Follow TV Tropes

Following

History ArtEvolution / VideoGames

Go To



** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/ShinSakuraWars'' have been updated to fit the UsefulNotes/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.

to:

** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/ShinSakuraWars'' ''VideoGame/SakuraWars2019'' have been updated to fit the UsefulNotes/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.


** Meanwhile, the [[VideoGame/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. ''VideoGame/MarvelVsCapcomInfinite'', on the other hand, takes inspiration from the Franchise/MarvelCinematicUniverse, with returning Marvel heroes wearing costumes based on their movie appearances.

to:

** Meanwhile, the [[VideoGame/CapcomVsWhatever [[VideoGame/CapcomVs 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. ''VideoGame/MarvelVsCapcomInfinite'', on the other hand, takes inspiration from the Franchise/MarvelCinematicUniverse, with returning Marvel heroes wearing costumes based on their movie appearances.

Added DiffLines:

* In its initial release, ''VideoGame/HarvestTown'' has a very bright and cartoony-looking character artworks. A later update toned down the stylized elements of the designs, giving the characters more realistic colour-schemes and proportions.


** Bowser originally had a very large head, a round belly, and squat legs. Overtime, Bowser was given a flatter stomach, slightly longer legs, and his head was made a bit smaller. Bowser's posture was also changed from having a hunch back to standing more upright.

to:

** Bowser originally had a very large head, a round belly, stubby arms and squat legs. Overtime, Bowser was given a flatter stomach, beefier arms, slightly longer legs, and his head was made a bit smaller. Bowser's posture was also changed from having a hunch back to standing more upright.


* ''Videogame/MarvelPuzzleQuest'' streamlined its interface very much (at least on mobile - compare the [[http://www.pockettactics.com/wp-content/uploads/2013/10/marvel_puzzle_quest_head.jpg original 2013]] to [[http://2.bp.blogspot.com/-JRa69LTQRo4/Wn0SODm25NI/AAAAAAAAPM4/7zIXomcAyi8saODIR_UZt-BGTt-dCXu2gCK4BGAYYCw/s1600/marvel-puzzle-quest-pantera-negra-black-panther-game-android-ios-download-jogo-gr%25C3%25A1tis-filme-shuri-vingadores-guerra-infinita.jpg how it looked 5 years later]] - given the Steam version looks about the same), and had some badly drawn characters, sometimes looking old or constipated, improved: [[https://happywanda.tumblr.com/post/183878330396/marvel-puzzle-quest-before-and-after-they Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg Spider-]]Man]] [[https://i.imgur.com/O6qFteY.png Kamala Khan]], and [[https://pbs.twimg.com/media/BxChMIsCEAA6Xha.jpg Captain]] [[https://vignette.wikia.nocookie.net/marvelpuzzlequest/images/2/25/Captain_Marvel_%28Modern%29_Enemy_New.png/revision/latest?cb=20190410085639 Marvel]] are good cases. Wolverine and his son Daken also [[http://www.pockettactics.com/wp-content/uploads/2013/10/wolverine_mpq.jpg looked]] [[https://i.pinimg.com/originals/99/0f/9f/990f9f44c87d38688f09f9ccc921f835.jpg alike]], but now Logan [[https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSWiqPnlXReuuNOVq5BA8ECMp2LeDb-Mk-K6hXZrJoS_5hV5psB&s has different poses]].

to:

* ''Videogame/MarvelPuzzleQuest'' streamlined its interface very much (at least on mobile - compare the [[http://www.pockettactics.com/wp-content/uploads/2013/10/marvel_puzzle_quest_head.jpg original 2013]] to [[http://2.bp.blogspot.com/-JRa69LTQRo4/Wn0SODm25NI/AAAAAAAAPM4/7zIXomcAyi8saODIR_UZt-BGTt-dCXu2gCK4BGAYYCw/s1600/marvel-puzzle-quest-pantera-negra-black-panther-game-android-ios-download-jogo-gr%25C3%25A1tis-filme-shuri-vingadores-guerra-infinita.jpg how it looked 5 years later]] - given the Steam version looks about the same), and had some badly drawn characters, sometimes looking old or constipated, improved: [[https://happywanda.tumblr.com/post/183878330396/marvel-puzzle-quest-before-and-after-they Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg Spider-]]Man]] Spider-]][[https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTOkko-3oCSPm5DqJBbzZ-gJMgMxUIKB-3XJXPr80DvmtsiwZLvAg&s Man]] [[https://i.imgur.com/O6qFteY.png Kamala Khan]], and [[https://pbs.twimg.com/media/BxChMIsCEAA6Xha.jpg Captain]] [[https://vignette.wikia.nocookie.net/marvelpuzzlequest/images/2/25/Captain_Marvel_%28Modern%29_Enemy_New.png/revision/latest?cb=20190410085639 Marvel]] are good cases. Wolverine and his son Daken also [[http://www.pockettactics.com/wp-content/uploads/2013/10/wolverine_mpq.jpg looked]] [[https://i.pinimg.com/originals/99/0f/9f/990f9f44c87d38688f09f9ccc921f835.jpg alike]], but now Logan [[https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSWiqPnlXReuuNOVq5BA8ECMp2LeDb-Mk-K6hXZrJoS_5hV5psB&s has different poses]].

