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8[[quoteright:350:[[Franchise/TombRaider https://static.tvtropes.org/pmwiki/pub/images/laraevolution.png]]]]
9[[caption-width-right:350:Gaming's premiere ThirdPersonSeductress needs to look her best.]]
10
11There has been much discussion over whether or not VideoGames qualify as {{art}}, but one thing's for sure: they sure have [[ArtEvolution evolved as much as any art form]], and not just because of the increase in processing power.
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16* The character artwork in ''VideoGame/AceFishing'' has changed drastically since its first release. At first, the style is closer to a 2D cartoon, but is now a semi-realistic 3D render, presumably so that it doesn't look as out of place in the realistic design of the backgrounds.
17* The first three games in the ''[[VideoGame/NintendoWars Advance Wars]]'' series went through this in terms of character design, which started out as extremely cartoonish and exaggerated but became fairly realistic and detailed by ''Dual Strike''. For example, contrast Kanbei's [[http://static.giantbomb.com/uploads/square_medium/0/3353/523799-character_enemy_kanbei.gif original design]] with his [[http://static.giantbomb.com/uploads/square_medium/2/29615/1536445-kanbeiaw2.png design]] for ''Black Hole Rising'', and then again with his ''Dual Strike'' [[http://static.giantbomb.com/uploads/square_medium/0/1976/224072-awds_kanbei.jpg design]].
18* ''VideoGame/AdventureQuest'':
19** Since 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]].
20** Even the ones that haven't had their basic design changed can look very different; their MascotMook the Frogzard went from [[http://forums2.battleon.com/f/interceptor.asp?dest=http://img88.exs.cx/img88/188/frogzard7ya.png this]] to [[http://i205.photobucket.com/albums/bb202/Encyclopediawork_Z/Frogzard.jpg this]]. They revamped a lot of old low-level monsters at the same time, such as the Arroc, formerly [[http://img123.echo.cx/img123/9145/arroc3gw.png this ugly thing]] into [[http://img157.imageshack.us/img157/9748/arrocxt4.jpg this]], which actually looks kinda cool.
21* 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.
22* ''VideoGame/BattleForWesnoth'': The art for the units and terrains got more detailed with each new version. Another major change was that early versions had an animesque style to their portrait art, prior to the adoption of a more realistic art style.
23* ''VideoGame/{{Borderlands}}'' games have a comic book/graphic novel artstyle featuring CelShading with thick outlines. ''VideoGame/Borderlands2'' went with the comic book style and ran a marathon with it, featuring even more striking, angular character designs with distinct silhouettes. ''VideoGame/Borderlands3'' gives its characters rounder features while keeping the Cel Shading, making them look more like characters from ''VideoGame/{{Overwatch}}''.
24* ''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.
25** Starting in July 2020 with Shelly and Colt, brawlers have been getting new facial animations.
26** Starting in December 2020, more and more brawler pins are being animated.
27* Tatsuya Yoshikawa, famous for his work on ''Franchise/BreathOfFire'' and other Creator/{{Capcom}} games, had a massive shift in his art over the years. [[https://i0.wp.com/www.scifibloggers.com/wp-content/uploads/BOF-2-Cast.jpg The designs]] for ''VideoGame/BreathOfFireII'' look like a lot of manga from the 80's and early 90's. Come ''VideoGame/BreathOfFireIII'', his work looks '''very''' different, with more fluid but stylized anatomy and more flat-looking colors. His work in ''VideoGame/BreathOfFireIV'' is similar to that of ''III'', but the [[https://ministeriofantasma.files.wordpress.com/2011/02/291936.jpg illustrations' colors]] are much more painterly and less flat. Skip forward a few years to ''Last Ranker'' and his art became [[https://capcom.fandom.com/wiki/File:LastRankerArt.png3 even more painterly]].
28* ''VideoGame/BubbleBobble'':
29** 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]].
30** ''Puzzle Bobble''/''Bust-A-Move'': The 1st game follows yet slightly improves the original Bubble Bobble sprites. The 2nd game follows the ''Bubble Memories''' sprite style (as both games were released around the same time). The 3rd game has an {{Anime}} style, and the 4th game goes back to the 2nd game's style.
