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** In the latest game, ''[[{{VisualNovel/PhoenixWrightAceAttorneyDualDestinies}} Dual Destinies]]'', the series made the jump to cel-shaded 3D models instead of sprites and added fully animated and voiced cutscenes produced by StudioBONES. Some returning characters have had their designs changed slightly, such as Phoenix gaining a waistcoat and a strand of IdiotHair. Despite this, the animations of the returning characters mimic the animations of their old sprites, and the new characters are animated in a way that resembles sprite animation.
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* Every ''FireEmblem'' game has different artists (or one artist for one saga, namely [[FireEmblemTellius Tellius), but IntelligentSystems clearly didn't get an actual ''artist'' until the [[FireEmblemJugdral Jugdral games]].
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* The character appearances in ''VideoGame/SaintsRow'' change significantly between ''2'' and ''The Third''.
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*** To take it into perspective, the "classic" style designs are used from the first game to ''X3'', growing more pronounced in detail with each sequel, along with sprites that have more elaborate, shaded coloring (very noticeable in ''X3''.) ''X4'' marks the jump to Playstation, where the characters gain sterner, toughened looks that reflect the [[DarkerAndEdgier darker nature]] of the plots, and the sprite artists try to replicate their appearances in respect to their artwork as faithfully as possible with immense details. By ''X6'', the sprites even undergo slight palette changes to more accurate colors. ''X7'' is the first game to be on a 3-D platformer, now shifting to polygon models and a few updates to character designs. ''X8'' goes as far as to give the Reploids lankier, humanoid-proportioned armor and smaller, oval-shaped eyes, but these changes are disregarded in ''Command Mission''- though this time, X sports new body armor and a ScarfOfAsskicking [[StealthPun out of the blue]].

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*** To take it into perspective, the "classic" style designs are used from the first game to ''X3'', ''VideoGame/MegaManX3'', growing more pronounced in detail with each sequel, along with sprites that have more elaborate, shaded coloring (very noticeable in ''X3''.) ''X4'' ''VideoGame/MegaManX4'' marks the jump to Playstation, where the characters gain sterner, toughened looks that reflect the [[DarkerAndEdgier darker nature]] of the plots, and the sprite artists try to replicate their appearances in respect to their artwork as faithfully as possible with immense details. By ''X6'', ''VideoGame/MegaManX6'', the sprites even undergo slight palette changes to more accurate colors. ''X7'' ''VideoGame/MegaManX7'' is the first game to be on a 3-D platformer, now shifting to polygon models and a few updates to character designs. ''X8'' ''VideoGame/MegaManX8'' goes as far as to give the Reploids lankier, humanoid-proportioned armor and smaller, oval-shaped eyes, but these changes are disregarded in ''Command Mission''- ''VideoGame/MegaManXCommandMission''- though this time, X sports new body armor and a ScarfOfAsskicking [[StealthPun out of the blue]].
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* ''VideoGame/SlyCooperAndThieviusRaccoonus'' looks quite different from further entries in the ''Franchise/SlyCooper'' series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely-drawn and animated, compared to the smooth artwork and animation that the other games gave.

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* ''VideoGame/SlyCooperAndThieviusRaccoonus'' ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' looks quite different from further entries in the ''Franchise/SlyCooper'' series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely-drawn and animated, compared to the smooth artwork and animation that the other games gave.
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* The first ''VideoGame/SlyCooper'' looks quite different from further entries in the series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely-drawn and animated, compared to the smooth artwork and animation that the cutscenes in games 2, 3, and 4 have.

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* The first ''VideoGame/SlyCooper'' ''VideoGame/SlyCooperAndThieviusRaccoonus'' looks quite different from further entries in the ''Franchise/SlyCooper'' series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely-drawn and animated, compared to the smooth artwork and animation that the cutscenes in other games 2, 3, and 4 have.gave.
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* ''Franchise/StreetFighter'' has had noticeable art shifts within the various incarnations of just the main franchise. The original game used character designs that were more realistic than cartoony, albeit with pretty sparse animation. Its' sequel, ''VideoGame/StreetFighterII'', was running on the same style, but had bigger sprite size, more frames of animation and slightly deeper details. Realistic design was thrown out entirely for the prequel ''VideoGame/StreetFighterAlpha'' series and the characters all took on a more anime-inspired look that also led to a few looking noticeably different in both costume and builds. ''VideoGame/StreetFighterIII'' backed away from this and returned once more to more realistic designs. ''VideoGame/StreetFighterIV'' appears to be looking to blend the two concepts by maintaining cartoony facial expressions but otherwise returning to more classic, realistic character designs. However, many characters [[HeroicBuild are noticeably a lot more muscular]].

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* ''Franchise/StreetFighter'' has had noticeable art shifts within the various incarnations of just the main franchise. The original game used character designs that were more realistic than cartoony, albeit with pretty sparse animation. Its' Its sequel, ''VideoGame/StreetFighterII'', was running on the same style, but had bigger sprite size, more frames of animation and slightly deeper details. Realistic design was thrown out entirely for the prequel ''VideoGame/StreetFighterAlpha'' series and the characters all took on a more anime-inspired look that also led to a few looking noticeably different in both costume and builds. ''VideoGame/StreetFighterIII'' backed away from this and returned once more to more realistic designs. ''VideoGame/StreetFighterIV'' appears to be looking to blend the two concepts by maintaining cartoony facial expressions but otherwise returning to more classic, realistic character designs. However, many characters [[HeroicBuild are noticeably a lot more muscular]].
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** ''VideoGame/MarioAndLuigi'' had an art style change over time as well. ''VideoGame/MarioAndLuigiSuperstarSaga'' looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] (but still cartoonish) style in ''VideoGame/MarioAndLuigiPartnersInTime'' and ''VideoGame/MarioAndLuigiBowsersInsideStory''. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first. Then comes the upcoming ''Mario and Luigi: Dream Team'' for the 3DS, which ditches the ThickLineAnimation and sprite-based graphics entirely, and uses polygonal graphics instead.

