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* ArtisticLicenseBiology:
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* So far, there have been two major changes to the ''VideoGame/AnimalCrossing'' series' art style: ''Wild World'' added the now-famous "rolling log effect", and ''New Leaf'' features redone, slightly less SuperDeformed character models and a more "painterly" look to villagers and the outdoors. Over time the games have also changed villagers' general designs, such as pigs having floppier ears.
* ArtisticLicenseBiology:
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** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic ''Tyrannosaurus 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. The latter design would later replace the previous design, make it's debut appearance in 3D Mario games starting with '''''VideoGame/MarioKart64''''' and would later evolve to be more refined in the 2000s.

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** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic ''Tyrannosaurus 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. The latter design would later replace the previous design, make it's its debut appearance in 3D Mario games starting with '''''VideoGame/MarioKart64''''' and would later evolve to be more refined in the 2000s.
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* 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/{{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.

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* 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/{{Super Smash Bros|64}}'' ''VideoGame/KirbyTiltNTumble'' for the N64, Game Boy Color, 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.irises. ''VideoGame/Kirby64TheCrystalShards'' made Kirby's cheeks rounded instead of being represented by three lines, a change made permanent in ''Anime/KirbyRightBackAtYa'' and ''VideoGame/KirbyNightmareInDreamLand''.
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Page is now a redirect to the Hair Colors index.


** The series started out with a comparatively realistic style that made most characters look plausably Japanese[[note]] The only person with an [[YouGottaHaveBlueHair unnatural hair color]] in the first game is the [[{{Eagleland}} American]] and his secretary.[[/note]], but characters gradually gained more {{Mukokuseki}} and modern anime features. It's ''extremely'' noticeable in the original trilogy, due to the tendency to reuse sprites from the first game. By the 4th game, the new sprites look so 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's almost unrecognizable as herself with her new pose, [[spoiler: "just exorcised and exhausted"]], added to her sprite repertoire in the 3rd game. Also, in her maid spriteset, the differences between the shading on her body (old) and on her clothes (new) are painfully obvious. Problems like this are avoided starting with ''Ace Attorney Investigations'', which had all sprites redrawn from scratch, even those of old characters.

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** The series started out with a comparatively realistic style that made most characters look plausably Japanese[[note]] The only person with an [[YouGottaHaveBlueHair unnatural hair color]] color in the first game is the [[{{Eagleland}} American]] and his secretary.[[/note]], but characters gradually gained more {{Mukokuseki}} and modern anime features. It's ''extremely'' noticeable in the original trilogy, due to the tendency to reuse sprites from the first game. By the 4th game, the new sprites look so 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's almost unrecognizable as herself with her new pose, [[spoiler: "just exorcised and exhausted"]], added to her sprite repertoire in the 3rd game. Also, in her maid spriteset, the differences between the shading on her body (old) and on her clothes (new) are painfully obvious. Problems like this are avoided starting with ''Ace Attorney Investigations'', which had all sprites redrawn from scratch, even those of old characters.
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* The art style of the ''Franchise/{{Kirby}}'' franchise has evolved quite a bit over time. Originally, the games on the Gameboy, NES, SNES and the N64 were very bright and cartoony in nature, featuring heavily stylized backgrounds and settings. During the Sixth Generation however, the games underwent a noticeable style change, going for a still fantastical, but noticeably more realistic style than prior. The franchise would eventually find a happy middle-ground between the two styles when Shinya Kumazaki took over as director, which saw the franchise going back to the stylized and cartoony style of the original GB-N64 games, but retaining the realistic touches and detailing of the sixth generation titles.

