The "Retro" Aesthetic

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  • čas přidán 11. 03. 2024
  • Aesthetics are a weird thing.
    Some people think “aesthetics” simply means visuals, but it's far more than that.
    Aesthetics is even more than just artistic style, it's the blending and melding of effective artistic techniques to create an appealing and deeply satisfying rendering.
    Now that could mean a lot of things, but in the case of today's video, I'm talking about a particular aesthetic, one that's beauty is not exactly always recognized by all who perceive or judge artistic merit.
    You see, these days many video games are developed with the intent to capture the “retro aesthetic”, take Shovel Knight, or the other many many indie games that's visual style attempts to mimic the classic visuals and sounds of a time gone past.
    But why attempt to recreate the past? Is it simply to appeal to those who enjoyed video games from past periods of time and capitalize off nostalgia? (well... yeah. Of course)
    But I think there's actually something deeper to the retro aesthetic, and in studying this aesthetic, we as appreciators and potential developers of video games can learn something not just about electronic entertainment, but art and the very philosophy of noticing beauty.
    I know it may sound silly, but there is something deeper here in between the huge pixels and mechanical musical notes; if you're willing to look, that is.
    --
    Back in the 80s and 90s, video games were just taking off in terms of mainstream popularity, but the computer graphics and systems used to display said video games were limited compared to today's technology. Obviously.
    You look at hyper realistic graphics in Unreal 5 and... Pitfall... they're a little different.
    We had big blocky pixels and bloopy sounding noises and tunes that came from clunky cartridges being electronically ran inside boxes of circuitry, usually connected through a monitor of some sort.
    Whether it was a television set, arcade cabinet screen or a computer desktop, video games had a particular look and feel to them.
    They had simple controls and game-play mechanics that were often designed so that just about anyone could pick up and play. Think about Pong or Atari 2600 games.
    But these weren't exactly games that could necessarily compete with photo-realism like some of the video game experiences we have today, as a matter of fact, it was almost the exact opposite.
    Pixels in their state couldn't be used to create polygonal forms and depth like they can now, and they wouldn't be for quite some time.
    #retrogaming #retro #aesthetic #retroaesthetic #gmaing #games #videogames #retrogames #retrogame #gamingvideos #opinion #essay #art #history #videogamememes #shovelknight #supermario #gravitycircuit #pokemon
  • Hry

Komentáře • 29

  • @PeDIRL
    @PeDIRL Před 2 měsíci +9

    every time i see a video of yours i get surprised remembering you're not a big channel, they're really good !!

  • @linamoss292
    @linamoss292 Před 2 měsíci +10

    Next time try going more in depth on how pixels actually work. Sprites, backgrounds, scrolling... there's so much more that can be covered.

  • @TheVype
    @TheVype Před 2 měsíci +5

    Great video. Good examples. You have great voice to listen to.

    • @anotherblowncartridge
      @anotherblowncartridge  Před 2 měsíci +3

      Thank you, very appreciated. Tried to dig through my favourite examples for this one.

  • @Ghee_Buttersnaps
    @Ghee_Buttersnaps Před 2 měsíci +5

    Deserves more views. I really connected with this man 🙌🙌🙌

    • @anotherblowncartridge
      @anotherblowncartridge  Před 2 měsíci +4

      Wow, thank you so much. I'm glad you connected with it. As someone who grew up playing classic games, I wanted to make a video that attempted to encapsulate the retro aesthetic. Comments like yours mean a lot to me.

  • @RaposaCadela
    @RaposaCadela Před 2 měsíci +6

    I've always dug pixel-art and low-poly because of the technical limitations, cutting corners and still delivering on your vision. I've also always dug old aesthetics, the style of each decade and modern counterparts. I think that both of these things walked together, but are actually completely different! A game can run on super limited hardware, like today's homebrews, and still look modern despite the lack of power. Alternatively, you could remaster an old game, re-do the art & sound, and keep the same art-style and feel to that of its time. In the past, aesthetics were limited to the available technology, but most developers were always trying to break free from them and looking for whatever came next. I think you can take either to make a retro look! Something can look 80's without pixel-art, as if people of that time had access to the technology of now. Or, it can look 80's because of analog video, boxy cars, 8-bit computers, like if tech never progressed. Nice video :3

    • @anotherblowncartridge
      @anotherblowncartridge  Před 2 měsíci +2

      Yeah I completely agree. It's all about working around limitations, and eventually, it can become looking to mimic hardware limitations in order to create something new, yet familiar. It's a really fascinating visual and audible style.

