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* The entire ''Franchise/{{Castlevania}}'' franchise after Ayami Kojima took over. Starting with ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', she delivered both gorgeous [[https://gr.pinterest.com/pin/474496510713254802/ concept]] and [[https://www.google.com/amp/s/amp.reddit.com/r/gaming/comments/4bj8ae/symphony_of_the_night_why_the_hell_does_dracula/ in-game]], which kept strong for many of its sequels. Ayami Kojima's style, with its angelic faces and grotesque forms, and landscapes full of meticulous detail, has become synonymous not only with the franchise, but with GothicHorror itself.

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* The entire ''Franchise/{{Castlevania}}'' franchise after Ayami Kojima took over. Starting with ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', she delivered both gorgeous [[https://gr.pinterest.com/pin/474496510713254802/ concept]] and [[https://www.google.com/amp/s/amp.reddit.com/r/gaming/comments/4bj8ae/symphony_of_the_night_why_the_hell_does_dracula/ in-game]], in-game]] art, which kept strong for many of its sequels. Ayami Kojima's style, with its angelic faces and grotesque forms, and landscapes full of meticulous detail, has become synonymous not only with the franchise, but with GothicHorror itself.


* The entire ''Franchise/Castlevania'' franchise after Ayami Kojima took over. Starting with ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', she delivered both gorgeous [[https://gr.pinterest.com/pin/474496510713254802/ concept]] and [[https://www.google.com/amp/s/amp.reddit.com/r/gaming/comments/4bj8ae/symphony_of_the_night_why_the_hell_does_dracula/ in-game]], which kept strong for many of its sequels. Ayami Kojima's style, with its angelic faces and grotesque forms, and landscapes full of meticulous detail, has become synonymous not only with the franchise, but with GothicHorror itself.

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* The entire ''Franchise/Castlevania'' ''Franchise/{{Castlevania}}'' franchise after Ayami Kojima took over. Starting with ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', she delivered both gorgeous [[https://gr.pinterest.com/pin/474496510713254802/ concept]] and [[https://www.google.com/amp/s/amp.reddit.com/r/gaming/comments/4bj8ae/symphony_of_the_night_why_the_hell_does_dracula/ in-game]], which kept strong for many of its sequels. Ayami Kojima's style, with its angelic faces and grotesque forms, and landscapes full of meticulous detail, has become synonymous not only with the franchise, but with GothicHorror itself.

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* The entire ''Franchise/Castlevania'' franchise after Ayami Kojima took over. Starting with ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', she delivered both gorgeous [[https://gr.pinterest.com/pin/474496510713254802/ concept]] and [[https://www.google.com/amp/s/amp.reddit.com/r/gaming/comments/4bj8ae/symphony_of_the_night_why_the_hell_does_dracula/ in-game]], which kept strong for many of its sequels. Ayami Kojima's style, with its angelic faces and grotesque forms, and landscapes full of meticulous detail, has become synonymous not only with the franchise, but with GothicHorror itself.


* ''VideoGame/{{Skullgirls}}'' has absolutely gorgeous hand-drawn artwork, done simply because [[DoingItForTheArt the dev team wanted to, even if it was more expensive than 3D models]]. The art style was based off 1930s ArtDeco and ''WesternAnimation/BatmanTheAnimatedSeries''. And while the art is great, the best part is the animation: the characters are better animated than many major releases that use full 3D models, with incredibly smooth animations (see, for example, [[http://i.imgur.com/Qydeo7t.gif Filia's run cycle]]) with a ''ridiculous'' amount of frames. In fact, ''Skullgirls'' holds the world record for most animation frames per character in a 2D fighting game.

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* ''VideoGame/{{Skullgirls}}'' has absolutely gorgeous hand-drawn artwork, done simply because [[DoingItForTheArt the dev team wanted to, even if it was more expensive than 3D models]]. The art style was based off 1930s ArtDeco and ''WesternAnimation/BatmanTheAnimatedSeries''. And while the art is great, the best part is the animation: the characters are better animated than many major releases that use full 3D models, with incredibly smooth animations (see, for example, [[http://i.imgur.com/Qydeo7t.gif Filia's run cycle]]) with a ''ridiculous'' amount of frames. In fact, ''Skullgirls'' holds the world record for most animation frames per character in a 2D fighting game. Yes, '''more''' than the 1000+ frames of the above mentioned BlazBlue.