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** ''VideoGame/MarioAndLuigi'' had an art style change over time as well. ''VideoGame/MarioAndLuigiSuperstarSaga'' looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] (but still cartoonish) style in ''VideoGame/MarioAndLuigiPartnersInTime'' and ''VideoGame/MarioAndLuigiBowsersInsideStory''. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first. Then comes the upcoming ''Mario ''VideoGame/Mario and Luigi: Dream LuigiDream Team'' for the 3DS, which ditches the ThickLineAnimation and sprite-based graphics entirely, for the characters, and uses [[SpritePolygonMix polygonal graphics instead.for the environments]].
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** With a HD-remake of ''Wind Waker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here]].

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** With a HD-remake of ''Wind Waker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here]]. More drastic art evolution is present in the 3DS remake of Ocarina of Time, due to the fact that technical limitations prevented the N64 version's graphics from resembling the game's official artwork.
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* In ''VideoGame/QuestOfYipe'', the first game has very crude and flat graphics, to the point that your player is a stick figure. The sprites become a little more involved and gain shading in the second game, and the art takes a major leap in the third.
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** Even the main games are undergoing Art Evolution: ZUN's art style improved quite a bit for Double Dealing Character.

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** Even the main games are undergoing Art Evolution: ZUN's art style improved The artwork from series creator ZUN is ([[MemeticMutation memetically]]) considered to be horrible. Sometime after ''Subterranean Animism'' his drawing skills began to improve quite a bit for Double Dealing Character.bit.
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* ''VideoGame/BubbleBobble'': Bub and Bob have basic 8-bit sprites in the original. For '''''[[OddlyNamedSequel Part]]''' [[OddlyNamedSequel 2]]'', they only have (color) and white for their sprites but get a simplified outline and a new short square silhouette. Bub and Bob get nicely shaded yet still keep their silhouette for ''Bubble Symphony''. They get brighter shades and get a slimmer silhouette for ''Bubble Memories'', in which by that time they don't have literal-black-line-struck-out eyes upon death anymore -- [[BlankWhiteEyes their eyes go missing]].

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* ''VideoGame/BubbleBobble'': Bub and Bob have basic 8-bit sprites in the original. For '''''[[OddlyNamedSequel Part]]''' [[OddlyNamedSequel 2]]'', they only have (color) their color and white for their sprites but get a simplified outline and a new short square silhouette. Bub and Bob get nicely shaded yet still keep their silhouette for ''Bubble Symphony''. They get brighter shades and get a slimmer silhouette for ''Bubble Memories'', in which by that time they don't have [[WingdingEyes literal-black-line-struck-out eyes upon death death]] anymore -- [[BlankWhiteEyes their eyes go missing]].

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* ''SpaceInvaders'' is quite an odd case. Nowadays, th
ey're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].

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* ''SpaceInvaders'' is quite an odd case. Nowadays, th
ey're
they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].
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* In ''VideoGame/{{Fallout 2}}'', the Mark II Advanced PowerArmor used the same sprite as the standard Advanced Power Armor. With the series' leap to 3D in ''VideoGame/{{Fallout 3}}'', it completely changed in appearance, more resembling the Midwestern Brotherhood armor from ''VideoGame/FalloutTactics''. ''VideoGame/FalloutNewVegas'' reverted to the original APA design for the Remnants Armor, although ''FO 3'''s version [[DummiedOut remained in the game's code]].
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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] games, his face became rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that started showing him from different angles. The animated cutscenes were also noticeable improved (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])

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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] games, his face became rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that started showing him from different angles. The animated cutscenes were also noticeable noticeably improved (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])
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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] games, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])

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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] games, his face become became rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed started showing him from more different angles. The animated cutscenes were also suffered noticeable improvement improved (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])
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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] game, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])

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* ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] game, games, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])
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* ''ProfessorLaytonAndTheCuriousVillage'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] game, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])

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* ''ProfessorLaytonAndTheCuriousVillage'' ''ProfessorLayton'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] game, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])

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* ''ProfessorLaytonAndTheCuriousVillage'' went through subtle yet noticeable changes in artstyle as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] game, his face become rounder, his hairstyle became more defined, and his proportions became less noodley [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game[[/note]]. Layton himself got similarly more well defined, coupled by artwork that showed him from more angles. The animated cutscenes also suffered noticeable improvement (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]])
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** Even the main games are undergoing Art Evolution: ZUN's art style improved quite a bit for Double Dealing Character.

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removed a relatively obscure reference


* The main artist for the ''Franchise/ShinMegamiTensei'' franchise is Kazuma Kaneko, and has been almost since its earliest era. He used to have a more traditional, generic anime style. Then around the late 90s, the man discovered Adobe Photoshop and dramatically altered his art to the porcelain doll/Brian Molko look that the franchise is usually associated with. You can see this shift at its most dramatic by comparing how a character he drew for the original ''VideoGame/{{Persona}}'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''{{Persona 2}}'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
* ''SpaceInvaders'' is quite an odd case. Nowadays, they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].