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* The art style of the ''Franchise/{{Kirby}}'' franchise series has evolved quite a bit over time. Originally, the games on the Gameboy, NES, SNES and the N64 were very bright and cartoony in nature, featuring heavily stylized backgrounds and settings. During the Sixth Generation jump to the sixth generation however, the games underwent a noticeable style change, going for a still very fantastical, but noticeably more realistic style than prior. prior that puts more emphasis on SceneryPorn. The franchise series would eventually find a happy middle-ground between the two styles when Shinya Kumazaki took over as director, which saw the franchise going back to the stylized and cartoony style of the original GB-N64 games, but retaining the realistic touches and detailing SceneryPorn of the sixth generation titles.
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* The art style of the ''Franchise/{{Kirby}}'' franchise has evolved quite a bit over time. Originally, the games on the Gameboy, NES, SNES and the N64 were very bright and cartoony in nature, featuring heavily stylized backgrounds and settings. During the Sixth Generation however, the games underwent a noticeable style change, going for a still fantastical, but noticeably more realistic style than prior. The franchise would eventually find a happy middle-ground between the two styles when Shinya Kumazaki took over as director, which saw the franchise going back to the stylized and cartoony style of the original GB-N64 games, but retaining the realistic touches and detailing of the sixth generation titles.
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Moving to the Toys folder on the main page.


* ''VideoGame/{{Tamagotchi}}'':
** In Japan, the artwork for the characters used to be cruder and had black outlines. Beginning in 2004, the artwork looked better, but had blue outlines and several older characters who originally had black body parts had said parts recolored to match the new blue.
** In the USA, the artwork looked even cruder than the original Japanese artwork, looking like it was colored in by a preschooler. In 2004, they later received the 2004 Japanese style, but later switched to the [[Anime/{{Tamagotchi}} anime]] designs with the ''Tamagotchi Friends''.
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** The ''VideoGame/PaperMario'' games have leaned far more into the "paper" aesthetic over the years, going from the generic 3D environments of the first game to ones made of cardboard and papier-mâché, as well as having more paper-based jokes and featuring real-world objects. The enemy designs in the first three games were also based on their ''VideoGame/YoshisIsland'' appearances, even having enemies originating from those games such as Bandits and Crazee Dayzees. ''VideoGame/PaperMarioStickerStar'' would update them to more closely resemble their appearances in the main series, a change future games would keep.
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* Creator/{{Shinkiro}}, a video game artist for Creator/{{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]]'' and ''VideoGame/MarvelVsCapcom3'', 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 [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''VideoGame/FatalFuryWildAmbition'', ''Buriki One'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.
* ''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.

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* Creator/{{Shinkiro}}, a video game artist for Creator/{{SNK}} and Creator/{{Capcom}}, has had his style change dramatically over time. His early work, such as for ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters'' ''Franchise/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]]'' and ''VideoGame/MarvelVsCapcom3'', 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 [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''VideoGame/FatalFuryWildAmbition'', ''Buriki One'', (''Fatal Fury: Wild Ambition'', ''VideoGame/BurikiOne'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.
* ''VideoGame/SonicTheHedgehog'':
''Franchise/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, onward, his looks are now a hybrid of the "Classic-Era" and "Adventure-Era" designs. This is {{Lampshaded}} {{lampshade|Hanging}}d in ''VideoGame/SonicGenerations'', where the current-style Sonic teams up with his very different-looking Genesis-era self.
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*** There are no more air tubes that look like literal tubes, though that could be the result of SR388 being a different place than Zebes.

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*** There are no more air tubes that look like literal tubes, though that could be the result of SR388 [=SR388=] being a different place than Zebes.



** The ''Switch'' port of Miitopia marks a super-huge step in Mii development, as it allows Miis to wear real makeup, adding for additional face elements such as eye catchlights, masks, and abnormal skin tones, as well as wigs for more over-the-top hairdos. The wigs in particular move more naturally compared to a Mii's real hair.

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** The ''Switch'' port of Miitopia ''Miitopia'' marks a super-huge step in Mii development, as it allows Miis to wear real makeup, adding for additional face elements such as eye catchlights, masks, and abnormal skin tones, as well as wigs for more over-the-top hairdos. The wigs in particular move more naturally compared to a Mii's real hair.
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** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic ''Tyrannosaurus 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.