Added DiffLines:

* ''Videogame/MarvelPuzzleQuest'' streamlined its interface very much (at least on mobile - compare the [[http://www.pockettactics.com/wp-content/uploads/2013/10/marvel_puzzle_quest_head.jpg original 2013]] to [[http://2.bp.blogspot.com/-JRa69LTQRo4/Wn0SODm25NI/AAAAAAAAPM4/7zIXomcAyi8saODIR_UZt-BGTt-dCXu2gCK4BGAYYCw/s1600/marvel-puzzle-quest-pantera-negra-black-panther-game-android-ios-download-jogo-gr%25C3%25A1tis-filme-shuri-vingadores-guerra-infinita.jpg how it looked 5 years later]] - given the Steam version looks about the same), and had some badly drawn characters, sometimes looking old or constipated, improved: [[https://happywanda.tumblr.com/post/183878330396/marvel-puzzle-quest-before-and-after-they Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg Spider-]]Man]] [[https://i.imgur.com/O6qFteY.png Kamala Khan]], and [[https://pbs.twimg.com/media/BxChMIsCEAA6Xha.jpg Captain]] [[https://vignette.wikia.nocookie.net/marvelpuzzlequest/images/2/25/Captain_Marvel_%28Modern%29_Enemy_New.png/revision/latest?cb=20190410085639 Marvel]] are good cases. Wolverine and his son Daken also [[http://www.pockettactics.com/wp-content/uploads/2013/10/wolverine_mpq.jpg looked]] [[https://i.pinimg.com/originals/99/0f/9f/990f9f44c87d38688f09f9ccc921f835.jpg alike]], but now Logan [[https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSWiqPnlXReuuNOVq5BA8ECMp2LeDb-Mk-K6hXZrJoS_5hV5psB&s has different poses]].


* In 1992, when ''VideoGame/KirbysDreamLand'' was brought to America and Europe, Franchise/{{Kirby}} was colored white both because Nintendo's American and European divisions figured pink wouldn't sell and because of the monochrome UsefulNotes/GameBoy would only show Kirby as white anyway. Starting with ''VideoGame/KirbysAdventure'', he's been allowed to remain pink in all regions. Also during the 90's, he was very big and fat-looking, with pointy hands, and very small eyes and mouth. From ''VideoGame/KirbySuperStar'' for the SNES to ''VideoGame/SuperSmashBros'' for the N64, his appearance began to be refined with a smaller, less bulky body, and rounded hands; his eyes and mouth became bigger and he gained dark blue irises.

to:

* In 1992, when ''VideoGame/KirbysDreamLand'' was brought to America and Europe, Franchise/{{Kirby}} was colored white both because Nintendo's American and European divisions figured pink wouldn't sell and because of the monochrome UsefulNotes/GameBoy would only show Kirby as white anyway. Starting with ''VideoGame/KirbysAdventure'', he's been allowed to remain pink in all regions. Also during the 90's, he was very big and fat-looking, with pointy hands, and very small eyes and mouth. From ''VideoGame/KirbySuperStar'' for the SNES to ''VideoGame/SuperSmashBros'' ''VideoGame/{{Super Smash Bros|64}}'' for the N64, his appearance began to be refined with a smaller, less bulky body, and rounded hands; his eyes and mouth became bigger and he gained dark blue irises.


* In ''VideoGame/DevilMayCry'', the idea of Vergil being Dante's pure identical twin has been slowly phased out of the narrative, at least visually, as since ''VideoGame/DevilMayCry4: Special Edition'' his facial features have been modelled more closely to his own son's face than his brother's. This is a downplayed example, as Vergil still--rather accurately--resembles a younger version of ''[=DMC4=]''!Dante), but the differences became more pronounced in ''VideoGame/DevilMayCry5'': Vergil resembles [[spoiler:Nero]] with slight alterations, making him look very different from Dante.

to:

* In ''VideoGame/DevilMayCry'', the idea of Vergil being Dante's pure identical twin has been slowly phased out of the narrative, at least visually, as since ''VideoGame/DevilMayCry4: Special Edition'' his facial features have been modelled more closely to his own son's face than his brother's. This is a downplayed example, as Vergil still--rather accurately--resembles a younger version of ''[=DMC4=]''!Dante), ''[=DMC4=]''!Dante, but the differences became more pronounced in ''VideoGame/DevilMayCry5'': Vergil resembles [[spoiler:Nero]] with slight alterations, making him look very different from Dante.


** 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.

to:

** With a HD-remake the 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]]. here.]] More drastic art evolution is present in the 3DS remake of Ocarina ''Ocarina of Time, Time'', due to the fact that technical limitations prevented the N64 version's graphics from resembling the game's official artwork.



