History Main / PolygonCeiling

29th May '16 1:44:18 PM eroock
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* After an extremely successful run with ''VideoGame/GabrielKnight'', the series went through two separate clashes with this trope. The first sequel had full-motion-video ''gameplay'' in a 2D environment, while ''VideoGame/GabrielKnight 3'' went into 3D. While both sequels had strong storylines, they were very difficult to play.

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* After an extremely successful run with ''VideoGame/GabrielKnight'', the series went through two separate clashes with this trope. The first sequel had full-motion-video FullMotionVideo ''gameplay'' in a 2D environment, while ''VideoGame/GabrielKnight 3'' went into 3D. While both sequels had strong storylines, they were very difficult to play.
30th Apr '16 11:09:32 PM Jake
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[[AC:Other]]
* ''VideoGame/DwarfFortress'' is an inverted, or rather ''reversed'' example. Its creator initially attempted to combine his vision for immensely detailed ProceduralGeneration and deep simulation with 3D graphics, and the result was ''Slaves To Armok: God of Blood''... Which ended up becoming VapourWare because making ''look'' good as well as play good is really hard when you have NoBudget and [[IWorkAlone a noted aversion to hiring extra coders]]. Eventually he gave up the 3D aspect as more trouble than it was worth and switched to the faux-ASCII we know and love.
17th Mar '16 6:00:03 PM WillKeaton
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* The ''VideoGame/SystemShock'' games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].

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* The ''VideoGame/SystemShock'' games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].SS2.]]
13th Feb '16 9:37:14 AM nombretomado
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* ''VideoGame/BlasterMaster'' made its only journey into the third dimension with the PlayStation game ''Blaster Master: Blasting Again''. While some of the spirit of the 2D games was preserved in the transition, the presentation took a serious hit, and the hero and his vehicle became harder to control. The next installment, the prequel/spinoff game ''Blaster Master Overdrive'', went back to 2D graphics.
* ''VideoGame/{{Bomberman}}'' hit the Polygon Ceiling a bit harshly with the ''[[{{Nintendo 64}} 64]]'' series. They later tried again when the Gamecube rolled around and broke through the ceiling just fine with ''VideoGame/BombermanGeneration'' and ''VideoGame/BombermanJetters'', having made the smart move of giving only the single-player mode 3D gameplay while keeping the multiplayer the same as with the 2D games. It's a pity, though... they could have paved the way for a ''lot'' of [[{{Pun}} remarks]] about why he's called Bomberman.

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* ''VideoGame/BlasterMaster'' made its only journey into the third dimension with the PlayStation UsefulNotes/PlayStation game ''Blaster Master: Blasting Again''. While some of the spirit of the 2D games was preserved in the transition, the presentation took a serious hit, and the hero and his vehicle became harder to control. The next installment, the prequel/spinoff game ''Blaster Master Overdrive'', went back to 2D graphics.
* ''VideoGame/{{Bomberman}}'' hit the Polygon Ceiling a bit harshly with the ''[[{{Nintendo ''[[UsefulNotes/{{Nintendo 64}} 64]]'' series. They later tried again when the Gamecube rolled around and broke through the ceiling just fine with ''VideoGame/BombermanGeneration'' and ''VideoGame/BombermanJetters'', having made the smart move of giving only the single-player mode 3D gameplay while keeping the multiplayer the same as with the 2D games. It's a pity, though... they could have paved the way for a ''lot'' of [[{{Pun}} remarks]] about why he's called Bomberman.



* The {{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on {{Playstation 2}}, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight''.

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* The {{Nintendo UsefulNotes/{{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on {{Playstation UsefulNotes/{{Playstation 2}}, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight''.
8th Feb '16 6:32:15 PM Josef5678
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* {{Adventure Game}}s, generally speaking, have not dealt with the transition to the 3D era well (TelltaleGames' games being an exception), as they usually require ''a lot'' more attention to detail than your average FPS, platformer or what have you. Rarely will players need to explore too much or pay attention to ''everything'' in a run-and-gun shooter, whereas an adventure can easily require one to, for instance, look behind furniture, under objects, or to search ''everywhere'' for that one missing piece of the puzzle. The difference in developing time and resources was rather significant - though it's gotten less so nowadays, due to procedural generation making creation easier and a much higher detail requirement in most other game types equalizing things.

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* {{Adventure Game}}s, generally speaking, have not dealt with the transition to the 3D era well (TelltaleGames' (Creator/TelltaleGames' games being an exception), as they usually require ''a lot'' more attention to detail than your average FPS, platformer or what have you. Rarely will players need to explore too much or pay attention to ''everything'' in a run-and-gun shooter, whereas an adventure can easily require one to, for instance, look behind furniture, under objects, or to search ''everywhere'' for that one missing piece of the puzzle. The difference in developing time and resources was rather significant - though it's gotten less so nowadays, due to procedural generation making creation easier and a much higher detail requirement in most other game types equalizing things.
31st Jan '16 9:18:56 AM nombretomado
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* The {{System Shock}} games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].

to:

* The {{System Shock}} ''VideoGame/SystemShock'' games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].
20th Jan '16 8:00:19 AM Nezuji
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* ''BionicCommando'' ran into this with the 2009 sequel. The following game, ''Rearmed 2'', returned to 2D gameplay.

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* ''BionicCommando'' ran into this with the 2009 sequel. reboot. The following game, ''Rearmed 2'', 2'' (itself an original sequel to a slightly earlier HD 2.5D remake of the original NES game), returned to 2D gameplay.
10th Nov '15 5:36:23 AM REV6Pilot
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10th Nov '15 5:33:12 AM REV6Pilot
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* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'', ''VideoGame/DefJam'' and ''VideoGame/{{Tekken}}'' are purely physical and contact-based.

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* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'', ''VideoGame/DefJam'' ''{{VideoGame/Def Jam|Series}}'' and ''VideoGame/{{Tekken}}'' are almost purely physical and contact-based.
10th Nov '15 5:30:50 AM REV6Pilot
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* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'' and ''VideoGame/{{Tekken}}'' are purely physical and contact-based.

to:

* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'' ''VideoGame/VirtuaFighter'', ''VideoGame/DefJam'' and ''VideoGame/{{Tekken}}'' are purely physical and contact-based.
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