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** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic ''Tyrannosaurus 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. The latter design would later replace the previous design, make it's debut appearance in 3D Mario games starting with '''''VideoGame/MarioKart64''''' and would later evolve to be more refined in the 2000s.
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* The VideoGame/{{Stellaris}} art style evolved significantly in response to feedback and the art team growing and getting a sense of what works. Compare [[https://stellaris.paradoxwikis.com/File:Avian_normal_07.png the portraits on game release]] to [[https://stellaris.paradoxwikis.com/File:Avian_18.png those released for the first anniversary]], and [[https://stellaris.paradoxwikis.com/File:Necroids_09_portrait_teal.png the Necroids from four years later]]. The general tendency has been moving away from RealIsBrown and adding more colorful, intricate details.
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* Shinkiro, a video game artist for Creator/{{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]]'' and ''VideoGame/MarvelVsCapcom3'', 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.

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* Shinkiro, Creator/{{Shinkiro}}, a video game artist for Creator/{{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]]'' and ''VideoGame/MarvelVsCapcom3'', 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.
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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 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 downloadable games actually revert back to the original sprite style out of nostalgic reverence. Plus, it's cheap.

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* Every ''VideoGame/MegaMan'' ''Franchise/MegaMan'' series has undergone a noticeable change over the years. [[VideoGame/MegaManClassic The classic series 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 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 downloadable games actually revert back to the original sprite style out of nostalgic reverence. Plus, it's cheap.
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None


* Shinkiro, a video game artist for Creator/{{SNK}} and Creator/{{Capcom}}, has had his style change dramatically over time. His early work, such as for ''Franchise/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]]'' and ''VideoGame/MarvelVsCapcom3'', 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.

to:

* Shinkiro, a video game artist for Creator/{{SNK}} and Creator/{{Capcom}}, has had his style change dramatically over time. His early work, such as for ''Franchise/FatalFury'' ''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]]'' and ''VideoGame/MarvelVsCapcom3'', 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.
Is there an issue? Send a MessageReason:
None


* Shinkiro, a video game artist for Creator/{{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]]'' and ''VideoGame/MarvelVsCapcom3'', 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 [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''Fatal Fury: Wild Ambition'', ''Buriki One'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.

to:

* Shinkiro, a video game artist for Creator/{{SNK}} and Creator/{{Capcom}}, has had his style change dramatically over time. His early work, such as for ''VideoGame/FatalFury'' ''Franchise/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]]'' and ''VideoGame/MarvelVsCapcom3'', 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 [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''Fatal Fury: Wild Ambition'', (''VideoGame/FatalFuryWildAmbition'', ''Buriki One'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.
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* The ''VideoGame/{{Ys}}'' series's art style varies between games, though one example of a change in art style is ''VideoGame/YsSEVEN'' having Adol and Dogi looking older than in the first game (which they both debuted in), but since several years passed between those games, it actually makes more sense than a lot of examples of the trope and ends up being less noticeable. Notably, ''Ys I & II Chronicles'' introduces new in-game artwork different from the ''Eternal'' / ''Complete'' versions ''Chronicles'' is based on while also including an option to use the artwork from those versions.

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* The ''VideoGame/{{Ys}}'' series's art style varies between games, though one example of a change in art style is ''VideoGame/YsSEVEN'' having Adol and Dogi looking older than in the first game (which they both debuted in), but since several years passed between those games, it actually makes more sense than a lot of examples of the trope and ends up being less noticeable. Notably, ''Ys I [[VideoGame/YsIAncientYsVanishedOmen I]] & II [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II] Chronicles'' introduces new in-game artwork different from the ''Eternal'' / ''Complete'' versions ''Chronicles'' is based on while also including an option to use the artwork from those versions.
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Simplifying formatting and doing some diambiguating (for Fire Emblem Jugdral, though I didn't know how to reword the Tellius one cuz I wasn't sure it was saying to begin with)