** Around the time of ''VideoGame/JerryBoy'' his characters had become a bit more slender and taller, their heads having a slightly more angular appearance and their eyes getting more taller than wide, with their irises in particular getting much thinner.

to:

** Around the time of ''VideoGame/JerryBoy'' ''Jerry Boy'' his characters had become a bit more slender and taller, their heads having a slightly more angular appearance and their eyes getting more taller than wide, with their irises in particular getting much thinner.



** 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.

to:

** Until you hit "Wrath ''Wrath of the Lich King".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: 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.



* 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]].

to:

* Since ''VidoeGame/AdventureQuest'' ''VideoGame/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]].



* In ''VideoGame/DevilMayCry'' the idea of Vergil being Danteís pure identical twin has been slowly getting phased out of the narrative, at least visually, as since ''VideoGame/DevilMayCry4 Special Edition'' his facial features have been modelled more closely to his own sonís face than his brotherís, in ''VideoGame/DevilMayCry5'' Vergil also resembles Nero with slight alterations, making him very different from Dante.

to:

* In ''VideoGame/DevilMayCry'' ''VideoGame/DevilMayCry'', the idea of Vergil being Danteís Dante's pure identical twin has been slowly getting phased out of the narrative, at least visually, as since ''VideoGame/DevilMayCry4 ''VideoGame/DevilMayCry4: Special Edition'' his facial features have been modelled more closely to his own sonís son's face than his brotherís, in ''VideoGame/DevilMayCry5'' brother's. This is a downplayed example, as Vergil also still--rather accurately--resembles a younger version of ''[=DMC4=]''!Dante), but the differences became more pronounced in ''VideoGame/DevilMayCry5'': Vergil resembles Nero [[spoiler:Nero]] with slight alterations, making him look very different from Dante.



* ''VideoGame/ProfessorLayton'' went through subtle yet noticeable changes in art style 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 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]])
* 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]].

to:

* ''VideoGame/ProfessorLayton'' went through subtle yet noticeable changes in art style 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 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]]. game.[[/note]] Layton himself got similarly more well defined, coupled by artwork that started showing him from different angles. The animated cutscenes were also 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]])
on]]).
* 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 ''[=FO3=]'''s version [[DummiedOut remained in the game's code]].



* The artwork of ''VideoGame/DragonQuest'' has improved over the years, following a similar evolution to character designer Creator/AkiraToriyama's other famous work ''Franchise/DragonBall'': the original games featured smooth lines and youthful-looking heroes, while later games, including remakes of the originals, featured designs with more detail and sharper, more angled lines. Compare the [[http://www.hardcoregaming101.net/dragonquest/dq3-hero.jpg original design]] for the protagonist of ''VideoGame/DragonQuestIII'' with his design [[https://66.media.tumblr.com/790809dfd26808e40a1ec30e14a72f2e/tumblr_mpdft6gXVt1swrod4o1_500.png from the Gameboy Color re-release]], and those with [[http://www.nintendoworldreport.com/media/24454/4/1.jpg his modern design]].
* Every ''Franchise/FireEmblem'' game has different artists (or one artist for one saga, namely [[VideoGame/FireEmblemTellius Tellius]], until Yusuke Kozaki broke the trend by working on ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'' which take place in separate "worlds"), but Intelligent Systems clearly didn't get an actual ''artist'' until the [[VideoGame/FireEmblemJugdral Jugdral games]].

to:

* The artwork of ''VideoGame/DragonQuest'' has improved over the years, following a similar evolution to character designer Creator/AkiraToriyama's other famous work ''Franchise/DragonBall'': the original games featured smooth lines and youthful-looking heroes, while later games, including remakes of the originals, featured designs with more detail and sharper, more angled lines. Compare the [[http://www.hardcoregaming101.net/dragonquest/dq3-hero.jpg original design]] for the protagonist of ''VideoGame/DragonQuestIII'' with his design [[https://66.media.tumblr.com/790809dfd26808e40a1ec30e14a72f2e/tumblr_mpdft6gXVt1swrod4o1_500.png from the Gameboy Game Boy Color re-release]], and those with [[http://www.nintendoworldreport.com/media/24454/4/1.jpg his modern design]].
* Every ''Franchise/FireEmblem'' game has different artists (or one artist for one saga, namely [[VideoGame/FireEmblemTellius Tellius]], Tellius]] [[note]]the characters of ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' were designed and illustrated by Senri Kita, best known among Creator/{{SNK}} fans for her work on several ''VideoGame/SamuraiShodown'' entries[[/note]], until Yusuke Kozaki of ''VideoGame/NoMoreHeroes'' fame broke the trend by working on ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'' which (and ''[[VideoGame/FireEmblemHeroes Heroes]]'')--which take place in separate "worlds"), but Intelligent Systems clearly didn't get an actual ''artist'' until the [[VideoGame/FireEmblemJugdral Jugdral games]].



* Heather "Makani" Campbell's artwork in the ''VideoGame/TeamFortress2'' official comics. She was awesome when she first started out, but only got better over time. Compare [[http://makani.deviantart.com/art/mission-begins-in-five-102983857 the her initial design for The Announcer]] to [[http://makani.deviantart.com/art/meet-the-director-10-208520769 the "Meet The Director" comic]].

to:

* Heather "Makani" Campbell's artwork in the ''VideoGame/TeamFortress2'' official comics. She was awesome when she first started out, but only got better over time. Compare [[http://makani.deviantart.com/art/mission-begins-in-five-102983857 the her initial design for The Announcer]] to [[http://makani.deviantart.com/art/meet-the-director-10-208520769 the "Meet The Director" comic]].comic.]]