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* The main artist for the ''Franchise/ShinMegamiTensei'' franchise is Kazuma Kaneko, and has been almost since its earliest era. He used to have a more traditional, generic anime style. Then around the late 90s, the man discovered Adobe Photoshop and dramatically altered his art to the porcelain doll/Brian Molko doll look that the franchise is usually associated with. You can see this shift at its most dramatic by comparing how a character he drew for the original ''VideoGame/{{Persona}}'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''{{Persona 2}}'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
* ''SpaceInvaders'' is quite an odd case. Nowadays, they're th
ey're
usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].
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Site reorganized with a side effect of \"IP ban because of spam\" for the previous outdated link


* ''SpaceInvaders'' is quite an odd case. Nowadays, they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/screenshots/full/super_space_invaders_05.png warped versions of the Bubble Bobble designs]].

to:

* ''SpaceInvaders'' is quite an odd case. Nowadays, they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/screenshots/full/super_space_invaders_05.png com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].
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* Series 1 and 2 of TelltaleGames version of ''VideoGame/SamAndMaxFreelancePolice'' had a semi-cartoony but perfectly workable fitting style. Come season 3, ''The Devil's Playhouse'', and the same style is around, but with added textures on the backgrounds, much more detailed and complex animation and a nice noir-style grimey filter over everything. It's quite a jump to go from one directly to the other.
* VideoGame/{{Kirby}}'s eyes and face have gotten larger in recent installments of the series.

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* Series 1 and 2 of TelltaleGames version of ''VideoGame/SamAndMaxFreelancePolice'' had a semi-cartoony but perfectly workable fitting style. Come season 3, ''The Devil's Playhouse'', and the same style is around, but with added textures on the backgrounds, much more detailed and complex animation animation, details on the characters themselves (such as Sam having realistic textures on his clothes and saliva on his tongue, and Max having a crease down his back where his spine is) and a nice noir-style grimey filter over everything. It's quite a jump to go from one directly to the other.
* VideoGame/{{Kirby}}'s In 1992, when ''[[VideoGame/{{Kirby}} Kirby's Dream Land]]'' was brought to America and Europe, Kirby was colored white because Nintendo's American and European divisions figured pink wouldn't sell. Starting with ''Kirby's Adventure'', he's been pink ever since. Also during the 90's, he was very big and fat-looking, had pointy hands, and very small eyes and face mouth. Then come the N64 ''VideoGame/SuperSmashBros'', he was redesigned to be smaller, less fat, have gotten larger in recent installments of the series.round hands, and bigger eyes and mouth (as well as having colored eyes too).



** MarioAndLuigi had an art style change over time as well. MarioAndLuigiSuperstarSaga looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] style in MarioAndLuigiPartnersInTime and MarioAndLuigiBowsersInsideStory. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first.

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** MarioAndLuigi ''VideoGame/MarioAndLuigi'' had an art style change over time as well. MarioAndLuigiSuperstarSaga ''VideoGame/MarioAndLuigiSuperstarSaga'' looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] (but still cartoonish) style in MarioAndLuigiPartnersInTime ''VideoGame/MarioAndLuigiPartnersInTime'' and MarioAndLuigiBowsersInsideStory.''VideoGame/MarioAndLuigiBowsersInsideStory''. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first. Then comes the upcoming ''Mario and Luigi: Dream Team'' for the 3DS, which ditches the ThickLineAnimation and sprite-based graphics entirely, and uses polygonal graphics instead.




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* The first ''VideoGame/SlyCooper'' looks quite different from further entries in the series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely-drawn and animated, compared to the smooth artwork and animation that the cutscenes in games 2, 3, and 4 have.
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** With a HD-remake of ''VideoGame/TheLegendOfZeldaWindWaker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here]].

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** With a HD-remake of ''VideoGame/TheLegendOfZeldaWindWaker'' ''Wind Waker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here]].
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** With a HD-remake of ''VideoGame/TheLegendOfZeldaWindWaker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here]].
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* ''Franchise/{{Halo}}'' has this by virtue of how long-running the series is. It is most notable with Master Chief and the [[PoweredArmor Mjolnir Armor]] design. The first game it looked like a completely closed off armored suit while the later games gave it a stretchable fabric suit with the armor layered on top. Even with the ''VideoGame/HaloCombatEvolved'' [[MilestoneCelebration Anniversary Edition]] they strove for a look that was true to the classic look and not just completely redesigning it to better align with the prequel ''VideoGame/HaloReach''. By ''VideoGame/{{Halo 4}}'' they decided to go ahead with a complete design RetCon.
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* Every ''VideoGame/MegaMan'' series has undergone a noticeable change over the years. The classic series started with artwork of rather crude, chibi-esque character designs that progressed into a more serious and detailed style over time, reaching its peak with the 8th game. When ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'' came out for the Wii, the time gap between new games led to a hybrid of both the class NES-style artwork and more detailed NES/Playstation era Mega Man. The original in-game sprites, however, haven't changed much at all, aside from lone games that were on more consoles that had better graphics to work with. The Wii downnloadable games actually revert back to the original sprite style out of nostalgic reverence. Plus, it's cheap.

