History DoingItForTheArt / VideoGames

2nd Feb '17 2:59:40 PM darkabomination
Is there an issue? Send a Message


* azurelazuline, the co-creators of ''VideoGame/CopyKitty'', have been working on the game for over 6 years, putting in more detail than is perhaps healthy for an indie shooter. Instead of being traditionally drawn, all the sprites have been converted from custom 3d models and scanned to give everything a sterile, precise look with smooth animations. The game's main gimmick that lets you copy up to 3 powers which you can combine to create a fourth unique power is simply staggering in complexity. There's over 175 unique powers, more than a dozen extra upgrades that give an elemental change to your power, every ability has unique and colorful animations, over 172 main levels with an unlockable bonus world, a [[NintendoHard Hard difficulty]] that does more than simply ramp up the damage, enemies have completely unique patterns, there's quite a few new types and bosses you've not seen before, lots of extra powers on top of what's already there, an endless mode that generates random enemies and environments, and has a LevelEditor for fans to create their own missions. There's a story mode that has a wealth of background lore. In most 2d run and guns, the plots tend to be minimal at best. Here, there's an entire universe created with fleshed out ecologies, planets, alien cultures, and WorldBuilding with enemy bios and in-universe blog postss by the main character, with over a hundred pages of writing. Did you know the main character is part of a race called Kitera that are partially colorblind, live underground in caves, digest gems, and meow as a form of echo location? The environments change depending on what you destroy, grass will light on fire if you use a laser, ice will crystalize the plants, lightning will cause electrical lighting to stutter, and so forth. The vast majority of players won't see any of this as it's a legitimately engaging gameplay experience, but not even Touhou (see below) has this much universe depth. When they put the game on Steam, they could've long since declared the game complete, but they put it on Early Access on a system that's infamous for shovelware and continue to update the game with more content and balancing tweaks to make it as polished as they can.



* In spite of being an indie game with less than a dozen staff not counting the voice actors, ''VideoGame/FreedomPlanet'' has a lot of pretty sprite art and detail. While the developer Strife could have simply made a good Sonic fangame, he decided to take his love of ''Creator/{{Treasure}}'' games he loved growing up and go all the way with his inspiration with complex and challenging boss fights, crazy designs, and fun game mechanics, revamping it into an original title.
Elements like the BlooperReel {{Easter Egg}}s are definitely this. Not only did the devs see fit to include some voice acting bloopers, but they also animated them and even made a few custom sprites. All for something that can only be seen with a special button combination.
** The Fortune Night stage is also made of this. Lots of extremely detailed scenery depicting period Chinese New Year celebrations with streamers, dragon floats, the distinctive Chinese fireworks, and paper crafts. The second half has a sprawling market where you can see signs in accurate Chinese and Japanese scripts that are perfectly readable, advertising things you'd find in any mall such as bike shops, clothing stores, food, and bathrooms. If you go into the male restroom you'll instantly be kicked out. Hell, if you go and press down on a bench, the character will do so, and if you wait a few seconds at the disco ball, the character even has unique dancing sprites! All three of them! All these details, in a stage most players usually blaze through without a second thought.



* ''VideoGame/AnotherMetroid2Remake'' is a FanRemake of ''VideoGame/MetroidIIReturnOfSamus'', which was done by one person (along with a few other people that chimed in to help when he asked) and it took ''10 years'' to make, starting in 2006 and finishing in 2016. All the areas from the game were recreated and modified to bring up to remake standards with a rich color palette and new areas added to the game to have players explore uncharted territory. Enemies have their own unique animations and attacks and even Samus herself has a handful of idling animations, something that is usually never made in the official games. Even the game's hard mode is given extra detail by giving enemies new movement and attack patterns rather than simply buffing up their health and damage output only like most games would do. The game also uses scanning enemies and areas for lore like the ''VideoGame/MetroidPrimeTrilogy'', which adds details and mysteries to a game that originally had nothing more than "soldiers disappeared on this planet, go there and kill all the Metroids." Predictably, Nintendo issued a DCMA on the project once it was finished and all download links were yanked offline. The developer harbors no ill will towards Nintendo and was just happy to finish his project while also stating to his fans that they shouldn't hate Nintendo and should support the ''Metroid'' franchise by purchasing ''Metroid II'' on the 3DS e-shop. To top it off, the fan remake is the only one that actually got completed whereas many other similar fan remakes fell apart over the years. This is all from one fan who simply loves the ''Metroid'' series and wanted to give an underrated game and the series as a whole some love.

