But I respect the amount of work that went into crafting each and every character. Is it arguable that the end result is not technically pixel art or sprites? Sure, I guess. But to keep the shading and detailed colors of the fighters, artists then went in and touched them up by hand, pixel-by-pixel. It isn't the most popular KOF for gameplay, but the look of it was a Herculean task to create "the ultimate 2D fighting game." A Kotaku interview from the time details the process: Artists would convert the original drawings of characters into 3D models, then convert them back into 2D for a greater depth of motion. King of Fighters 12 is a labor of love, though. Garou: Mark of the Wolves holds a special place in my heart, and there are certainly more popular iterations in the King of Fighters series. Picking a King of Fighters title, or really any SNK fighting game for this spot, was tough. King of Fighters 12 (2009, Arcade, PS3, Xbox 360) Kamitani can draw all the heaving bosoms he wants as long as he never stops drawing those beautiful multi-hued dragons that populate his games. Yeah, Kamitani loves drawing big, silly boobs, but he's also arguably the best monster designer in the video game industry. One of the designers on-board was Vanillaware's renowned George Kamitani, who made a gorgeous spiritual successor with Dragon's Crown. It's no surprise Capcom's Dungeons & Dragons games are brimming with creative energy. The mighty Red Dragon is the D&D universe's most feared monster, and Shadow Over Mystara gives it the presentation it deserves. Tower of Doom and Shadow Over Mystara is another showcase for Capcom's skillful depictions of dragons, gnolls, kobolds, and trolls.
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The Breath of Fire series already proves Capcom has a way with designing and animating monsters. When I first saw Capcom's iteration of the traditional Wizard character and his spiky blue-and-white hair, my mind was blown. The very idea of crossing Dungeons & Dragons with an anime aesthetic had never even occurred to me. Even with my limited knowledge of the game's world, the sprites are a joy to look at. I don't play Dungeons & Dragons, but I'm relatively familiar with the universe. They can sling magic, fire arrows, and stab, stab, stab with their swords. They're the same heroes you roll up on a Saturday night with your pals: Elves, Fighters, Wizards, Clerics, and Thieves. Tower of Doom and Shadow Over Mystara are beat-em-ups to be sure, but its characters aren't street toughs who equip themselves with brass knuckles and baseball bats. Capcom's Dungeons & Dragons games defy the stereotype with bright, imaginative environments wide enough for four adventurers to swing their weapons. The union bore fruit and gave the world Tower of Doom and its direct sequel, Shadow Over Mystara.ĭungeons & Dragons is a franchise we usually associate with a group of adventurers progressing slowly through damp hallways and firing magic missiles at the darkness.
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Between the rise of Street Fighter and the superhuman endurance of side-scrolling beat-em-ups like Double Dragon and Final Fight, the arcade was the place to let off a little steam.Ĭapcom, the reigning champion of making games where you kick the snot out of people, acquired the Dungeons & Dragons license at some point and mated it with Final Fight. In the '90s, the arcade scene was all about games where you bury your fist in an opponent's face.
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Great sprite art isn't as commonplace as it used to be, but if this list is any indication, neither is it in danger of fading away.ĭungeons & Dragons: Tower of Doom / Shadow Over Mystara (Arcade, 1994) This roll-call isn't limited to games from the '90s, the heyday of sprite art: there are plenty of modern sprite-based games that do a fantastic job combining nostalgic NES chunkiness with today's advanced engines. Thus, we put together a list of the loveliest sprite games. (Not to say those fans aren't out there.) We sigh over Alucard's fluttering cape in Castlevania: Symphony of the Night, but you won't find as many fans of the primitive, often muddy polygons that guided mainstream video games into the 3D space. We still admire sprite-based games, not just because they whisk us back to past console generations, but because they look good. While Atari dabbled with vector graphics by way of Tempest and the Star Wars arcade game, most games were assembled on grids. Think about how sprite artists create these characters-and indeed, entire worlds-pixel-by-pixel, like a puffer fish building grand patterns in the sand shell-by-shell.įor a time, pixel art was a necessity in video games. Think about how Sonic the Hedgehog's quills stir in the wind as he runs. Think about how much work went into making Mario a real human being instead of a triangular spaceship or a rectangle. When you next have a little quiet time to yourself, sit down and think deeply about the artistic evolution of early video games.