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* Every ''VideoGame/MegaMan'' series has undergone a noticeable change over the years. The classic series started with artwork of rather crude, chibi-esque character designs that progressed into a more serious and detailed style over time, reaching its peak with the 8th game. When ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'' came out for the Wii, the time gap between new games led to a hybrid of both the class NES-style artwork and more detailed NES/Playstation SNES/Playstation era Mega Man. The original in-game sprites, however, haven't changed much at all, aside from lone games that were on more consoles that had better graphics to work with. The Wii downnloadable games actually revert back to the original sprite style out of nostalgic reverence. Plus, it's cheap.
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* ''Franchise/TheLegendOfZelda'' has undergone this quite a bit. Compare [[http://gallery.zeldalegends.net/displayimage.php?album=15&pos=19 Short, squat, brown-haired Link]] with his [[http://gallery.zeldalegends.net/displayimage.php?album=894&pos=6 modern tall, blonde, bishonen counterpart]]. It is worth noting, however, that these are technically separate characters.

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* ''Franchise/TheLegendOfZelda'' has undergone this quite a bit. Compare [[http://gallery.zeldalegends.net/displayimage.php?album=15&pos=19 Short, squat, brown-haired Link]] with his [[http://gallery.zeldalegends.net/displayimage.php?album=894&pos=6 modern tall, blonde, blond, bishonen counterpart]]. It is worth noting, however, that these are technically separate characters.
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** The Zelda games actually had different artists throughout the years. In the beginning it was Yoshiaki Koizumi and former anime studio employee Yoichi Kotabe that worked on the first few Zelda games. However Metroid artist mainstay Yusuke Nakano is the most popular one due to his work on ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (which was his ''first'' Zelda project). Later he did ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[TheLegendOfZeldaOracleGames the Oracle games]] (for a guy inspired by Kotabe's work on ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' for his work on ''Oracle of Ages/Seasons'' he didn't do too bad) and his work on ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' (2006) shows how his style improved drastically since ''Ocarina of Time'' (1998).