to:

* ''VideoGame/AnotherMetroid2Remake'' is a FanRemake of ''VideoGame/MetroidIIReturnOfSamus'', which was done by one person (along with a few other people that chimed in to help when he asked) and it took ''10 years'' to make, starting in 2006 and finishing in 2016. All the areas from the game were recreated and modified to bring up to remake standards with a rich color palette and new areas added to the game to have players explore uncharted territory. Enemies have their own unique animations and attacks and even Samus herself has a handful of idling animations, something that is usually never made in the official games. Even the game's hard mode is given extra detail by giving enemies new movement and attack patterns rather than simply buffing up their health and damage output only like most games would do. The game also uses scanning enemies and areas for lore like the ''VideoGame/MetroidPrimeTrilogy'', which adds details and mysteries to a game that originally had nothing more than [[ExcusePlot "soldiers disappeared on this planet, go there and kill all the Metroids." Metroids"]]. Predictably, Nintendo issued a DCMA on the project once it was finished and all download links were yanked offline. The developer harbors no ill will towards Nintendo and was just happy to finish his project while also stating to his fans that they shouldn't hate Nintendo and should support the ''Metroid'' franchise by purchasing ''Metroid II'' on the 3DS e-shop. To top it off, the fan remake is the only one that actually got completed whereas many other similar fan remakes fell apart over the years. This is all from one fan who simply loves the ''Metroid'' series and wanted to give an underrated game and the series as a whole some love.
23rd Jan '17 12:40:18 AM Ramona122003
Is there an issue? Send a Message

Added DiffLines:

* ''FireEmblemAwakening'' was created to be the last game in the ''Fire Emblem'' series after stream of lackluster sells. So, they decided to go out with a bang by putting the best features of all the past Fire Emblem games into one package. It ended up being the best selling game in the series before ''Fates'' and saved the entire franchise, which is now one of Nintendo's game pillars.


Added DiffLines:

** The same was done with ''VideoGame/XenobladeChroniclesX''. MonolithSoft wanted to cut features from the game so it could released sooner. Nintendo wouldn't let them and told them to take their time.
3rd Jan '17 11:52:26 AM TheKaizerreich
Is there an issue? Send a Message


* Takashi, the producer of the [[BestKnownForTheFanservice infamous]] ''VideoGame/SenranKagura'' series, has made many statements that indicate that this is the reason [[AuthorAppeal he makes the games he does]]. Even if his works put off some people or don't make back much money, as long as there are fans who enjoy what he makes, he's happy with what he's doing.

to:

* Takashi, the producer of the [[BestKnownForTheFanservice infamous]] ''VideoGame/SenranKagura'' series, has made many statements that indicate that this is the reason [[AuthorAppeal he makes the games he does]]. Even if his works put off some people or don't make back much money, as long as there are fans who enjoy what he makes, he's happy with what he's doing.


Added DiffLines:

* The GameMod ''VideoGame/RiseOfTheReds'' for ''[[VideoGame/CommandAndConquerGenerals Command & Conquer: Generals Zero:Hour]]'' is this, since as mentioned at the start of the page, it cannot be legally sold. Yet the team makes a big effort when it comes to 3d models, voice overs, story updates and balance testing, all in their free time because they want people to enjoy it. Their other mods have the same dedication behind them. Also, sometimes the team leader The_Hunter streams his work and everyone who watches the streams agrees that he clearly loves doing what he does, otherwise he would not put nearly as much thought and detail into the product.
3rd Jan '17 11:36:27 AM TheKaizerreich
Is there an issue? Send a Message


* ''VideoGame/TooHuman'' suffered from this, with years of prolonged development (and the issue that led to the lawsuit over the [[GameEngine Unreal 3 Engine]]) making it one of the most expensive games ever made, possibly in the top three.

to:

* ''VideoGame/TooHuman'' suffered from this, with years of prolonged development (and the issue that led to the lawsuit over the [[GameEngine Unreal 3 Engine]]) making it one of the most expensive games ever made, possibly in the top three.made ([[https://en.wikipedia.org/w/index.php?title=List_of_most_expensive_video_games_to_develop&oldid=757983888 8th place]] as of 2nd of January 2017).
1st Jan '17 6:38:46 PM SirBlah
Is there an issue? Send a Message


** Turned UpToEleven for the VideoGame/TheLastGuardian, a game that took an entire decade to complete due to Fumito Ueda's uncompromising vision for it. It's amazing that the game even released, and that Sony continued to fund it's development all the way though even with the previous games in the series having lackluster sales figures.

to:

** Turned UpToEleven for the VideoGame/TheLastGuardian, a game that took an entire decade to complete and unfortunately lead to the effective dismantlement of Team Ico due to Fumito Ueda's uncompromising vision for it. It's amazing that the game even released, and that Sony continued to fund it's development all the way though even with the previous games in the series having lackluster sales figures.
1st Jan '17 6:37:22 PM SirBlah
Is there an issue? Send a Message

Added DiffLines:

** Turned UpToEleven for the VideoGame/TheLastGuardian, a game that took an entire decade to complete due to Fumito Ueda's uncompromising vision for it. It's amazing that the game even released, and that Sony continued to fund it's development all the way though even with the previous games in the series having lackluster sales figures.
28th Dec '16 8:44:05 PM Emperor_Oshron
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/ZeroAD'' was originally conceived as a mod for ''[[VideoGame/AgeOfEmpiresII Age of Kings]]'' but the development team, Wildfire Games, soon realized that that wouldn't cut it. Since 2003, Wildfire Games has been using their own made-from-scratch engine to run the game and have gone to enormous lengths to make the historical cultures represented in it as accurate as possible, which resulted in various generic civilizations like just "Hellenes" and "Celts" being split into several more specific factions. For almost any other real-time strategy series--[[VideoGame/AgeOfEmpires including the one that inspired it]]--it would've been enough to just have "Greeks," but ''0 A.D.'' goes above and beyond by splitting them into Athenians, Spartans, and Macedonians, (who were themselves split into several other factions based on successor states) with fan-proposals for others like the Thebans and Syracusans. On top of all that, ''0 A.D.'' is free-to-download and open-source. You don't get much more passionate than that!
* ''Franchise/AssassinsCreed'' could qualify: SceneryPorn abounds all the way back to the very first game in the series, and the environments of each successive game just become more and more detailed. This even extends to the [=NPCs=], who don't ''need'' to often be placed where they are in the game, but it just makes the historical environments seem more alive. Several good examples of [=NPC=] placement come up in the most recent game, ''VideoGame/AssassinsCreedSyndicate'', where the player can wander the streets and rooftops of Victorian London and, among other things, find people posing for photographs, men playing crank-operated music boxes in parks, and chimney sweeps on the roofs doing their jobs. There's also the exquisitely recreated ([[AnachronismStew if sometimes anachronistic]]) landmarks in each of the games, ranging from the Dome of the Rock in the first game to Buckingham Palace in the most recent. On top of that, starting with the second game, there's an encyclopedia in each one which goes into great detail on landmarks and other events, even if those events and places don't play a major role in the story.
23rd Sep '16 8:09:07 AM Ravelle17
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/ForzaHorizon'' ''3'' features a staggeringly accurate recreation of UsefulNotes/{{Australia}}. Just ''how'' accurate, you ask? The devs created a custom 12K camera rig and captured 24 hours of photos to create a time-lapse of the Aussie sky as seen in the game!
23rd Sep '16 1:39:54 AM ChrisX
Is there an issue? Send a Message


** Valve happily hires people whom have shown promising work and projects. ''VideoGame/{{Portal}}'s'' developers were originally students at Digipen, and ''VideoGame/TeamFortress2's'' developers were originally struggling to maintain an indie company until Valve took them under their wing, much like ''VideoGame/Left4Dead's'' devs. They hired [[http://www.hylobatidae.org/minerva/blogsheep.php Adam Foster]], the guy behind the [[http://www.hylobatidae.org/minerva/ Minerva: Metastasis]] ''VideoGame/{{Half-Life 2}}'' maps, who worked ''VideoGame/{{Portal 2}}'', as well as [[http://buttfacemakani.livejournal.com/ Makani]], who did a fanart of the ''VideoGame/TeamFortress2'' announcer that the company took a liking to, and have now made it canon with their update, which contains a comic she did.