** Its predecessor, ''VideoGame/ChronoTrigger'' for the UsefulNotes/SuperNintendoEntertainmentSystem, was no slouch, either.

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** Its predecessor, ''VideoGame/ChronoTrigger'' for the UsefulNotes/SuperNintendoEntertainmentSystem, was no slouch, either. Nintendo knew what it was doing with the pixel art for this one. Every animation is beautifully done and the game looks like it could have come out yesterday.


* ''VideoGame/EtrianOdyssey Untold 1'' and ''2'' have gorgeous artwork. Most notable in the first stratum of the first game, and the fourth stratum of the second game.

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* ''VideoGame/EtrianOdyssey Untold IV'', ''Untold 1'' and ''2'' have gorgeous artwork.artwork, with the latter two succesfully enhancing the visuals of the respective first two games in the series. Most notable in the first stratum of the first game, and the fourth stratum of the second game. This is carried over in the games released since then, with ''Beyond the Myth'' having gorgeous locations like Tutelary Forest and Untamed Garden, and ''Nexus'' having not only visually-improved dungeons from ''IV'' and the ''Untold'' games once again, but also giving an exceptional treatment to the designs of the strata from ''The Drowned City'' (which is sadly the only game from the original Nintendo DS that was never remade like the other two were).



* Creator/RetroStudios of ''VideoGame/MetroidPrimeTrilogy'' and ''VideoGame/DonkeyKongCountryReturns'' fame have gained prestige for this. And they have unlockable concept art in every game they have released, for players to enjoy.
* The ''Franchise/SonicTheHedgehog'' franchise in general has nice artwork, so much that some games, like ''[[CompilationRerelease Sonic Classic Collection]]'' as well as ''VideoGame/SonicColors'' for the UsefulNotes/NintendoDS have a proper "Gallery". This even carried over to the post-VideoGame/SonicAdventure era, as the distinctive style of said artwork is [[BuffySpeak Sonic-ish]] enough to be considered part of what made Sonic the character we know today. So much, in fact, an official website [[http://sonic.wikia.com/wiki/Sonic_Channel is mainly known for its official artwork.]]
** The concept art for the 3D games, such as [[http://segabits.com/wp-content/uploads/2017/11/Sonic-Forces_Concept-Art_War.jpg this one]] for ''VideoGame/SonicForces'', look like they belong to a museum.

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* Creator/RetroStudios of ''VideoGame/MetroidPrimeTrilogy'' and ''VideoGame/DonkeyKongCountryReturns'' ''VideoGame/DonkeyKongCountryReturns''[=/=]''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]'' fame have gained prestige for this. And they have unlockable concept art in every game they have released, for players to enjoy.
* The ''Franchise/SonicTheHedgehog'' franchise in general has nice artwork, so much that some games, like ''[[CompilationRerelease Sonic Classic Collection]]'' as well as ''VideoGame/SonicColors'' for the UsefulNotes/NintendoDS have a proper "Gallery". This even carried over to the post-VideoGame/SonicAdventure era, as the distinctive style of said artwork is [[BuffySpeak Sonic-ish]] enough to be considered part of what made Sonic the character we know today. So much, in fact, an official website [[http://sonic.wikia.com/wiki/Sonic_Channel is mainly known for its official artwork.]]
**
]] The concept art for the 3D games, such as [[http://segabits.com/wp-content/uploads/2017/11/Sonic-Forces_Concept-Art_War.jpg this one]] for ''VideoGame/SonicForces'', look like they belong to a museum.



* ''VideoGame/RaymanOrigins'' was praised for it's [[SceneryPorn beautifully detailed backgrounds]] and smooth character animations. Even people who haven't bought the game admit that it looks amazing. Creator/MichelAncel and co. went for a unique and striking look so as to stand out from other games on the market, and ''man'' did they succeed.
** ''VideoGame/RaymanLegends'' is looking to take this further by giving it a more painterly feel, and lighting the 2D characters with 3D lighting.

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* ''VideoGame/RaymanOrigins'' was praised for it's its [[SceneryPorn beautifully detailed backgrounds]] and smooth character animations. Even people who haven't bought the game admit that it looks amazing. Creator/MichelAncel and co. went for a unique and striking look so as to stand out from other games on the market, and ''man'' did they succeed.
**
succeed. ''VideoGame/RaymanLegends'' is looking to take this further by giving it a more painterly feel, and lighting the 2D characters with 3D lighting.



