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Fan-made video imagines what Hyrule Warriors: Age of Calamity might have been like as a Game Boy Color game

Demaking it great

Hyrule Warriors: Age of Calamity is a rather demanding game when it comes to hardware, asking a lot of the Switch. The sheer amount of action on-screen pushes Switch to its limits, and we can see the hardware bursting at its seems at times. While many have imagined what the game might look/play like on beefier hardware, the above video tries to imagine how the game could be adapted to the Game Boy Color. Obviously there would need to be a ton of concessions made, but the concept scene in this video certainly does a good job of keeping in spirit with the Switch release.

Comments

fylo
Mon Nov 23 20 11:50pm
Rating: 1

"Ugh another retro style indie game!? Don't we have enough of those?"

It looks fun, it does make me wonder if there ever be a time big studios return to their roots and make games with a pixel aesthetic. I believe cinematic at this point is just another style for making games and it has it's own charm that can't be recreated with advanced graphics.

Games like Fire Emblem and Pokemon for example while I think they took the next natural step, I don't know if they're able to make the aesthetic look as striking. If anything they look more like an in-between style by retaining tried and true structures while not fully pushing the console power and no longer be retro styled games.

Would love more retro inspired games in classic franchises. Or even bite sized demakes or companion games for flagship releases. For the longest time I've wanted a gameboy color style new Pokemon game. Current mechanics and functionality, just a retro art and graphics.

Yeah, I think a style does carry a certain level of expectations and it's own flavor. Kinda like how some animation studios despite working with digital linework try to emulate more a traditional animation style.

Octopath traveler make an attempt, but I think that direction can be improved by a simpler and softer art direction.

I also wonder just how much more expensive it is going with that direction for a big studio. Since the issue from this perspective just feels to be, that most of the staff know how to do 3D modeling than sprites. But aside from that I do wonder what other thing might be a expensive issue to solve.

One reason bigger studios don't go with it for high profile games because the general public seems them as cheap, even if that notion is completely baseless, and not worth the $60 ($70 now woo...) +DLC price tag that they are chasing. Even putting aside the difference in production cost, the potential money lost on sales solely due to the art direction wouldn't be worth the risk. It works for smaller developers and niche releases because they target a more core demographic that appreciate the look, but things like Mario or Zelda target audiences too wide to go with sprites. But you are definitely right that its significantly less cost effective to use sprites due to needing to draw every frame of animation.

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