* Tatsuya Yoshikawa, famous for his work on {{Franchise/BreathofFire}} and other Capcom games has had a massive shift in his art over the years. [[https://i0.wp.com/www.scifibloggers.com/wp-content/uploads/BOF-2-Cast.jpg The designs for Breath of Fire 2]] look like a lot of manga from the 80's and early 90's. Come VideoGame/BreathofFireIII his work looks '''very''' different, with more fluid but stylized anatomy and more flat-looking colors. With VideoGame/BreathofFireIV his work is similar, but the [[https://ministeriofantasma.files.wordpress.com/2011/02/291936.jpg illustrations' colors]] are much more painterly and less flat. Skip forward a few years to Last Ranker and his art has gotten [[http://vignette4.wikia.nocookie.net/capcomdatabase/images/9/92/LastRankerArt.png/revision/latest?cb=20110803043543 even more painterly]].

to:

* Tatsuya Yoshikawa, famous for his work on {{Franchise/BreathofFire}} ''Franchise/BreathOfFire'' and other Capcom games has Creator/{{Capcom}} games, had a massive shift in his art over the years. [[https://i0.wp.com/www.scifibloggers.com/wp-content/uploads/BOF-2-Cast.jpg The designs designs]] for Breath of Fire 2]] ''VideoGame/BreathOfFireII'' look like a lot of manga from the 80's and early 90's. Come VideoGame/BreathofFireIII ''VideoGame/BreathOfFireIII'', his work looks '''very''' different, with more fluid but stylized anatomy and more flat-looking colors. With VideoGame/BreathofFireIV his His work in ''VideoGame/BreathOfFireIV'' is similar, similar to that of ''III'', but the [[https://ministeriofantasma.files.wordpress.com/2011/02/291936.jpg illustrations' colors]] are much more painterly and less flat. Skip forward a few years to Last Ranker ''Last Ranker'' and his art has gotten [[http://vignette4.wikia.nocookie.net/capcomdatabase/images/9/92/LastRankerArt.png/revision/latest?cb=20110803043543 became [[https://capcom.fandom.com/wiki/File:LastRankerArt.png3 even more painterly]].painterly.]]



* The title character from ''VideoGame/{{Max Payne}}'' drastically changed appearance between the first game and its sequel. In his debut, Max's look was based on photographs of the character's creator exhibiting a strange, squint-faced grimace. His sequel appearance in ''The Fall of Max Payne'' used a professional actor who wore a much more plausible expression. This also applies to many of the other characters who appeared in the comic panel "cut scenes". The first game used who ever happened to be around in the office the day the photographer showed up. The sequel took advantage of an increased budget to hire professional models and actors.
* Samus's appearance in the ''Franchise/{{Metroid}}'' series changed quite a bit over the years. While the sprites of Samus (both in her armor and out of the armor) were mostly just refined, the artwork of Samus outside of her armor changed quite a bit in between games. Samus in ''VideoGame/MetroidFusion'' [[http://vignette1.wikia.nocookie.net/metroid/images/c/c4/Mfend1.png/revision/latest?cb=20100303233502 wore a two piece while having long blonde hair]] (probably to keep the style of her sprite of her suitless form from ''Super Metroid'') whereas her appearance in ''VideoGame/MetroidZeroMission'' has her [[http://vignette2.wikia.nocookie.net/metroid/images/f/f1/Metroidzero04.png/revision/latest?cb=20091018024036 in a fully covered suit while her hair is in a ponytail and has a richer shade of yellow while her face is more defined]]. The new style helped bring out a more stylized look to Samus. In the ''VideoGame/MetroidPrimeTrilogy'', Samus's Varia Suit was more in line of its look in ''VideoGame/SuperMetroid'' by being very bulky and broad. in the later games, her Varia Suit is changed slightly by making it be more fitting to her body rather than looking like a stiff robot and her ShouldersOfDoom got reduced in size so they no longer dwarf her head. Samus' face in the ''Prime'' series were also changed and refined as the games went on; ''VideoGame/MetroidPrime'' had Samus look somewhat like she did in ''Super Metroid'' by having full lips and her hair being a muted color of brown. ''VideoGame/MetroidPrime2Echoes'' went for the Zero Suit look from ''Zero Mission'' while trying to make her look realistic as she looked in the last game, which [[UncannyValley caused some oddities in the eyes and lips]]. ''VideoGame/MetroidPrimeHunters'' returned Samus's look to the one from ''Prime'' while retaining some of her ''Zero Mission'' art style. ''VideoGame/MetroidPrime3Corruption'' kept the Zero Suit look, but also completely redone her face to look more like a character from an anime rather than trying to look realistic, which helped bring out the style more naturally. You can compare the styles [[http://vignette2.wikia.nocookie.net/metroid/images/8/88/Samus_3D_endings.jpg/revision/latest?cb=20100513011922 here]].
* If you have the first 3 ''VideoGame/DragonBallZBudokai'' games, the jump from 1 to 2 is staggering in only a year. 3 makes more enhancements to the gameplay than the art style, as 2 did the best in that department, but if you play the Budokai HD Collection, it's definitely a trip to see the jump between games. The art style was so good after the jump that every future game uses it, more recently with minor differences in shading, but it's been relatively the same ever since 2004.