** Going back even further than that: ''VideoGame/WarioLand4''. The sprites are amazingly well put together to the point where Wario looks like he's actually moving. You wouldn't believe that it's sprite-based at all. And what platform did it come out for? UsefulNotes/GameBoyAdvance. Yup.

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** Going back even further than that: * ''VideoGame/WarioLand4''. The sprites are amazingly well put together to the point where Wario looks like he's actually moving. You wouldn't believe that it's sprite-based at all. And what platform did it come out for? UsefulNotes/GameBoyAdvance. Yup.



* Though not consciously seeking to be visually bombastic as other Nintendo games, ''Franchise/TheLegendOfZelda'' has shown several beautiful landscapes and exotic character designs over the years. Two well-known examples are ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', with the former using cel-shading visuals with realistic effects (like heat haze and motion blur) that are usually too difficult to program in a normal cel-shading game, and the latter showing an impressive realistic style with some cel-shading effects (such as the animations of the bomb explosions or the disappearance of the deceased enemies). It helps that both games were actually made with the same engine.

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* Though not consciously seeking to be visually bombastic as other Nintendo games, ''Franchise/TheLegendOfZelda'' has shown several beautiful landscapes and exotic character designs over the years. Two well-known examples are ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', with the former using cel-shading visuals with realistic effects (like heat haze and motion blur) that are usually too difficult to program in a normal cel-shading game, and the latter showing an impressive realistic style with some cel-shading effects (such as the animations of the bomb explosions or the disappearance of the deceased enemies). It helps that both games were actually made with the same engine. ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' takes it even further, showing a visual style that offers many beautiful landscapes that can easily remind people of the scenery seen in Studio Ghibli films.

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* ''WesternAnimation/GlitchTechs'': The show is beautifully colorful and vibrant, the animation is very smooth and fluid, and the geometric art style sports some highly appealing designs.


* ''Anime/KabaneriOfTheIronFortress'' Say what you will of the [[ExcusePlot weak story]] or flat characters Kabaneri boast some of the best character [[https://pbs.twimg.com/media/CWfTIPoU8AESqAq.jpg designs]] seen [[http://www.japanator.com/ul/34954-/Kabaneri-of-the-Iron-Fortress-1-noscale.jpg in]] recent [[https://tvfiles.alphacoders.com/587/poster-thumb-58766.jpg anime history]], if not some of the best in anime history. to see it in motion look [[https://www.youtube.com/watch?v=lBzv69BHQEA here]]

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* ''Anime/KabaneriOfTheIronFortress'' Say what you will of the [[ExcusePlot weak story]] or flat characters characters, Kabaneri boast boasts some of the best character [[https://pbs.twimg.com/media/CWfTIPoU8AESqAq.jpg designs]] seen [[http://www.japanator.com/ul/34954-/Kabaneri-of-the-Iron-Fortress-1-noscale.jpg in]] recent [[https://tvfiles.alphacoders.com/587/poster-thumb-58766.jpg anime history]], if not some of the best in anime history. to see it in motion look [[https://www.youtube.com/watch?v=lBzv69BHQEA here]]


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*''Manga/DGrayMan'', ''especially'' in the latest chapters.
* ''Manga/ToiletBoundHanakoKun'': The manga's art is absolutely ''gorgeous'', with almost every page being a piece of art in its own right. The anime isn't anything less either, with rich and lavish coloring in ''every single scene''. In fact, besides the compelling story, the unique art is one of the series' major charms and has attracted a ''lot'' of fans.

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* ''WesternAnimation/KipoAndTheAgeOfWonderbeasts'': While the original webcomic was already beautifully drawn in its own right, the art and animation teams behind the series takes Sechrist's artstyle even further to make the environments [[SceneryPorn even more stunning]].


** Kohei Horikoshi's art is absolutely detailed and ''dynamic''.

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** Kohei Horikoshi's Creator/KoheiHorikoshi's art is absolutely detailed and ''dynamic''.


** And before the Italian ''Topolino'' [[ComicBook/MickeyMouseComicUniverse (Mickey Mouse)]] weekly comic established an internal, unified standard for digital coloring, the go-to artist for "DoingItForTheArt" used to be Giulio Chierchini. For the sake of comparison, [[http://coa.inducks.org/story.php?c=I+TL+2932-5 here's a digitally-colored 2012 story]] and [[http://coa.inducks.org/story.php?c=I+TL+1811-C here's his actual signature style from 1990.]] [[http://coa.inducks.org/creator.php?c=GCh&showScans=1 Also, see some artwork of his.]] [[{{HSQ}} Notice any difference?]]

