. Over time, however, pixel art has transformed from being synonymous with retro revivalism to become an aesthetic of its own. In videogames such as Narita Boy, Demon Throttle, Arcade Paradise, Cursed Castilla, Super Hydorah and Blazing Chrome, we’re seeing a move to re-establish that connection to the past by going way beyond simply using pixel art to evoke times gone by. These games attempt to emulate the look and even the sound of the technology of earlier eras, leaving us in no doubt about their desire to transport us to another time. What is motivating developers to push things to another level, and how are they achieving it?

For Ed Fornieles, creative director of Narita Boy, from Spanish team Studio Koba, the answer is deeply personal. “I made a retroinfluenced game because I wanted to explore my own experience from that time, when I played as a kid on the arcade cabinets in my village in the summers of the ’80s,” he says. “I wanted to talk about nostalgia, as a player, as a child, and create the aesthetic of it. I wanted to capture a feeling of something lost, a time that has gone and is never going to come back –a time when my generation grew, looking at what we experienced, the way games and cultural products were made, with everything wrapped in a kind of innocence.”

To do that, Narita Boy uses pixel art as a basis but goes significantly further, emulating some of the artifacts of vintage CRT televisions using a combination of post-processing filter effects powered by Unity. “Many people said, ‘Why are you pouring on this amount of filters? Your pixel art looks gorgeous,’” Fornieles recalls. “My answer was that it is not about the art itself, it’s about the feeling.”

DEMON THROTTLE IS COMMITTING TO ITS RETRO PREMISE TO THE EXTENT THAT ONLY PHYSICAL COPIES OF THE GAME WILL BE RELEASED

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 750+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
October 2021
VIEW IN STORE

Other Articles in this Issue


Edge
A door between two worlds
OK, here’s a test. What were you doing
Knowledge
The wisdom of crowds
With its ScavLab tech, Improbable is designing for 10,000 players at once
Gabe gear
Steam Deck: can Valve’s portable PC succeed where Steam Machines failed?
Ring of Steel
How a small Sheffield indie was entrusted with the future of boxing videogames
Escape Zoom
The Isklander trilogy mixes detective games, video calls and immersive theatre
INK CREDIBLE
Why painstaking processes make this hand-drawn platformer more authentic
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES OCTOBER
Issue 361 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Hype
Points of view
Camera angles are among the most important tools
THE ARTFUL ESCAPE
Is this sci-fi rock opera bound for the big time?
FAR CRY 6
Taking a stealthy look inside Ubisoft’s revolutionary guerrilla thriller
WEIRD WEST
A cowboy RPG from a team that has earned its spurs
VAMPIRE: THE MASQUERADE – BLOODHUNT
A battle royale with real teeth
SALT AND SACRIFICE
The hunt is on in Ska Studios’ twisted sequel
HEAVENLY BODIES
Ladies and gentlemen, we are floating in space
PHANTOM ABYSS
A game about survival where you run toward the ghosts
ROUNDUP
BATTLEFIELD 2042 Developer/publisher Electronic Arts (DICE) Format PC,
GO YOUR OWN WAY
Why Sable’s sumptuous sandbox is an open world that truly values player freedom
Features
State Of The Art
Entering Virtual Realms, an exhibition dedicated to transferring videogames from screen to gallery
THE MAKING OF . . . MANIFOLD GARDEN
How an artist’s Escher-inspired practice project became a seven-year odyssey
NIHON FALCOM
How the longest-running Japanese RPG studio continues to blaze its own Trails
Bionic Commando Rearmed
How an extendable arm pulled us towards a new age of downloadable gaming
Sea Of Thieves
A progress report on the games we just can’t quit
Play
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Tiny wires in her ears, sliding through the city
Urban spaces in the early days of videogames
Neo: The World Ends With You
W e admit that stepping back onto Shibuya’s
Post Script
Talking sharp looks with the team behind the distinctive characters
Road 96
The journey, not the destination. That’s what a
Post Script
This is (not) America
The Great Ace Attorney Chronicles
Given the tradition of Sherlock Holmes parodies –
Post Script
Unravelling the secrets behind Great Ace Attorney’s inspirations
The Ascent
An arcology is an imagined ideal: a structure
Death’s Door
This is a distinctive twist on an established formula, and a remarkable accomplishment for a small team
Wildermyth
The kind of game that knows what you want before you do, and gives you what you never knew you needed besides
Last Stop
Approached with a soapopera mindset, Last Stop comes into focus. Like all good TV, its pleasures are cumulative
Cris Tales
From estranged families to deadly disease, every town has its own problem necessitating different solutions
Where The Heart Leads
Though the building process is simply a matter
Boomerang X
There’s a faint whisper of story here, but
No Longer Home
You’re able to rotate the camera to get
Chat
X
Pocketmags Support