to:

* The title character from ''VideoGame/{{Max Payne}}'' ''VideoGame/MaxPayne'' drastically changed appearance between the first game and its sequel. In his debut, Max's look was based on photographs of the character's creator exhibiting a strange, squint-faced grimace. His sequel appearance in ''The Fall of Max Payne'' used a professional actor who wore a much more plausible expression. This also applies to many of the other characters who appeared in the comic panel "cut scenes". The first game used who ever happened to be around in the office the day the photographer showed up. The sequel took advantage of an increased budget to hire professional models and actors.
* Samus's appearance in the ''Franchise/{{Metroid}}'' series changed quite a bit over the years. While the sprites of Samus (both in her armor and out of the armor) were mostly just refined, the artwork of Samus outside of her armor changed quite a bit in between games. Samus in ''VideoGame/MetroidFusion'' [[http://vignette1.wikia.nocookie.net/metroid/images/c/c4/Mfend1.png/revision/latest?cb=20100303233502 [[https://metroid.fandom.com/wiki/File:Mfend1.png wore a two piece while having long blonde hair]] (probably to keep the style of her sprite of her suitless form from ''Super Metroid'') whereas her appearance in ''VideoGame/MetroidZeroMission'' has her [[http://vignette2.wikia.nocookie.net/metroid/images/f/f1/Metroidzero04.png/revision/latest?cb=20091018024036 [[https://metroid.fandom.com/wiki/File:Metroidzero04.png in a fully covered suit while her hair is in a ponytail and has a richer shade of yellow while her face is more defined]]. The new style helped bring out a more stylized look to Samus. In the ''VideoGame/MetroidPrimeTrilogy'', Samus's Varia Suit was more in line of its look in ''VideoGame/SuperMetroid'' by being very bulky and broad. in the later games, her Varia Suit is changed slightly by making it be more fitting to her body rather than looking like a stiff robot and her ShouldersOfDoom got reduced in size so they no longer dwarf her head. Samus' face in the ''Prime'' series were also changed and refined as the games went on; ''VideoGame/MetroidPrime'' had Samus look somewhat like she did in ''Super Metroid'' by having full lips and her hair being a muted color of brown. ''VideoGame/MetroidPrime2Echoes'' went for the Zero Suit look from ''Zero Mission'' while trying to make her look realistic as she looked in the last game, which [[UncannyValley caused some oddities in the eyes and lips]]. ''VideoGame/MetroidPrimeHunters'' returned Samus's look to the one from ''Prime'' while retaining some of her ''Zero Mission'' art style. ''VideoGame/MetroidPrime3Corruption'' kept the Zero Suit look, but also completely redone her face to look more like a character from an anime rather than trying to look realistic, which helped bring out the style more naturally. You (You can compare the styles [[http://vignette2.wikia.nocookie.net/metroid/images/8/88/Samus_3D_endings.jpg/revision/latest?cb=20100513011922 here]].
[[https://metroid.fandom.com/wiki/File:Samus_3D_endings.jpg here.]])
* If you have the first 3 ''VideoGame/DragonBallZBudokai'' games, the jump from 1 ''1'' to 2 ''2'' (or from the original [=PS2=] of ''1'' to its [=GameCube=] re-release) is staggering in only a year. 3 ''3'' makes more enhancements to the gameplay than the art style, as 2 ''2'' did the best in that department, but if you play the Budokai ''Budokai HD Collection, Collection'', it's definitely a trip to see the jump between games. The art style was so good after the jump that every future game uses it, more recently with minor differences in shading, but it's been relatively the same ever since 2004.



** The appearance of the Rieklings (a diminutive humanoid race native to [[GrimUpNorth Solstheim]] somewhat resembling "[[OurGoblinsAreDifferent ice goblins]]") has evolved over the course of the series. In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''[='s=] ''Bloodmoon'' expansion, they closely resemble [[http://en.uesp.net/wiki/File:BM-creature-riekling.jpg small blue humans]]. In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''[='s=] ''Dragonborn'' DLC, they are much more [[http://en.uesp.net/wiki/File:DB-creature-Riekling.jpg primitive and bestial looking]]. In ''VideoGame/TheElderScrollsOnline'', they look like a [[http://en.uesp.net/wiki/File:ON-creature-Ice-Biter_Savage.jpg Falmer crossed with an Orc]].

to:

** The appearance of the Rieklings (a diminutive humanoid race native to [[GrimUpNorth Solstheim]] somewhat resembling "[[OurGoblinsAreDifferent ice goblins]]") has evolved over the course of the series. In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''[='s=] ''Bloodmoon'' expansion, they closely resemble [[http://en.uesp.net/wiki/File:BM-creature-riekling.jpg small blue humans]]. In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''[='s=] ''Dragonborn'' DLC, they are much more [[http://en.uesp.net/wiki/File:DB-creature-Riekling.jpg primitive and bestial looking]]. In ''VideoGame/TheElderScrollsOnline'', they look like a [[http://en.uesp.net/wiki/File:ON-creature-Ice-Biter_Savage.jpg Falmer crossed with an Orc]].Orc.]]