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** The Zelda games actually had different artists throughout the years. In the beginning it was Yoshiaki Koizumi and former anime studio employee Yoichi Kotabe that worked on the first few Zelda games. However Metroid artist mainstay Yusuke Nakano is the most popular one due to his work on ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (which was his ''first'' Zelda project). Later he did ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[TheLegendOfZeldaOracleGames [[VideoGame/TheLegendOfZeldaOracleGames the Oracle games]] (for a guy inspired by Kotabe's work on ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' for his work on ''Oracle of Ages/Seasons'' he didn't do too bad) and his work on ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' (2006) shows how his style improved drastically since ''Ocarina of Time'' (1998).
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* ''Franchise/TheLegendOfZelda'' has undergone this quite a bit. Compare [[http://gallery.zeldalegends.net/displayimage.php?album=15&pos=19 Short, squat, brown-haired Link]] with his [[http://gallery.zeldalegends.net/displayimage.php?album=894&pos=6 modern tall, blonde, bishonen counterpart]]. It is worth noting, however, that these are technically separate characters.
** The Zelda games actually had different artists throughout the years. In the beginning it was Yoshiaki Koizumi and former anime studio employee Yoichi Kotabe that worked on the first few Zelda games. However Metroid artist mainstay Yusuke Nakano is the most popular one due to his work on ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (which was his ''first'' Zelda project). Later he did ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[TheLegendOfZeldaOracleGames the Oracle games]] (for a guy inspired by Kotabe's work on ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' for his work on ''Oracle of Ages/Seasons'' he didn't do too bad) and his work on ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' (2006) shows how his style improved drastically since ''Ocarina of Time'' (1998).
** Yusuke Nakano also did the artwork for ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]''. It's also noticeable: Look closely at the artwork in the instruction booklet and you will find the way the outlines are drawn to be quite similar to the artwork of ''Ocarina of Time'' and ''Twilight Princess''. Even though it SuperDeformed, it's still his style. Nakano himself stated in an [[http://zeldapower.com/index.php/features/interviews/inside_zelda_yusuke_nakano_illustrator.php article]], that he liked working on ''Twilight Princess'' the best, because he is into this kind of fantasy art, but found ''The Wind Waker'' to be an interesting experience as well, because of the drastic change in style.
** However, you can even notice it with Links that ''are'' the same characters. ''Ocarina of Time'' Link has gone from having small pupils and a long nose to gigantic pupils and a small nose, from the original game art through appearances in spinoffs, to the 2011 3DS remake.
* ''Franchise/StreetFighter'' has had noticeable art shifts within the various incarnations of just the main franchise. The original game used character designs that were more realistic than cartoony, albeit with pretty sparse animation. Its' sequel, ''VideoGame/StreetFighterII'', was running on the same style, but had bigger sprite size, more frames of animation and slightly deeper details. Realistic design was thrown out entirely for the prequel ''VideoGame/StreetFighterAlpha'' series and the characters all took on a more anime-inspired look that also led to a few looking noticeably different in both costume and builds. ''VideoGame/StreetFighterIII'' backed away from this and returned once more to more realistic designs. ''VideoGame/StreetFighterIV'' appears to be looking to blend the two concepts by maintaining cartoony facial expressions but otherwise returning to more classic, realistic character designs. However, many characters [[HeroicBuild are noticeably a lot more muscular]].
** Chun-Li's [[VideoGame/StreetFighterII debut game]] portrayed her as a very slim, slightly athleticized build. By ''Alpha'', her build had gotten more muscular, notably her thighs, which would make sense considering her signature move utilizes them. Her thighs stayed about the same size in ''VideoGame/StreetFighterIII'', which also added a lot more panty shots to her sprite set and also added a thong to her outfit. ''VideoGame/StreetFighterIV'' has actually pushed her to even more muscularity, and her thighs are downright monstrous.
** Meanwhile, the [[CapcomVsWhatever crossover games]] keep shifting around: the ''VideoGame/SNKVsCapcom'' games veer for a realistic approach, ''VideoGame/MarvelVsCapcom2'' has an anime-inspired style, and ''VideoGame/TatsunokoVsCapcom'' merges realistic and anime designs. ''VideoGame/MarvelVsCapcom3'' uses what Seth Killian describes as Japan's interpretation of the Western comic book style.
** A lot of the above can be attributed not just to evolving art styles, but the games trading hands among a staggering number of artists over the years.
* ''VideoGame/TraumaCenter's'' art style was cartoony and unrealistically proportioned in the first game ([[BarbieDollAnatomy even for anime styled artwork]]), but the subsequent sequels and remakes improved the artwork by a huge margin.
* ''VideoGame/BubbleBobble'': Bub and Bob have basic 8-bit sprites in the original. For '''''[[OddlyNamedSequel Part]]''' [[OddlyNamedSequel 2]]'', they only have (color) and white for their sprites but get a simplified outline and a new short square silhouette. Bub and Bob get nicely shaded yet still keep their silhouette for ''Bubble Symphony''. They get brighter shades and get a slimmer silhouette for ''Bubble Memories'', in which by that time they don't have literal-black-line-struck-out eyes upon death anymore -- [[BlankWhiteEyes their eyes go missing]].
** ''Puzzle Bobble''/''Bust-A-Move'': The 1st game follows yet slightly improves the original Bubble Bobble sprites. The 2nd game follows the ''Bubble Memories''' sprite style (as both games were released around the same time). The 3rd game has an {{Anime}} style, and the 4th game goes back to the 2nd game's style.
* The main artist for the ''Franchise/ShinMegamiTensei'' franchise is Kazuma Kaneko, and has been almost since its earliest era. He used to have a more traditional, generic anime style. Then around the late 90s, the man discovered Adobe Photoshop and dramatically altered his art to the porcelain doll/Brian Molko look that the franchise is usually associated with. You can see this shift at its most dramatic by comparing how a character he drew for the original ''VideoGame/{{Persona}}'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''{{Persona 2}}'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
