ngl it is funny how a lot of people nowadays (not op specifically) basically admit they need social media to constantly ragebait and throw discourse at them to stay engaged and since bsky doesn't do that every 5 seconds they can't handle it lmao
ngl it is funny how a lot of people nowadays (not op specifically) basically admit they need social media to constantly ragebait and throw discourse at them to stay engaged and since bsky doesn't do that every 5 seconds they can't handle it lmao
Vagrant Story is 20 years old! It is not only in the conversation as the best game Square has ever made, it is a towering achievement of the genre both at an artistic and technical level. Here I will share some details about the game that even Hideo Kojima was jealous of ⬇️⬇️⬇️
Vagrant Story is often touted as one of, if not the most technically impressive game on the PS1, far above Metal Gear Solid 1. However, the most impressive thing was that this full 3D game was done primarily by people who had no experience with 3D!
Just look at the difference in quality! The way her mouth animates! The way her head moves alongside her eyes to look at Ashley! The distinct textures of her clothes! To say nothing of the diffused lighting! It still floors me to this day.
This was only possible because an artist with a background in pixel art took it upon himself to do all the facial expressions, and animate mouths with sub-pixel shading. His name is Eichiro Nakatsu.
He was most recently the art director of Dragon Quest XI.
As if all of that wasn't enough, they had also simulated lighting displaying on 3D models. How so? By creating a second set of 3D models, brightening them up, and slightly moving them to the direction of the light.
Their ingenuity knew no bounds.
But the characters would be nothing without a background to set them in. And that's where Vagrant Story's environment comes in. An extremely impressive showcase that simulated a lighting environment despite not having a lighting engine.
But these visuals wouldn't mean much if there wasn't someone to frame them in a way that made them pop out. That's where Jun Akiyama comes in, the cutscene director of Vagrant Story (and FFXII).
His camerawork is still nothing short of fantastic. Just look at this!
The introduction cutscene is one of the best showcases of how good Akiyama's cutscene direction can be. It also has one of the best transitions I've seen here 👇 Also, here's a link to the intro on youtube youtube.com/watch?v=8rchMp…
Jun Akiyama also worked for a way to implement seamless "cutscene to gameplay" transitions, and he succeeded with the help of the dev team. You could look at a cutscene and be into a fight immediately. No loading time, no camera cut, just straight to the action!
To accompany the visuals, Tomohiro Yajima, the sound effect director decided to create all the sfx by himself, by manipulating noise and waveforms instead of using sampling. An absurdly complex task that immensely benefited the game. He recently worked on NieR: Automata
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