** The first game was a relatively small project that ended up a SleeperHit. Its sequel ''VideoGame/Splatoon2'' has a bigger budget and it shows. It's especially noticeable when you compare the [[https://www.youtube.com/watch?v=l1vw3ATzNxQ Squid Sisters' dancing]] to [[https://www.youtube.com/watch?v=c7gOZUch6g4 Off the Hook's dancing]]. The models are clearer and there is much more movement. Another major change is that in ''2'' ink is sparkly.

to:

** The first game was a relatively small project that ended up a SleeperHit. Its sequel ''VideoGame/Splatoon2'' has a bigger budget and it shows. It's especially noticeable when you compare the [[https://www.youtube.com/watch?v=l1vw3ATzNxQ Squid Sisters' dancing]] to [[https://www.youtube.com/watch?v=c7gOZUch6g4 Off the Hook's dancing]]. dancing.]] The models are clearer and there is much more movement. Another major change is that in ''2'' ink is sparkly.



* The quality of collectible game assets in ''VideoGame/LoveNikkiDressUpQueen'' has increased ''dramatically'' in the years since the game was first released. Compare gowns from the time of the game's release like "[[https://ln.nikkis.info/wardrobe/dress/180 Nikki's Dance]]" and "[[https://ln.nikkis.info/wardrobe/dress/391 Blue Lily*Rare]]" (and even "[[https://ln.nikkis.info/wardrobe/dress/80 Star Sea]]," which is said to be "the most precious dancing dress in the Miraland") with more recent offerings like "[[https://ln.nikkis.info/wardrobe/dress/874 Evernight Monologue]]" or "To No End" or "Odette's Dance" or "Snow Queen" or "[[https://ln.nikkis.info/wardrobe/dress/1217 Graceful Venom]]". The early gowns are drawn with harder lines (much like a coloring book) and minimal volume/ shading, rendered with large swathes of unembellished fabric and simple details. By contrast, the newer gowns are more detailed. Fabrics are rendered with realistic textures, weight, and shading -- ruching, drapery, ruffles, and tucks are used to give the 2-dimensional illustrations the illusion of volume. Embellishments like translucent lace panels, intricate embroidery, and sparkling beadwork are applied liberally. These elements work in concert to give the clothes and accessories produced later in the game's chronology a [[CostumePorn much more luxurious and expensive feeling]]. It can be jarring to make outfits that combine these newer assets with older accessories.
* ''VideoGame/{{Deltarune}}'s'' spritework is a noted improvement over ''VideoGame/{{Undertale}}'s'', with more frames of animation throughout the game (especially during combat, where both the party and all opponents are fully animated, whereas in the original game the player's body is never visible during combat and enemies are depicted as mostly static sprites with only the occasional single frame of animation.)
* Starting with the 3D universe (namely ''VideoGame/GrandTheftAutoIII'', ''VideoGame/GrandTheftAuto'' had some pretty rough artwork for its characters where nearly everyone's eyes were in a perpetual squint and the males's faces looked very rough and tough. As the series progressed, the characters in the artwork looked more detailed while keeping its vibrant style. Compare the art of one character from [[https://static.tvtropes.org/pmwiki/pub/images/joeyleone-artwork_3795.jpg GTA 3]] to one from [[https://static.tvtropes.org/pmwiki/pub/images/tbonemendez-artwork2_3637.jpg San Andreas]].

to:

* The quality of collectible game assets in ''VideoGame/LoveNikkiDressUpQueen'' has increased ''dramatically'' in the years since the game was first released. Compare gowns from the time of the game's release like "[[https://ln.[[https://ln.nikkis.info/wardrobe/dress/180 Nikki's Dance]]" "Nikki's Dance"]] and "[[https://ln.nikkis.info/wardrobe/dress/391 Blue Lily*Rare]]" Lily*Rare]] (and even "[[https://ln.[[https://ln.nikkis.info/wardrobe/dress/80 Star Sea]]," "Star Sea,"]] which is said to be "the most precious dancing dress in the Miraland") with more recent offerings like "[[https://ln.[[https://ln.nikkis.info/wardrobe/dress/874 Evernight Monologue]]" "Monologue"]] or "To No End" or "Odette's Dance" or "Snow Queen" or "[[https://ln.[[https://ln.nikkis.info/wardrobe/dress/1217 Graceful Venom]]". "Graceful Venom."]] The early gowns are drawn with harder lines (much like a coloring book) and minimal volume/ shading, rendered with large swathes of unembellished fabric and simple details. By contrast, the newer gowns are more detailed. Fabrics are rendered with realistic textures, weight, and shading -- ruching, drapery, ruffles, and tucks are used to give the 2-dimensional illustrations the illusion of volume. Embellishments like translucent lace panels, intricate embroidery, and sparkling beadwork are applied liberally. These elements work in concert to give the clothes and accessories produced later in the game's chronology a [[CostumePorn much more luxurious and expensive feeling]]. It can be jarring to make outfits that combine these newer assets with older accessories.
* ''VideoGame/{{Deltarune}}'s'' spritework is a noted improvement over ''VideoGame/{{Undertale}}'s'', ''VideoGame/{{Undertale}}''[='s=], with more frames of animation throughout the game (especially during combat, where both the party and all opponents are fully animated, whereas in the original game the player's body is never visible during combat and enemies are depicted as mostly static sprites with only the occasional single frame of animation.)
* Starting with the 3D universe (namely ''VideoGame/GrandTheftAutoIII'', ''VideoGame/GrandTheftAuto'' had some pretty rough artwork for its characters where nearly everyone's eyes were in a perpetual squint and the males's faces looked very rough and tough. As the series progressed, the characters in the artwork looked more detailed while keeping its vibrant style. Compare the art of one character from [[https://static.tvtropes.org/pmwiki/pub/images/joeyleone-artwork_3795.jpg GTA 3]] ''GTA3]]'' to one from [[https://static.''[[https://static.tvtropes.org/pmwiki/pub/images/tbonemendez-artwork2_3637.jpg San Andreas]].Andreas.]]''


* ''Franchise/SonicTheHedgehog'':
** The 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]].

to:

* ''Franchise/SonicTheHedgehog'':
''VideoGame/SonicTheHedgehog'':
** In ''VideoGame/SonicAdventure'', Sonic was remade to be taller, have green eyes, and have longer limbs and quills. 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. From ''VideoGame/SonicUnleashed'' onwards, his looks are now a hybrid of the "Classic-Era" and "Adventure-Era" designs. This is {{Lampshaded}} in ''VideoGame/SonicGenerations'', where the current-style Sonic teams up with his very different-looking Genesis-era self.
%% * 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]].
%%
** The 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]].
]]



to:

[[caption-width-right:350:Gaming's premire ThirdPersonSeductress needs to look her best.]]

There has been much discussion over whether or not VideoGames qualify as {{art}}, but one thing's for sure: they sure have [[ArtEvolution evolved as much as any art form]], and not just because of the increase in processing power.



** 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 ''Franchise/{{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]]'', [[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).

to:

** The ''Zelda'' games actually had different artists throughout the years. In the beginning it was Yoshiaki Koizumi and former anime {{anime}} studio employee Yoichi Kotabe that worked on the first few ''Zelda'' games. However ''Franchise/{{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]]'', [[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).



** His art from back when Game Freak was a humble fan magazine had a generic style resembling general contemporary anime/manga of the time.

to:

** His art from back when Game Freak was a humble {{humble|Beginnings}} fan magazine {{magazine}} had a generic style resembling general contemporary anime/manga of the time.



** This is also noticeable when comparing [[https://bogleech.tumblr.com/post/185648096923/interesting-to-note-0-saw-it-on-twitter-and Pokemon species designs from earlier generations to later ones]]. Earlier mon designs had more naturalistic proportions and details, whereas later mon designs verge into ThinLineAnimation with simplified features and big, round heads. When you take into account the ever-growing increase in graphical demands, mainstream recognition, and sheer number of {{mons}} to program, a more simplified and easy design ethos [[NecessaryWeasel makes a lot of sense]].



** 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.

to:

** 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 "[[TooManyBelts Belt]] and Zipper" {{Zipper|iffic}}" 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.



** [[https://i.kym-cdn.com/photos/images/original/001/446/592/d69.png This image]] goes into detail about how the series' 3D character renders got upgraded with each advancement in console hardware.



** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic T-Rex. In ''Videogame/YoshisIsland'' he was redesigned with larger, human-like arms, a smaller neck, a more upright position and became more [[RidiculouslyCuteCritter cute looking]] in the face. The saddle on his back also morphed into a shell.

to:

** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic T-Rex.TyrannosaurusRex. In ''Videogame/YoshisIsland'' he was redesigned with larger, human-like arms, a smaller neck, a more upright position and became more [[RidiculouslyCuteCritter cute looking]] in the face. The saddle on his back also morphed into a shell.



* The character appearances in ''VideoGame/SaintsRow'' change significantly between ''2'' and ''The Third'', though this can be excused by the TimeSkip. The Third Street Saints went from street thugs and drug dealers to international superstars and their clothes reflect it. For example Pierce Washington goes from a baseball jersey, dew rag, baseball cap and silver chain to a more professional (though no less garish and ''nouveau riche'') set of casual suit and a gold chain.

to:

* The character appearances in ''VideoGame/SaintsRow'' change significantly between ''2'' and ''The Third'', though this can be excused by the TimeSkip. The Third Street Saints went from street thugs and drug dealers to international superstars and their clothes reflect it. For example Pierce Washington goes from a baseball jersey, dew rag, baseball cap and silver chain to a more professional (though no less garish and ''nouveau riche'') ''NouveauRiche'') set of casual suit and a gold chain.