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** And before the Italian ''Topolino'' [[ComicBook/MickeyMouseComicUniverse (Mickey Mouse)]] weekly comic established an internal, unified standard for digital coloring, the go-to artist for "DoingItForTheArt" used to be Giulio Chierchini. For the sake of comparison, [[http://coa.inducks.org/story.php?c=I+TL+2932-5 here's a digitally-colored 2012 story]] and [[http://coa.inducks.org/story.php?c=I+TL+1811-C here's his actual signature style from 1990.]] [[http://coa.inducks.org/creator.php?c=GCh&showScans=1 Also, see some artwork of his.]] [[{{HSQ}} Notice any difference?]]difference?


* ''WebAnimation/NazoUnleashed'', which takes advantage of awesome animation to deliver a high HolyShitQuotient.

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* ''WebAnimation/NazoUnleashed'', which takes advantage of awesome animation to deliver a high JustForFun.HolyShitQuotient.


** ''Disney/{{Fantasia}}'' came out only twelve years after ''Disney/SteamboatWillie'', but it's hard to believe Disney animation could've [[AnimationBump advanced that much]] in such a short time, from jittery black-and-white with scratchy music and simple sound-effects, to lush , smooth full color and multi-channel stereo.
** ''Disney/{{Bambi}}'' and [[Disney/BambiII its sequel]] (yes there is one) deserve a mention.
** Any film with Mary Blair's influence: ''Disney/TheThreeCaballeros'', ''Film/SongOfTheSouth'', ''Disney/MelodyTime'', ''Disney/{{Cinderella}}'', ''Disney/AliceInWonderland'', and ''Disney/PeterPan''.
** ''Disney/SleepingBeauty'' is definitely a great example with Eyvind Earle's influence all over it.
** ''Disney/TheLittleMermaid'' is another great example, especially during the song sequences and the ending with the Giant Ursula and Ariel's wedding sequence.

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** ''Disney/{{Fantasia}}'' ''WesternAnimation/{{Fantasia}}'' came out only twelve years after ''Disney/SteamboatWillie'', ''WesternAnimation/SteamboatWillie'', but it's hard to believe Disney animation could've [[AnimationBump advanced that much]] in such a short time, from jittery black-and-white with scratchy music and simple sound-effects, to lush , smooth full color and multi-channel stereo.
** ''Disney/{{Bambi}}'' ''WesternAnimation/{{Bambi}}'' and [[Disney/BambiII [[WesternAnimation/BambiII its sequel]] (yes there is one) deserve a mention.
** Any film with Mary Blair's influence: ''Disney/TheThreeCaballeros'', ''WesternAnimation/TheThreeCaballeros'', ''Film/SongOfTheSouth'', ''Disney/MelodyTime'', ''Disney/{{Cinderella}}'', ''Disney/AliceInWonderland'', ''WesternAnimation/MelodyTime'', ''WesternAnimation/{{Cinderella}}'', ''WesternAnimation/AliceInWonderland'', and ''Disney/PeterPan''.
''WesternAnimation/PeterPan''.
** ''Disney/SleepingBeauty'' ''WesternAnimation/SleepingBeauty'' is definitely a great example with Eyvind Earle's influence all over it.
** ''Disney/TheLittleMermaid'' ''WesternAnimation/TheLittleMermaid'' is another great example, especially during the song sequences and the ending with the Giant Ursula and Ariel's wedding sequence.