31* Felicia from ''VideoGame/{{Darkstalkers}}'' was originally voluptuous in the first game. In ''Night Warriors'', she was a rather frightening creature. By ''Vampire Savior'', her looks had been finalized.
32* ''VideoGame/DeadOrAlive'', the [[VideoGame/DeadOrAlive5 5th installment]] is moving the game away from the animé look of its predecessors to a slightly more realistic style similar to ''VideoGame/NinjaGaiden''.
33* ''VideoGame/{{Deltarune}}'s'' spritework is a noted improvement over ''VideoGame/{{Undertale}}''[='s=], with more frames of animation throughout the game (especially during combat, where both the party and all opponents are fully animated, whereas in the original game the player's body is never visible during combat and enemies are depicted as mostly static sprites with only the occasional single frame of animation).
34* In the ''VideoGame/DevilMayCry'' series, the idea of Vergil being Dante's pure identical twin has been slowly phased out of the narrative, at least visually, as since ''VideoGame/DevilMayCry4: Special Edition'' his facial features have been modelled more closely to his own son's face than his brother's. This is a downplayed example, as Vergil still -- rather accurately -- resembles a younger version of ''[=DMC4=]'' Dante, but the differences became more pronounced in ''VideoGame/DevilMayCry5''; Vergil resembles [[spoiler:Nero]] with slight alterations, making him look very different from Dante.
35* The early alpha versions of ''VideoGame/DiceyDungeons'' used simple, pixelated sprites. Later versions switched to more detailed, high-resolution artwork.
36* 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''.
37* 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, with minor differences in shading, but it's been relatively the same ever since 2004.
38* ''VideoGame/DragonQuest'':
39** The artwork has improved over the years, following a similar evolution to character designer Creator/AkiraToriyama's other famous work ''Franchise/DragonBall'': the original games featured smooth lines and youthful-looking heroes, while later games, including remakes of the originals, featured designs with more detail and sharper, more angled lines.
40** Compare the [[http://www.hardcoregaming101.net/dragonquest/dq3-hero.jpg original design]] for the protagonist of ''VideoGame/DragonQuestIII'' with his design [[https://66.media.tumblr.com/790809dfd26808e40a1ec30e14a72f2e/tumblr_mpdft6gXVt1swrod4o1_500.png from the Game Boy Color re-release]], and those with [[https://vignette.wikia.nocookie.net/dragonquest/images/5/5d/DQMBRV_-_Hero_-_III.png/revision/latest?cb=20150315132523 his modern design]] in ''VideoGame/DragonQuestMonsterBattleRoadVictory''.
41** ''VideoGame/DragonQuestIV'':
42*** 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''.
43*** In general, over the years Solo, Psaro and Kiryl have all become [[ProgressivelyPrettier progressively more]] {{Bishonen}}.
44*** And an architectural example comes from minor additions and removals from the [=PS1=] to DS versions to make areas more detailed and/or easier to navigate.
45* ''Franchise/TheElderScrolls'':
46** Virtually all of the [[OurDemonsAreDifferent lesser Daedra]] which have appeared in multiple games have changed appearance between those games. Specifics can be found in their individual entries on the series' [[Characters/TheElderScrollsDaedra Daedra Characters page]].
47** The appearance of the Rieklings (a diminutive humanoid race native to [[GrimUpNorth Solstheim]] somewhat resembling "[[OurGoblinsAreDifferent ice goblins]]") has evolved over the course of the series. In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''[='s=] ''Bloodmoon'' expansion, they closely resemble [[http://en.uesp.net/wiki/File:BM-creature-riekling.jpg small blue humans]]. In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''[='s=] ''Dragonborn'' DLC, they are much more [[http://en.uesp.net/wiki/File:DB-creature-Riekling.jpg primitive and bestial looking]]. In ''VideoGame/TheElderScrollsOnline'', they look like a [[http://en.uesp.net/wiki/File:ON-creature-Ice-Biter_Savage.jpg Falmer crossed with an Orc]].
48* In ''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/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]].
49* ''VideoGame/FinalFantasyVII'''s designs and art style in the original Platform/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 [[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]].