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

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



** The main artist for the series 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 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 1}}'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''VideoGame/{{Persona 2}}'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
** Shigenori Soejima became the lead artist and art director of the ''Franchise/{{Persona}}'' games starting with ''[[VideoGame/{{Persona 3}} 3]]'', after having done some more minor work on previous entries. His artwork for ''3'' [[http://i.imgur.com/wZ4VujM.png has a somewhat sketchy and rough look to it]], which was [[http://i.imgur.com/E5AzeRH.png somewhat improved]] by the time ''[[VideoGame/{{Persona 4}} 4]]'' rolled around. With the ''VideoGame/Persona4Arena'' spinoffs, the artwork, while still keeping a generally-realistic look, gradually became [[http://i.imgur.com/LJravb8.png significantly more stylized and clean]], with better shading and brighter colors. The trend [[http://i.imgur.com/91JTF5A.png continued]] in ''[[VideoGame/Persona4DancingAllNight Dancing All Night]]''. By ''VideoGame/{{Persona 5}}'', the [[http://i.imgur.com/s5zV6iN.png artwork has grown further stylized]]. ''5'' itself also has a somewhat [[CelShading cel-shaded]] look, and, combined with the use of brighter colors and thicker lines, adds to a comic book-like appearance.

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** The main artist for the series 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 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 1}}'' ''VideoGame/Persona1'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''VideoGame/{{Persona 2}}'' ''VideoGame/Persona2'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
** Shigenori Soejima became the lead artist and art director of the ''Franchise/{{Persona}}'' games starting with ''[[VideoGame/{{Persona 3}} ''[[VideoGame/Persona3 3]]'', after having done some more minor work on previous entries. His artwork for ''3'' [[http://i.imgur.com/wZ4VujM.png has a somewhat sketchy and rough look to it]], which was [[http://i.imgur.com/E5AzeRH.png somewhat improved]] by the time ''[[VideoGame/{{Persona 4}} ''[[VideoGame/Persona4 4]]'' rolled around. With the ''VideoGame/Persona4Arena'' spinoffs, the artwork, while still keeping a generally-realistic look, gradually became [[http://i.imgur.com/LJravb8.png significantly more stylized and clean]], with better shading and brighter colors. The trend [[http://i.imgur.com/91JTF5A.png continued]] in ''[[VideoGame/Persona4DancingAllNight Dancing All Night]]''. By ''VideoGame/{{Persona 5}}'', ''VideoGame/Persona5'', the [[http://i.imgur.com/s5zV6iN.png artwork has grown further stylized]]. ''5'' itself also has a somewhat [[CelShading cel-shaded]] look, and, combined with the use of brighter colors and thicker lines, adds to a comic book-like appearance.



* 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.]]
** 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.

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* The ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' series has the protagonist Reimu Hakurei change a lot over the years. [[http://en.touhouwiki.net/wiki/Reimu_Hakurei Take a look at her.]]
** The artwork from series creator ZUN is ([[MemeticMutation memetically]]) considered to be horrible. Sometime after ''Subterranean Animism'' ''VideoGame/TouhouChireidenSubterraneanAnimism'' his drawing skills began to improve quite a bit.



* VideoGame/MonkeyIsland is a fairly drastic example. For the first two games in the series the art were much more realistic, and while the characters [[GraphicsInducedSuperDeformed look a bit cartoony during gameplay]], the first Monkey Island often had close-ups of characters during cutscenes and dialogue trees that depicted characters in a much more realistic style. Jump to VideoGame/TalesOfMonkeyIsland and the UpdatedRerelease of Monkey Island 1 & 2 and everything has been stylized, characters are far more exaggerated and the games are much brighter and more colorful. [[BrokenBase The fan base is divided on which art style looked better.]]

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* VideoGame/MonkeyIsland ''VideoGame/MonkeyIsland'' is a fairly drastic example. For the first two games in the series the art were much more realistic, and while the characters [[GraphicsInducedSuperDeformed look a bit cartoony during gameplay]], the first Monkey Island ''Monkey Island'' often had close-ups of characters during cutscenes and dialogue trees that depicted characters in a much more realistic style. Jump to VideoGame/TalesOfMonkeyIsland ''VideoGame/TalesOfMonkeyIsland'' and the UpdatedRerelease of Monkey ''Monkey Island 1 1'' & 2 ''2'' and everything has been stylized, characters are far more exaggerated and the games are much brighter and more colorful. [[BrokenBase The fan base is divided on which art style looked better.]]



