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- ed from the future].
That said, this affection for low-poly visuals is nothing new.
“Back in 2015, no-one was paying attention to retropolygons,” he tells us.
“We paid attention to the menu structure, save slots, and operation sluggishness.
For example, the framerate is 20fps, which may be lower than the actual PS1!”
That team dynamic is the same at SFB Games, which is essentially made up of two brothers.
And what better way to start making them than to learn from the early years of 3D graphics?
“When the characters are behind a layer of abstraction, they’re more appealing.”
“That’s all I had, but I liked that look,” he says.
“When the characters are behind a layer of abstraction, they’re more appealing.
“We think the [low-poly] aesthetic looks great, and it also is scary.
Past discretions
Ichijo prefers not to focus on retro polygons being defined as something ‘lesser than’.
A lot of intent comes into emulating that style too, such as the wobble mentioned earlier.
Other developers, however, place less stress on being totally faithful to the experience.
and Goosebumps, all these things that I remember growing up with.”
I think people are going to be drawn to it, no matter what.”
Meanwhile, Vian feels the low-poly look is a reaction to the triple-A space.
“I think it’s a response to overly bloated, overly complex games.
Here’s hoping that more PS1-inspired games make their way to PlayStation!
This feature originally appeared in PLAY Magazine which printed its final issue in 2024.
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