* ''SpaceInvaders'' is quite an odd case. Nowadays, they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/screenshots/full/super_space_invaders_05.png warped versions of the Bubble Bobble designs]].
* Ken Sugimori of Game Freak is known for his style change over time. It certainly shows in Pokémon in the jump from the [[VideoGame/PokemonGoldAndSilver second generation]] to the [[VideoGame/PokemonRubyAndSapphire third]]. Originally, the artwork had been stiff and lightly shaded, like that of AkiraToriyama. As time went on, Sugimori's style had become more natural and fluid, and more shading has been used. The Pokémon themselves have undergone art shifts over time. Just look at their sprites from [[http://archives.bulbagarden.net/wiki/Category:Red_and_Green_sprites the original Red and Green Versions]] (*shudder* horribly deformed [[http://archives.bulbagarden.net/wiki/File:Spr_1g_151.png Mew]]), and look as they have [[http://archives.bulbagarden.net/wiki/Category:Current_game_sprites changed over time as the series continued]].
** You can really see how things have changed when you view the [[http://archives.bulbagarden.net/wiki/Category:Art_from_Pokémon_Red_and_Green artwork from Red and Blue Versions]] and compare it to the updated art seen in the remakes of the first two generations (''[[http://archives.bulbagarden.net/wiki/Category:Art_from_Pok%C3%A9mon_FireRed_and_LeafGreen [=FireRed=]/[=LeafGreen=]]]'' and ''[[http://archives.bulbagarden.net/wiki/Category:Art_from_Pok%C3%A9mon_HeartGold_and_SoulSilver [=HeartGold=]/[=SoulSilver=]]] Versions''). They've all gotten friendlier-looking and the style has smoothed out considerably. Pikachu especially has gotten thinner and sleeker over the years. Compare the [[http://archives.bulbagarden.net/wiki/File:025Pikachu_RG.png fat mouse-like original]] work to [[http://archives.bulbagarden.net/wiki/File:025Pikachu.png the modern style]].
** And in the games themselves: [[http://archives.bulbagarden.net/wiki/File:Spr_1g_025.png 1996]] vs. [[http://bulbapedia.bulbagarden.net/wiki/File:Spr_5b_025_m.png 2010]].
** The release of ''VideoGame/PokemonBlackAndWhite'' is also accompanied by a new art shift: while protagonists [[http://archives.bulbagarden.net/wiki/File:Black_White_Hilbert.png Hilbert]] and [[http://archives.bulbagarden.net/wiki/File:Black_White_Hilda.png Hilda]] seem to hearken back to the art style featured prominently in Generations III (i.e., [[http://archives.bulbagarden.net/wiki/File:Emerald_Brendan.png Brendan]]; [[http://archives.bulbagarden.net/wiki/File:Emerald_May.png May]]) and IV (i.e., [[http://archives.bulbagarden.net/wiki/File:Platinum_Lucas.png Lucas]]; [[http://archives.bulbagarden.net/wiki/File:Platinum_Dawn.png Dawn]]), the artwork of Unova Gym Leaders such as [[http://archives.bulbagarden.net/wiki/File:Black_White_Cilan.png Cilan]] and [[http://archives.bulbagarden.net/wiki/File:Black_White_Iris.png Iris]] shows a marked change in drawing style.
*** The Gym Leaders, Elite Four and Champion in Black & White weren't handled by Sugimori. The player characters and N were however.
* Shinkiro, a video game artist for {{SNK}} and Creator/{{Capcom}}, has had his style change dramatically over time. His early work, such as for ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters'' have some realistic touches but still look hand-drawn for the most part. Later on, his work (for example, the cover for ''VideoGame/SamuraiShodown II'', the SNK-style artwork in the ''[[VideoGame/SNKVsCapcom Capcom vs. SNK]]'' series) became ''very'' realistic, while avoiding some details to avoid going into the UncannyValley. His current style, seen in ''[[VideoGame/TatsunokoVsCapcom Tatsunoko vs. Capcom]]'', is a mix of both, almost appearing as cel-shaded. Though early on, it is an evolution in art, he attributes his current style to his preference to draw digitally nowadays. His art is immediately recognizable in all styles, though.
** The same could be said of other SNK artists. Compare the earlier work of Shinkiro's protégé Hiroaki (''Fatal Fury: Wild Ambition'', ''Buriki One'', ''The King of Fighters EX'' and ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''GodHand''. Like Shinkiro, his overall style has been consistent throughout the years, although his drawings in ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before.
* The ''Franchise/SonicTheHedgehog'' series had an art evolution from their original designs for ''VideoGame/SonicAdventure''. [[http://images2.wikia.nocookie.net/__cb20080824062737/sonic/images/c/cd/150px-Amy_Rose_First_Generation.png Amy Rose]] and [[http://upload.wikimedia.org/wikipedia/en/7/74/Oldrobotnik.jpg Dr. Eggman in particular]] have changed [[http://upload.wikimedia.org/wikipedia/en/5/51/AmyUnleashed.png a lot since]] [[http://images4.wikia.nocookie.net/sonic/images/f/f1/Robotnik_pose_27.png the classic games]].
** Even the designs themselves have had changes. Originally his arms and legs were [[http://images1.wikia.nocookie.net/__cb20091021173719/sonic/images/6/62/Sonic_222.png very lanky]] and [[http://images3.wikia.nocookie.net/__cb20100205055551/sonic/images/c/ca/78.jpg long]]. He has since become [[http://images1.wikia.nocookie.net/__cb20100722085725/sonic/images/4/40/Sonic4_render.png more compact]], and his limbs more shorter, to the point where in the ''VideoGame/SonicUnleashed'' beta he was his classic design with green eyes; his fur color was also darker in the early to mid 2000s. Likewise his classic design went through various changes, most obvious to westerns the change from his [[http://images1.wikia.nocookie.net/__cb20100429222037/sonic/images/3/35/Sonic_1.jpg original Western design]] to [[http://images4.wikia.nocookie.net/__cb20080119070218/sonic/images/c/cd/Sonic07_32.jpg his Japanese design]].
* ''VideoGame/WorldOfWarcraft'' has gotten progressively more stylized since the game first came out in 2004. Early weapons and armor were fairly mundane and realistic, while newer items are larger, more colorful, and more extravagant.