** In ''[[{{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 Creator/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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** In ''[[{{VisualNovel/PhoenixWrightAceAttorneyDualDestinies}} ''[[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 Creator/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.



* ''Franchise/SuperMarioBros''

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* ''Franchise/SuperMarioBros''''Franchise/SuperMarioBros'':



* ''Franchise/{{Halo}}'' has this by virtue of how long-running the series is. However, the creators have given many of the changes explicit in-universe justifications; for example, WordOfGod is that the varying physical appearances of the different Covenant species between each game are supposed to all represent equally canon phenotypes. Nevertheless, comparing between the original and [[MilestoneCelebration ten-year anniversary editions]] of ''VideoGame/HaloCombatEvolved'' and ''VideoGame/{{Halo 2}}'' makes it clear that the franchise has had plenty of visual changes that can't solely be explained by improved graphics or any sort of plausible in-universe justifications.
** While the change in the Chief's PoweredArmor between the first and second games is explicitly stated to be him switching from MJOLNIR Mark V to MJOLNIR Mark VI, WordOfGod regarding his armor change in ''VideoGame/{{Halo 4}}'' has vacillated between either Cortana redesigning his armor during the time-skip, or all but admitting a RetCon of the Mark VI's design (though they seem to have settled on the former, given the faithful-to-the-original design of the Mark VI in ''Halo 2 Anniversary'').

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* ''Franchise/{{Halo}}'' has this by virtue of how long-running the series is. However, the creators have given many of the changes explicit in-universe justifications; for example, WordOfGod is that the varying physical appearances of the different Covenant species between each game are supposed to all represent equally canon phenotypes. Nevertheless, comparing between the original and [[MilestoneCelebration ten-year anniversary editions]] of ''VideoGame/HaloCombatEvolved'' and ''VideoGame/{{Halo 2}}'' ''VideoGame/Halo2'' makes it clear that the franchise has had plenty of visual changes that can't solely be explained by improved graphics or any sort of plausible in-universe justifications.
** While the change in the Chief's PoweredArmor between the first and second games is explicitly stated to be him switching from MJOLNIR Mark V to MJOLNIR Mark VI, WordOfGod regarding his armor change in ''VideoGame/{{Halo 4}}'' ''VideoGame/Halo4'' has vacillated between either Cortana redesigning his armor during the time-skip, or all but admitting a RetCon of the Mark VI's design (though they seem to have settled on the former, given the faithful-to-the-original design of the Mark VI in ''Halo 2 Anniversary'').



* 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 ''[=FO3=]'''s version [[DummiedOut remained in the game's code]].

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* In ''VideoGame/{{Fallout 2}}'', ''VideoGame/Fallout2'', 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}}'', ''VideoGame/Fallout3'', 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 ''[=FO3=]'''s version [[DummiedOut remained in the game's code]].



* Every ''Franchise/FireEmblem'' game has different artists (or one artist for one saga, namely [[VideoGame/FireEmblemTellius 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]]'' (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]].

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* Every ''Franchise/FireEmblem'' game has different artists (or one artist for one saga, namely [[VideoGame/FireEmblemTellius Tellius]] [[note]]the characters of ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'' and ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'' 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]]'' (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]].games, ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemThracia776 Thracia 776]]''.



* ''Franchise/TheElderScrolls''

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* ''Franchise/TheElderScrolls''''Franchise/TheElderScrolls'':



* ''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://forums.d3go.com/discussion/77933/r175-release-notes-updated-4-1-19 Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg 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]].