** ''Disney/BeautyAndTheBeast'' to the point that it contributed to it being nominated for Best Picture Of The Year when it first came out.
** ''Disney/TheLionKing''. Especially the opening sequence and the wildebeest stampede.
** ''Disney/{{Tarzan}}'' features Disney's most complex character (at the time, anyway). Complex not just because of surface detail but because Tarzan was rendered with as much anatomical accuracy was possible. Tarzan moves like a gorilla and pulls off spectacular acrobatics and his muscles still flex and move believably. Not to mention the groundbreaking use of CGI for backgrounds that beautifully blended 3D movement with a classic hand painted look. ''Tarzan'' garnered a {{Midquel}} a few years later which, despite being DirectToVideo, had visuals of almost the exact same level.
** ''Disney/{{Tangled}}'' although not hand drawn, proves how much CGI has evolved and grown since the early Pixar era. Just [[http://images4.alphacoders.com/109/thumbbig-109714.jpg look]] [[http://24.media.tumblr.com/tumblr_liup2viT671qgko10o1_500.jpg at]] [[http://www.disnology.com/wp-content/uploads/2010/11/Tangled-The-Snuggly-Duckling.jpg it]]. The character, hair and fabric animation is also quite awesome too and the lantern sequence is breathtaking.
** ''Disney/{{Frozen}}'' has a very similar art style to ''Tangled,'' but takes place in a region with a snow and ice theme, and is just as gorgeous as ''Tangled,'' if not more so.
*** ''Disney/FrozenII'' is this even more-so from the teaser trailer alone. The opening shot of the ocean looks almost ''photorealistic''. And the character models are becoming so detailed that [[https://assets1.ignimgs.com/2019/02/13/frozen2-online-use-trailer1-final-formatted-1550077107079.jpg one can actually see the peach fuzz on Elsa's cheeks]].

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** ''Disney/BeautyAndTheBeast'' ''WesternAnimation/BeautyAndTheBeast'' to the point that it contributed to it being nominated for Best Picture Of The Year when it first came out.
** ''Disney/TheLionKing''.''WesternAnimation/TheLionKing''. Especially the opening sequence and the wildebeest stampede.
** ''Disney/{{Tarzan}}'' ''WesternAnimation/{{Tarzan}}'' features Disney's most complex character (at the time, anyway). Complex not just because of surface detail but because Tarzan was rendered with as much anatomical accuracy was possible. Tarzan moves like a gorilla and pulls off spectacular acrobatics and his muscles still flex and move believably. Not to mention the groundbreaking use of CGI for backgrounds that beautifully blended 3D movement with a classic hand painted look. ''Tarzan'' garnered a {{Midquel}} a few years later which, despite being DirectToVideo, had visuals of almost the exact same level.
** ''Disney/{{Tangled}}'' ''WesternAnimation/{{Tangled}}'' although not hand drawn, proves how much CGI has evolved and grown since the early Pixar era. Just [[http://images4.alphacoders.com/109/thumbbig-109714.jpg look]] [[http://24.media.tumblr.com/tumblr_liup2viT671qgko10o1_500.jpg at]] [[http://www.disnology.com/wp-content/uploads/2010/11/Tangled-The-Snuggly-Duckling.jpg it]]. The character, hair and fabric animation is also quite awesome too and the lantern sequence is breathtaking.
** ''Disney/{{Frozen}}'' ''WesternAnimation/{{Frozen}}'' has a very similar art style to ''Tangled,'' but takes place in a region with a snow and ice theme, and is just as gorgeous as ''Tangled,'' if not more so.
*** ''Disney/FrozenII'' ''WesternAnimation/FrozenII'' is this even more-so from the teaser trailer alone. The opening shot of the ocean looks almost ''photorealistic''. And the character models are becoming so detailed that [[https://assets1.ignimgs.com/2019/02/13/frozen2-online-use-trailer1-final-formatted-1550077107079.jpg one can actually see the peach fuzz on Elsa's cheeks]].



* Many cartoons of the [[UsefulNotes/TheGoldenAgeOfAnimation 1930s]], especially the cartoons made by Creator/WaltDisney and their competitors such as Creator/FleischerStudios and HarmanIsing, produced some of the most ambitious short cartoon films ever made, and set a technical standard seldom surpassed since. The characters move fluidly and gracefully, with their designs often featuring illustration level details (especially in the WesternAnimation/HappyHarmonies and WesternAnimation/MGMOneshotCartoons) there are countless crowd shots and impressive effects animation work, and the background art and colors have masterful craftsmanship and composition theory. Meanwhile, Fleischer Studios, prompted to emulate Disney, still held their own by incorporating brilliant color theory with their own stylized character designs and animation in shorts like the ''WesternAnimation/ColorClassics'' and the three ''WesternAnimation/{{Popeye}}'' [[WesternAnimation/PopeyeTheSailorMeetsSindbadTheSailor color]] [[WesternAnimation/PopeyeTheSailorMeetsAliBabasFortyThieves specials]], and they even used three-dimensional tabletop sets that they optically combined the animation with--and this predated Disney's own use of the multiplane camera in "Disney/TheOldMill"! Their short "Play Safe" even combines their tabletop sets with a stop motion train!