* ''VideoGame/LeagueOfLegends'' has undergone considerable evolution over its nine years or so in existence, given the vast changes in technology and processing power over that time. Additionally, Riot has essentially had to do its worldbuilding on the fly using the material they already had, including at least one enormous {{Retcon}}. This has led to certain oddities, such as [[EldritchLocation the Void's]] eventual aesthetic - a sort of Giger-meets-Escher display of weirdness - not being reflected by most of its champions, who look more like bug monsters. And of course with [[LoadsAndLoadsOfCharacters 140 or so characters]] it can take a while for visual updates to happen.

to:

* ''VideoGame/LeagueOfLegends'' has undergone considerable evolution over its nine years or so in existence, given the vast changes in technology and processing power over that time. Additionally, Riot has essentially had to do its worldbuilding on the fly using the material they already had, including at least one enormous {{Retcon}}. This has led to certain oddities, such as [[EldritchLocation the Void's]] eventual aesthetic - -- a sort of Giger-meets-Escher display of weirdness - -- not being reflected by most of its champions, who look more like bug monsters. And of course with [[LoadsAndLoadsOfCharacters 140 or so characters]] it can take a while for visual updates to happen.


* ''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.

to:

* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' looks quite different from further entries in the ''Franchise/SlyCooper'' ''VideoGame/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 [[VideoGame/Sly2BandOfThieves the]] [[VideoGame/Sly3HonorAmongThieves other]] [[VideoGame/SlyCooperThievesInTime games]] gave.


** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/ShinSakuraWars'' have been updated to fit the Creator/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.

to:

** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/ShinSakuraWars'' have been updated to fit the Creator/PlayStation4's UsefulNotes/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.

Added DiffLines:

* The ''VideoGame/SakuraWars'' series has undergone a significant evolution in the artwork:
** For the first two games on the Sega Saturn, ''VideoGame/SakuraWars1996'' and ''VideoGame/SakuraWars2ThouShaltNotDie'', the battlefields were similar to the tabletop-like designs from ''VideoGame/FireEmblem'' with limited movement range. With the introduction of the ARMS system in ''VideoGame/SakuraWars3IsParisBurning'', battles take place in 3D fields thanks to the Dreamcast's updated graphics system.
** In ''VideoGame/SakuraWarsSoLongMyLove'', most of the maps in the adventure mode was given a 3D look.
** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/ShinSakuraWars'' have been updated to fit the Creator/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.


* The artwork of ''VideoGame/DragonQuest'' has improved over the years, following a similar evolution to character designer Creator/AkiraToriyama's other famous work ''Manga/DragonBall'': the original games featured smooth lines and youthful-looking heroes, while later games, including remakes of the originals, featured designs with more detail and sharper, more angled lines. Compare the [[http://www.hardcoregaming101.net/dragonquest/dq3-hero.jpg original design]] for the protagonist of ''VideoGame/DragonQuestIII'' with his design [[https://66.media.tumblr.com/790809dfd26808e40a1ec30e14a72f2e/tumblr_mpdft6gXVt1swrod4o1_500.png from the Gameboy Color re-release]], and those with [[http://www.nintendoworldreport.com/media/24454/4/1.jpg his modern design]].

to:

* The artwork of ''VideoGame/DragonQuest'' has improved over the years, following a similar evolution to character designer Creator/AkiraToriyama's other famous work ''Manga/DragonBall'': ''Franchise/DragonBall'': the original games featured smooth lines and youthful-looking heroes, while later games, including remakes of the originals, featured designs with more detail and sharper, more angled lines. Compare the [[http://www.hardcoregaming101.net/dragonquest/dq3-hero.jpg original design]] for the protagonist of ''VideoGame/DragonQuestIII'' with his design [[https://66.media.tumblr.com/790809dfd26808e40a1ec30e14a72f2e/tumblr_mpdft6gXVt1swrod4o1_500.png from the Gameboy Color re-release]], and those with [[http://www.nintendoworldreport.com/media/24454/4/1.jpg his modern design]].



* If you have the first 3 Anime/DragonBallZ Budokai games, the jump from 1 to 2 is staggering in only a year. 3 makes more enhancements to the gameplay than the art style, as 2 did the best in that department, but if you play the Budokai HD Collection, it's definitely a trip to see the jump between games. The art style was so good after the jump that every future game uses it, more recently with minor differences in shading, but it's been relatively the same ever since 2004.

to:

* If you have the first 3 Anime/DragonBallZ Budokai ''VideoGame/DragonBallZBudokai'' games, the jump from 1 to 2 is staggering in only a year. 3 makes more enhancements to the gameplay than the art style, as 2 did the best in that department, but if you play the Budokai HD Collection, it's definitely a trip to see the jump between games. The art style was so good after the jump that every future game uses it, more recently with minor differences in shading, but it's been relatively the same ever since 2004.

Showing 15 edit(s) of 139

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report