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* ''Videogame/MarvelPuzzleQuest'' ''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://forums.d3go.com/discussion/77933/r175-release-notes-updated-4-1-19 Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg 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]].
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* ''UsefulNotes/{{Mii}}'':
** The Miis themselves have become more expressive with the addition of each new console; in addition to such, the 3DS gives a wider array of head, hair and facial options.
** ''VideoGame/{{Miitopia}}'' is the first game to present more abnormal hair and eye color options; this was only possible through hair dye in ''VideoGame/TomodachiLife''.
** ''Miitopia'' is also the first game where the Miis' pupils actually move in-game outside of promotional art, as well as added face elements according to certain status effects, such as BlankWhiteEyes when angry, dilated black dots when crying, squinting when suspicious or zoned-out, and more.
** The ''Switch'' port of Miitopia marks a super-huge step in Mii development, as it allows Miis to wear real makeup, adding for additional face elements such as eye catchlights, masks, and abnormal skin tones, as well as wigs for more over-the-top hairdos. The wigs in particular move more naturally compared to a Mii's real hair.
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Disambiguating; deleting and renaming wicks as appropriate


** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic 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.

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** Yoshi debuted in ''VideoGame/SuperMarioWorld'' resembling a slightly anthropomorphic TyrannosaurusRex.''Tyrannosaurus 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.
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* ''VideoGame/BrawlStars'': After the global launch, the devs have been working on improving the look of every single brawler in the game, a process that ended in July 2020 with Crow.
** Starting in July 2020 with Shelly and Colt, brawlers have been getting new facial animations.
** Starting in December 2020, more and more brawler pins are being animated.
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* ''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-]][[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]].

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 [[https://forums.d3go.com/discussion/77933/r175-release-notes-updated-4-1-19 Scarlet Witch]], [[https://d3go.com/wp-content/uploads/2015/08/Marvel-Puzzle-Quest-Spider-Man-Original-Character-Sheet.jpg 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]].
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* The first ''Franchise/DragonAge'' game has a very generic fantasy aesthetic, while later entries gave every culture a distinct look in architecture and clothing. It really stands out when ''Inquisition'' revisits Redcliff, which now looks distinctly more "Fereldan" than it did in ''Origins''.
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** Looks like Mario actually lost some of that weight nowadays, didn't he? Mario's limbs were a lot stubbier in the early days, [[https://www.mariowiki.com/images/e/e3/SMB2Art2.png which gave him a much stockier look]], modern art gives him [[https://www.mariowiki.com/images/2/21/FortuneStMario.png longer limbs]], going from two heads tall to roughly three heads tall, which has the side effect of making him seem not ''quite'' as fat as he used to be.

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** Looks like Mario actually lost some of that weight nowadays, didn't he? Mario's limbs were a lot stubbier in the early days, [[https://www.mariowiki.com/images/e/e3/SMB2Art2.png [[https://static.wikia.nocookie.net/mario/images/e/e3/SMB2Art2.png/revision/latest?cb=20200308122852 which gave him a much stockier look]], modern art gives him [[https://www.mariowiki.com/images/2/21/FortuneStMario.png longer limbs]], going from two heads tall to roughly three heads tall, which has the side effect of making him seem not ''quite'' as fat as he used to be.
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* ''VideoGame/FinalFantasyVII'''s designs and art style in the original UsefulNotes/PlayStation game are extremely anime-like and cartoony. The 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]].

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* ''VideoGame/FinalFantasyVII'''s designs and art style in the original UsefulNotes/PlayStation game are extremely anime-like and cartoony. The 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 [[https://pbs.twimg.com/media/EEMvmpLVUAYXm2w.jpg 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]].
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** It’s not especially notable in HD [=REmake=] of [[VideoGame/ResidentEvil RE1]] where you can play as Chris and Jill in their [[VideoGame/ResidentEvil5 RE5]] incarnations and they stand out like sore thumbs in the environment abs compared to other characters due being more advanced graphics-wise. Similarly in [[VideoGame/ResidentEvil2Remake RE2make]] you can have Leon, Claire and Sherry wearing their classic colourful 90s attire from [[VideoGame/ResidentEvil2 RE2]] and they look somewhat ridiculous in the gritty HD realistic setting.