  • @terrymoss2183
    @terrymoss2183 Před 2 měsíci +6

    Mentioning the 2000s but no clips of Capcom vs SNK?
    Unfortunate.

  • @Heptad
    @Heptad Před 2 měsíci +5

    this is a masterpiece essay that helped me better understand *why* I like that "16-bit" style, and also the "rough 'old school' 3D" style, so much. it's indeed comforting for me in a way that ultra-modern graphics - which, don't get me wrong: i also love - simply can't match. sheesh, i even listen to a bunch of game music from this era (or that emulates it) when I'm doing whatever or chilling.
    excellent production quality as well.

    • @anotherblowncartridge
      @anotherblowncartridge  Před 2 měsíci +3

      I definitely LOVE listening to classic game soundtracks. And thank you so much for the kind words. I really appreciate comments like yours. Tbh I have issues with this essay, but I really like that you enjoyed it.

  • @Whisperv31
    @Whisperv31 Před 2 měsíci +4

    Banger of a video !

  • @hawkbirdtree3660
    @hawkbirdtree3660 Před 2 měsíci +4

    Awesome video. "Limitations breeds creativity"
    The CRT TVs of the time would make the pixel
    sprites less chunky, and your brain would fill
    in the detail. Early games were based on real
    life things, ie physics, movies, painting, songs,
    and nature. New games(AAA and some indie games) are
    based on popular mechanics/looks/feel. Early devs
    (not focused only on money) wanted to emulate non-digital
    games, and the medium (Video Games) was a new way of doing that.
    They did not want to supplant traditional games.
    When you can display every detail on the nose of a
    single NPC, the imagination becomes less important while
    playing. MineCraft did not become so popular because
    of it's looks. Gameplay is paramount, regardless of the medium.

  • @Wolfie15
    @Wolfie15 Před 2 měsíci +4

    oh yeah. This is a great video.

  • @ivanzoneBR
    @ivanzoneBR Před měsícem

    Even though I didnt understand some of things you said in your analysis of the Retro Aesthetic, I really commend you for the effort you made to this video, specially the editing, it's great. (I really need to consider learn to edit better before putting any video out)
    About the Retro-inspired games, I really have to thank to the Switch for allowing me for to experience so much games in that style, being by a full purchase or a demo, there were a lot fun to be had with them.
    My highlights are Blaster Master Zero, Pepper Grinder, Blossom Tales, Grapple Dog, Wargroove and Aegis Defenders.
    I love BMZ, it's a very enjoyable game with an amazing ost and its one game I sometimes have a urge to go back to play.
    Wargroove is a fun Advance Emblem/Fire Wars kinda game that is pretty and simply great to play.
    And the rest are awesome too.
    Overall nice video you made!
    Ps. I wanna shoutout 99Vidas and Dandara Trials of Fear, games made in my country that pays homage to classic Beat em Ups and Metroidvanias, while being very distinct in setting and atmosphere.

    • @anotherblowncartridge
      @anotherblowncartridge  Před měsícem

      I always really appreciate your comments and your willingness to watch my videos. Your compliments and opinions are very welcomed and appreciated. And don't worry about editing, just make what you wanna make! You'll learn as you go! I'm excited to watch whatever videos you produce.

  • @timmygilbert4102
    @timmygilbert4102 Před měsícem +1

    They weren't dub indie game, it was a movement birn in tigsource, a game dev hobbyist forum shocked by the quality of cave story and formulating the need for an alternative to big games.

    • @anotherblowncartridge
      @anotherblowncartridge  Před měsícem

      Ah interesting. My mistake.

    • @timmygilbert4102
      @timmygilbert4102 Před měsícem

      @@anotherblowncartridge I was there, most big indie game started there, like no truce with the fury, better known as disco Elysium, I seen Paul Eres name Minecraft and still wonder if he finished saturated dreamer 2 after 10 years, Paul fish was there, I recommend you to go there, it's still up, that's indie archeology, start around 2009 to see the endless discussion about where to take the medium, heck gamergate had some proto start there ...

  • @minhv5513
    @minhv5513 Před 2 měsíci +2

    Homie, Blast Processing was 100% a marketing strategy. Blast Processing is not real lol.
    Stronger hardware does not equal blast processing

    • @minhv5513
      @minhv5513 Před 2 měsíci +3

      SEGA HAD WHAT NINTENDONT : BLAAAAST PROCESSING!!!!!

    • @anotherblowncartridge
      @anotherblowncartridge  Před 2 měsíci +3

      Thank you for the heads up on that 😅 I will note that for next time.

  • @antonco2
    @antonco2 Před 2 měsíci +3

    Video's alright, although a bit disorienting. Like, it felt like you were meandering at times