** Until you hit "Wrath of the Lich King". While these items are larger, they seem to have turned the trend upside down in terms of coloration and texturing -- nearly all Wrath armor is drab (to avoid Clown Suit armor) and textured in a semi-realistic way. Case in Point: that horse you can buy from the argent crusade. It's the direct opposite of the happy, fantasy, colorful paladin mount -- drab and gritty.
*** But once again true in the last few raid dungeons. Sure, most of the generic armor is drab, but the Tier sets and the high end weapons take the grimdark thing and run straight int the realm of flashy evil looking weapons and the tier10 armor is all based off various undead monsters.
* Since ''VidoeGame/AdventureQuest'' has been adding new content every week for years and hiring more and more decent artists along the way, the art has changed a ''lot''. There's even a page in the forum-based encyclopedia showing the old versions of monsters that have been redrawn. The [[http://img120.imageshack.us/img120/6431/oldmagman2zh.png differences]] [[http://i161.photobucket.com/albums/t222/StephenNix44/Adventure%20Quest%20Pedia%20Pictures/Magmanpic.jpg can be]] [[http://i139.photobucket.com/albums/q306/GhostBear5/DragonFablePedia/magman.jpg memorable]].
** Even the ones that haven't had their basic design changed can look very different; their MascotMook the Frogzard went from [[http://forums2.battleon.com/f/interceptor.asp?dest=http://img88.exs.cx/img88/188/frogzard7ya.png this]] to [[http://i205.photobucket.com/albums/bb202/Encyclopediawork_Z/Frogzard.jpg this]]. They revamped a lot of old low-level monsters at the same time, such as the Arroc, formerly [[http://img123.echo.cx/img123/9145/arroc3gw.png this ugly thing]] into [[http://img157.imageshack.us/img157/9748/arrocxt4.jpg this]], which actually looks kinda cool.
* The VideoGame/{{Touhou}} series has the protagonist Reimu Hakurei change a lot over the years. [[http://en.touhouwiki.net/wiki/Reimu_Hakurei Take a look at her.]]
* ''VideoGame/FinalFantasyVII'''s designs and art style in the original PlayStation game are extremely anime-like and cartoony. The recent Compilation games have dumped that for a heavily realistic style. Even when you take into account the loss of those awful polygon characters its still a huge shift. Compare the artwork from [[http://finalfantasy.wikia.com/wiki/File:Cloud-FFVIIArt.png 1997]] to [[http://images2.wikia.nocookie.net/finalfantasy/images/d/db/AC-Cloud-Concept.jpg 20]][[http://images1.wikia.nocookie.net/finalfantasy/images/8/8f/Cloud-advent-children.png 07]].
** There is a pretty noticeable chain of art evolutions in Nomura's work, seen in about three different phases: his pre-1999 stuff, when he drew mostly lego-people, his "Belt and Zipper" years where people were slightly lanky and had very detail-heavy costumes, and his stuff starting from the Compilation of FFVII on, where the black outlines of characters have more weight (and in some games, replace color shading) and more attention is given to poses and colors rather than clothes.
* ''VideoGame/StarFox'' goes through this a lot. Fox's outfit in particular seems to be completely redesigned every game.
* Mutsumi Inomata, the artist most frequently used for character designs by Namco for its ''Franchise/TalesSeries'', has really refined her art style as the series has progressed. Her work has gotten more detailed and the proportions have improved (many of her early character designs look anorexic), she uses more vibrant colors, and male characters (usually) look less effeminate. Compare Leon of ''VideoGame/TalesOfDestiny'''s character artwork from the [[http://gallery.abyssalchronicles.com/displayimage.php?album=50&pos=8 original game]] to that of his updated artwork in the [[http://gallery.abyssalchronicles.com/displayimage.php?album=52&pos=16 remake]].
* Trolls in the ''VideoGame/{{Warcraft}}'' series have had their appearance change a little bit throughout the years. In ''Warcraft II'', they had 5 fingers, only [[TheBerserker Berserkers]] seemed to have tusks, and their ears were much shorter. In ''Warcraft III'' they now had three fingers, almost all trolls had tusks, and their ears were longer and more exaggerated.
** High Elves also had this happen to them. In ''Warcraft II'' they had normal eyes, regular eyebrows and short pointy ears. In ''Warcraft III'' their ears were long enough to poke someone's eye out, their eyebrows were similarly long, and they had blank white eyes. Their appearance changed again in ''VideoGame/WorldOfWarcraft'': the Burning Crusade and now they all had blue or green GlowingEyesOfDoom.
*** Also, their designs became almost {{Animesque}} when they were made playable in ''Burning Crusade''.
* [[http://image.com.com/gamespot/images/bigboxshots/1/563441_2069_front.jpg This]] is the Japanese cover of ''VideoGame/MegaMan1''. [[http://image.com.com/gamespot/images/bigboxshots/7/588477_3737_front.jpg This]] is ''VideoGame/MegaMan7'''s. Can you notice any difference? In fact, even the ''VideoGame/MegaManX'' series suffered Art Evolution - the [[http://image.com.com/gamespot/images/bigboxshots/9/588479_3739_front.jpg cover for the first game]] still has shades of its LighterAndSofter older brother; but if found [[http://image.com.com/gamespot/images/bigboxshots/1/258931_18088_front.jpg its own style]] a few titles later.
* While still primarily stick figures and simple illustrations, revamped zones in ''KingdomOfLoathing'' will often get new art of better resolution and detail.
* The ''VisualNovel/AceAttorney'' series' art has changed a lot over the past 10 years. Compare [[http://www.rpgfan.com/pics/phoenix_wright/art-009.jpg 2001 Phoenix]] and [[http://www.gamersunity.de/img/sys/2010-17/PhoenixWright-03.jpg 2004 Phoenix]] or [[http://flovas.derbishoff.de/Originale/edgeworth.jpg Demon Prosecutor Edgeworth]] and [[http://www.gpara.com/files/contents/c_l1207943804_0.jpg Edgeworth in "Ace Attorney Investigations"]]. It's ''extremely'' noticeable in the games themselves, due to their tendency to reuse sprites from the first games in the later ones. By the 4th game, the new sprites look so incredibly much more impressive that the old characters appear to be downright ''ugly'' standing next to them. Maya suffered from it the most, to the point that she was almost unrecognizable as herself when she had a new pose, [[spoiler: "just exorcised and exhausted"]], added to her sprite repertoire in the 3rd game. The new sprite looked a whole deal better than all of her other sprites. Also, in her [[spoiler: Maid]] spriteset, the differences between the shading on her body (old) and on her clothes (new) are painfully obvious. Problems like this are avoided in the most recent game, ''Ace Attorney Investigations'', which had all Sprites redrawn from scratch, even those of old characters.
* Series 1 and 2 of TelltaleGames version of ''VideoGame/SamAndMaxFreelancePolice'' had a semi-cartoony but perfectly workable fitting style. Come season 3, ''The Devil's Playhouse'', and the same style is around, but with added textures on the backgrounds, much more detailed and complex animation and a nice noir-style grimey filter over everything. It's quite a jump to go from one directly to the other.