to:

** Valve happily hires people whom have shown promising work and projects. ''VideoGame/{{Portal}}'s'' developers were originally students at Digipen, and ''VideoGame/TeamFortress2's'' developers were originally struggling to maintain an indie company until Valve took them under their wing, much like ''VideoGame/Left4Dead's'' devs. They hired [[http://www.hylobatidae.org/minerva/blogsheep.php Adam Foster]], the guy behind the [[http://www.hylobatidae.org/minerva/ Minerva: Metastasis]] ''VideoGame/{{Half-Life 2}}'' maps, who worked ''VideoGame/{{Portal 2}}'', as well as [[http://buttfacemakani.livejournal.com/ Makani]], who did a fanart of the ''VideoGame/TeamFortress2'' announcer that the company took a liking to, and have now made it canon with their update, which contains a comic she did. And this is also why they hired [=IceFrog=], best known for ''VideoGame/DefenseOfTheAncientsAllStars'' which led to ''VideoGame/{{Dota 2}}'' and agreed to make it always free to play and the only cashes that comes from the game is either to buy visual accessories that doesn't affect the game, or the E-Sport scene it generated, a vision shared by [=IceFrog=] who is unconcerned about making money from his development and only doing it for the sake of his enjoyment in developing and improving the game.
2nd Sep '16 2:12:27 AM Godzillafan93
Is there an issue? Send a Message


** It's astounding how much modeling work went into ''VideoGame/ResidentEvil4''. One cutscene has Luis hand a bottle of pills to Leon and each one of the pills rolls around realistically; One cutscene has Salazar walk down a flight of stairs perfectly modeled; the game has highly detailed textures and environments for the Gamecube among other things, all because ShinjiMikami wanted to prove that the Gamecube could handle it all.

to:

** It's astounding how much modeling work went into ''VideoGame/ResidentEvil4''. One cutscene has Luis hand a bottle of pills to Leon and each one of the pills rolls around realistically; One cutscene has Salazar walk down a flight of stairs perfectly modeled; the game has highly detailed textures and environments for the Gamecube among other things, all because ShinjiMikami wanted to prove that the Gamecube could handle it all. Leon specifically, but other characters in every game tend to have incredibly correct firearms discipline, specifically their shooting stances and never having their fingers on the trigger except when shooting, even in concept and promotional art. Most developers can't even be bothered to make sure a gun is modeled so it can function.
** ''Resident Evil 5'' takes this up a step further with the Desert Eagle. Most devs model pistols as firing in double-action only (i.e., pulling the trigger cocks and then drives the hammer into the firing pin, causing the weapon to cycle and the process must be repeated every time the weapon fires) if it's a factor at all. However, on some pistols, such as the 1911 and Desert Eagle, the weapon will only fire with a cocked hammer. Rather than depict the gun incorrectly, Capcom took the time to animate the hammer cocked and striking the firing pin ''for every pistol in the game.'' Considering this is a third-person shooter and your gun won't always be in sight, this is impressive. The same mechanics are at work in ''Resident Evil 6'' and ''Revelations 2'' and even though all pistols in the first ''Revelations'' are in DAO (likely a graphic limitation from the 3DS system it was originally built for), they all still cycle and eject shell casings, and slow-framing the animation will actually show a new cartridge feed into the chamber. Now ''that's'' attention to detail.
** ''ResidentEvil.net'' is a completely optional site maintained by Capcom for every ''Resident Evil'' game since ''Resident Evil 6.'' On it players can come together and compete in contests to earn prizes in-game based solely on their participation; in ''Resident Evil 6'' this is the only way to unlock the EX customs (something any other developer wouldn't have bothered with or sold as DLC); for the ''Resident Evil Zero'' HD edition, users could design and then vote on t-shirt designs for Rebecca to wear as alternate costumes, which were then made free (and exclusive) DLC for anyone who participated, again, without money ever changing hands.
This list shows the last 10 events of 84. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=DoingItForTheArt.VideoGames