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** It’s not especially notable in HD [=REmake=] of [[VideoGame/ResidentEvil RE1]] where you can play as Chris and Jill in their [[VideoGame/ResidentEvil5 RE5]] incarnations and they stand out like sore thumbs in the environment abs and compared to other characters due being more advanced graphics-wise. Similarly in [[VideoGame/ResidentEvil2Remake RE2make]] you can have Leon, Claire and Sherry wearing their classic colourful 90s attire from [[VideoGame/ResidentEvil2 RE2]] and they look somewhat ridiculous in the gritty HD realistic setting.

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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 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]] anymore -- [[BlankWhiteEyes their eyes go missing]].

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* ''VideoGame/BubbleBobble'': ''VideoGame/BubbleBobble'':
**
Bub and Bob have basic 8-bit sprites in the original. For '''''[[OddlyNamedSequel Part]]''' [[OddlyNamedSequel 2]]'', they only have 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]] anymore -- [[BlankWhiteEyes their eyes go missing]].



* The same could be said of other SNK artists. Compare the earlier work of Shinkiro's protégé [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''Fatal Fury: Wild Ambition'', ''Buriki One'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his more recent works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.

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* The same could be said of other SNK artists. Compare the earlier work of Shinkiro's protégé [[http://snk.wikia.com/wiki/Hiroaki Hiroaki]] (''Fatal Fury: Wild Ambition'', ''Buriki One'', ''The King of Fighters EX'' & ''[=EX2=]'') to his illustrations in ''KOF '94 Re-Bout'', ''KOF XI'', ''VideoGame/NeoGeoBattleColiseum'', ''KOF '98: Ultimate Match'', and even projects outside of SNK such as ''VideoGame/GodHand'' and ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]''. Like Shinkiro, his overall style has been consistent throughout the years, although Hiroaki's drawings in some of his more recent works like ''KOF 2002: Unlimited Match'' and ''KOF Sky Stage'' have the characters looking a bit more youthful than before, a slight sylistic change which has continued onto other projects like [[http://www.fightersgeneration.com/screens2/soulcalibur6-soul-chronicle-art.htm his illustrations for]] ''VideoGame/SoulcaliburVI'''s "Soul Chronicle" Story Mode.



*** 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 ''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]].

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*** But once again true ** 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.
* ''VideoGame/AdventureQuest'':
**
Since ''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]].



* 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.]]

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* The VideoGame/{{Touhou}} ''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 UsefulNotes/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]].

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* ''VideoGame/FinalFantasyVII'''s designs and art style in the original UsefulNotes/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]].



* 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.

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* ''VideoGame/{{Warcraft}}'':
**
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.



* ''VideoGame/DragonQuest''

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* ''VideoGame/DragonQuest''''VideoGame/DragonQuest'':



In the [=PS1=]/DS, most characters keep the same design, but are more detailed from their original artworks. Psaro pretty much completely changed from a guy who resembles Weehawk from ''WesternAnimation/{{Wizards}}'' to a dude who's a CaptainErsatz and TakeThat of Sephiroth from ''VideoGame/FinalFantasyVII''.

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*** In the [=PS1=]/DS, most characters keep the same design, but are more detailed from their original artworks. Psaro pretty much completely changed from a guy who resembles Weehawk from ''WesternAnimation/{{Wizards}}'' to a dude who's a CaptainErsatz and TakeThat of Sephiroth from ''VideoGame/FinalFantasyVII''.



* If you have the first 3 ''VideoGame/DragonBallZBudokai'' games, the jump from ''1'' to ''2'' (or from the original [=PS2=] of ''1'' to its [=GameCube=] re-release) 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.

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* If you have the first 3 ''VideoGame/DragonBallZBudokai'' games, the jump from ''1'' to ''2'' (or from the original [=PS2=] of ''1'' to its [=GameCube=] re-release) 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.
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*** ''VideoGame/DragonQuestIV'':

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*** ** ''VideoGame/DragonQuestIV'':

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