* VideoGame/{{Kirby}}'s eyes and face have gotten larger in recent installments of the series.
* The ''VisualNovel/UminekoNoNakuKoroNi'' sound novels has roughly the same art through all episodes but instead the intro is the thing that evolves (though it is more his use of CGI and movement that is evolving not the ground artwork). Just compare the intro to [[http://www.youtube.com/watch?v=e3TMXquLUO0 episode 1/2]] and [[http://www.youtube.com/watch?v=gKqhCCw-SGc ep 3/4]], also look at the opening for [[http://www.youtube.com/watch?v=T3B6wsIi3B8ep 5/6]] and [[http://www.youtube.com/watch?v=fzoL_rK2kwM 7/8]] which evolves it even further. Though be warned that it is slight spoilers in them.
** When compared to ''VisualNovel/HigurashiNoNakuKoroNi'' you can see several changes in structure.
* ''DeadOrAlive'', the 5th installment is moving the game away from the animé look of its predecessors to a slightly more realistic style similar to NinjaGaiden.
* The ''LivingBooks'' games started with some basic graphics (the characters had no shading and had noticeable aliasing). The animations were also basic and were normal sprites moving across the screen. As time moved on, the characters started to look like actual illustrations, and the animation got more complex.
* Looks like [[SuperMarioBros Mario]] actually lost some of that weight nowadays, didn't he?
** In the later two NES / Famicom ''SuperMarioBros'' games, the sprites are drawn with dark outlines (dark blue in ''VideoGame/SuperMarioBros2'', black in ''VideoGame/SuperMarioBros3'') along the edges and sometimes also along the border between differently-colored areas, whereas the sprites in [[VideoGame/SuperMarioBros the first game]] and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' don't have these outlines. This was part of a larger trend in sprite-design style that occurred throughout the lifespan of the Famicom console. (Incidentally, in the NES port of ''MarioIsMissing'', which also used black outlining on its sprites, Luigi's sprite looks like the one in ''VideoGame/SuperMarioWorld'', redrawn to meet the color palette limits of the NES.)
** MarioAndLuigi had an art style change over time as well. MarioAndLuigiSuperstarSaga looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] style in MarioAndLuigiPartnersInTime and MarioAndLuigiBowsersInsideStory. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first.
* Every ''VideoGame/MegaMan'' series has undergone a noticeable change over the years. The classic series started with artwork of rather crude, chibi-esque character designs that progressed into a more serious and detailed style over time, reaching its peak with the 8th game. When ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'' came out for the Wii, the time gap between new games led to a hybrid of both the class NES-style artwork and more detailed NES/Playstation era Mega Man. The original in-game sprites, however, haven't changed much at all, aside from lone games that were on more consoles that had better graphics to work with. The Wii downnloadable games actually revert back to the original sprite style out of nostalgic reverence. Plus, it's cheap.
** ''VideoGame/MegaManX'' has official art with a very distinct cartoonish, almost 80's shonen feel in the first few games, notably the original. As the plots of the games turn increasinglly dire and the platforms for each change, the art detail dramatically spikes. In that same vein, so the game sprites, first subtle changes, then major alterations to in-game sprites as the console graphic capabilities are ramped up.
*** To take it into perspective, the "classic" style designs are used from the first game to ''X3'', growing more pronounced in detail with each sequel, along with sprites that have more elaborate, shaded coloring (very noticeable in ''X3''.) ''X4'' marks the jump to Playstation, where the characters gain sterner, toughened looks that reflect the [[DarkerAndEdgier darker nature]] of the plots, and the sprite artists try to replicate their appearances in respect to their artwork as faithfully as possible with immense details. By ''X6'', the sprites even undergo slight palette changes to more accurate colors. ''X7'' is the first game to be on a 3-D platformer, now shifting to polygon models and a few updates to character designs. ''X8'' goes as far as to give the Reploids lankier, humanoid-proportioned armor and smaller, oval-shaped eyes, but these changes are disregarded in ''Command Mission''- though this time, X sports new body armor and a ScarfOfAsskicking [[StealthPun out of the blue]].
*** Compare Sigma in ''VideoGame/MegaManX'' to ''Maverick Hunter X'' and you'll see his look has gone from [[http://4logpc.com/wp-content/uploads/2012/01/Sigma.jpg cartoony]] to downright [[http://images.wikia.com/megaman/images/4/4f/MHXSigma.jpg menacing]].
** ''VideoGame/MegaManZero'' has a similar change in art. Faces seem a bit more circular and puffy in the first game, but by the last game, their appearances are more angular and unique, especially Zero. In the inital game, he's sporting generic, determined expressions, but remarkably hardened, stern, and outright badass by the final game installment. The mugshots, too, reflect changes. The initial game actually used rough concept art for the mugs, but the later games have sharper and cleaner pixel art ripped straight from official art or done by hand.
** ''VideoGame/MegaManBattleNetwork'' changes art style in between ''3'' and ''4''. The character's eyes are rounded instead of semicircular (most prominent on Mega Man) and the shapes of their bodies feel more slender and less blocky, though the Navis are prone to some [[NonstandardCharacterDesign wacky, farfetched designs.]] The games themselves shrink down sprite dimension and gain thick outlines to create a crisp feel of objects. Mugshots also change considerably, going from fairly OffModel to almost spot-on by the last game.
* Felicia from ''VideoGame/{{Darkstalkers}}'' was originally voluptuous in the first game. In Night Warriors, she was a rather frightening creature. By Vampire Savior, her looks had been finalized.
* The community-made games for ''VideoGame/UnlimitedAdventures''. The oldest are very much subject to SturgeonsLaw, while the newest ones are much better. This is caused in part by technological evolution (better graphics editors, etc.)... and in part, unfortunately, by the community dwindling to a few most experienced and oldest fans.

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