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* Many cartoons of the [[UsefulNotes/TheGoldenAgeOfAnimation 1930s]], especially the cartoons made by Creator/WaltDisney and their competitors such as Creator/FleischerStudios and HarmanIsing, produced some of the most ambitious short cartoon films ever made, and set a technical standard seldom surpassed since. The characters move fluidly and gracefully, with their designs often featuring illustration level details (especially in the WesternAnimation/HappyHarmonies and WesternAnimation/MGMOneshotCartoons) there are countless crowd shots and impressive effects animation work, and the background art and colors have masterful craftsmanship and composition theory. Meanwhile, Fleischer Studios, prompted to emulate Disney, still held their own by incorporating brilliant color theory with their own stylized character designs and animation in shorts like the ''WesternAnimation/ColorClassics'' and the three ''WesternAnimation/{{Popeye}}'' [[WesternAnimation/PopeyeTheSailorMeetsSindbadTheSailor color]] [[WesternAnimation/PopeyeTheSailorMeetsAliBabasFortyThieves specials]], and they even used three-dimensional tabletop sets that they optically combined the animation with--and this predated Disney's own use of the multiplane camera in "Disney/TheOldMill"! ''WesternAnimation/TheOldMill''! Their short "Play Safe" even combines their tabletop sets with a stop motion train!


* If there's one things people remember the 1988 film adaptation of ''Manga/{{Akira}}'' for, it's its incredibly fluid & detailed animation, being on-par with a well-done Western-animated production. To elaborate on the film's level of detail, watch the characters' mouths when they talk. Because ''AKIRA'' is one of few animes to feature pre-recorded dialogue, it notably forgoes the standard use of lip-flaps, meaning that the character's mouths move in perfect accordance to what they're saying. The whole film is also shot in a solid 24 frames-per-second, ''twice'' the framerate of the average anime; that's not even getting into the fact that this entire film utilizes over ''160,000 cels'' over the course of a 121-minute runtime, with the only use of digital animation being the pattern indicator on a single medical computer. As a result, ''AKIRA'' is still widely considered to be one of the best-looking anime to date; [[https://www.youtube.com/watch?v=FtPhrCTjMtQ the trailer alone]] does an excellent job at showing just how amazing the entire film looks.

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* If there's one things thing people remember the 1988 film adaptation of ''Manga/{{Akira}}'' for, it's its incredibly fluid & detailed animation, being on-par with a well-done Western-animated production. To elaborate on the film's level of detail, watch the characters' mouths when they talk. Because ''AKIRA'' is one of few animes to feature pre-recorded dialogue, it notably forgoes the standard use of lip-flaps, meaning that the character's mouths move in perfect accordance to what they're saying. The whole film is also shot in a solid 24 frames-per-second, ''twice'' the framerate of the average anime; that's not even getting into the fact that this entire film utilizes over ''160,000 cels'' over the course of a 121-minute runtime, with the only use of digital animation being the pattern indicator on a single medical computer. As a result, ''AKIRA'' is still widely considered to be one of the best-looking anime to date; [[https://www.youtube.com/watch?v=FtPhrCTjMtQ the trailer alone]] does an excellent job at showing just how amazing the entire film looks.


** Creator/SpectrumAnimation's work is so awesome that the creators of ''WesternAnimation/BatmanTheAnimatedSeries'' gave them a round of applause on the "Heart of Ice" commentary, and how the studio [[DoingItForTheArt nearly went bankrupt]] ''just for that episode''. Bruce Timm mentioned that Spectrum's staff in particular, who [[TheDeterminator took it upon themselves to personally airbrush the slight "frosting" inside Mr. Freeze's helmet, and make sure it was consistent throughout.]]

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** Creator/SpectrumAnimation's work is so awesome that the creators of ''WesternAnimation/BatmanTheAnimatedSeries'' gave them a round of applause on the "Heart "[[Recap/BatmanTheAnimatedSeriesE14HeartOfIce Heart of Ice" Ice]]" commentary, and how the studio [[DoingItForTheArt nearly went bankrupt]] ''just for that episode''. Bruce Timm mentioned that Spectrum's staff in particular, who [[TheDeterminator took it upon themselves to personally airbrush the slight "frosting" inside Mr. Freeze's helmet, and make sure it was consistent throughout.]]

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