50** There is a pretty noticeable chain of art evolutions in Nomura's work, seen in about three different phases: his pre-1999 stuff, when he drew mostly lego-people, his "[[TooManyBelts Belt]] and {{Zipper|iffic}}" years where people were slightly lanky and had very detail-heavy costumes, and his stuff starting from the Compilation of FFVII on, where the black outlines of characters have more weight (and in some games, replace color shading) and more attention is given to poses and colors rather than clothes.
51* In ''VideoGame/FinalFantasyTactics'', Akihiko Yoshida's cutesy character designs have [[TheNoseless noseless]] characters. When the game's protagonist, Ramza Beoulve, joined the roster of ''VideoGame/DissidiaFinalFantasy2015'', his character design was updated so he more closely resembled the semi-realistic character designs of the other cast members.
52* Every ''Franchise/FireEmblem'' game has different artists (or one artist for one saga, namely 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 Jugdral games, ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Genealogy of the Holy War]]'' and ''[[VideoGame/FireEmblemThracia776 Thracia 776]]''.
53* Ken Sugimori of Creator/GameFreak is known for his style change over time:
54** His art from back when Game Freak was a {{humble|Beginnings}} fan {{magazine}} had a generic style resembling general contemporary anime/manga of the time.
55** By the time of Game Freak's first game, ''[[VideoGame/MendelPalace Quinty]]'', his characters had a squat and chubby appearance, their faces having large, wide eyes with big round irises/pupils.
56** Around the time of ''Jerry Boy'' his characters had become a bit more slender and taller, their heads having a slightly more angular appearance and their eyes getting more taller than wide, with their irises in particular getting much thinner.
57** It certainly shows in ''Franchise/{{Pokemon}}'' in the jump from the [[VideoGame/PokemonGoldAndSilver second generation]] to the [[VideoGame/PokemonRubyAndSapphire third]]. Originally, the artwork had been stiff and lightly shaded, like that of Creator/AkiraToriyama. As time went on, Sugimori's style had become more natural and fluid, and more shading has been used. The Pokémon themselves have undergone art shifts over time. Just look at their sprites from [[http://archives.bulbagarden.net/wiki/Category:Red_and_Green_sprites the original Red and Green Versions]] and look as they have [[http://archives.bulbagarden.net/wiki/Category:Current_game_sprites changed over time as the series continued]]. You can really see how things have changed when you view the [[http://archives.bulbagarden.net/wiki/Category:Art_from_Pokémon_Red_and_Green artwork from Red and Blue Versions]] and compare it to the updated art seen in the remakes of the first two generations (''[[http://archives.bulbagarden.net/wiki/Category:Art_from_Pokémon_FireRed_and_LeafGreen [=FireRed=]/[=LeafGreen=]]]'' and ''[[http://archives.bulbagarden.net/wiki/Category:Art_from_Pokémon_HeartGold_and_SoulSilver [=HeartGold=]/[=SoulSilver=]]] Versions''). They've all gotten friendlier-looking and the style has smoothed out considerably. Pikachu especially has gotten thinner and sleeker over the years. Compare the [[http://archives.bulbagarden.net/wiki/File:025Pikachu_RG.png fat mouse-like original]] work to [[http://archives.bulbagarden.net/wiki/File:025Pikachu.png the modern style]]. Then compare [[http://bulbapedia.bulbagarden.net/wiki/File:702Dedenne.png Dedenne]] from ''Pokémon XY'' whose design is meant to [[{{Retraux}} invoke]] Pikachu's earliest design as a sort of throwback to the ''Red and Blue'' games.
58** The release of ''VideoGame/PokemonBlackAndWhite'' is also accompanied by a new art shift: while protagonists [[http://archives.bulbagarden.net/wiki/File:Black_White_Hilbert.png Hilbert]] and [[http://archives.bulbagarden.net/wiki/File:Black_White_Hilda.png Hilda]] seem to hearken back to the art style featured prominently in Generations III (i.e., [[http://archives.bulbagarden.net/wiki/File:Emerald_Brendan.png Brendan]]; [[http://archives.bulbagarden.net/wiki/File:Emerald_May.png May]]) and IV (i.e., [[http://archives.bulbagarden.net/wiki/File:Platinum_Lucas.png Lucas]]; [[http://archives.bulbagarden.net/wiki/File:Platinum_Dawn.png Dawn]]), the artwork of Unova Gym Leaders such as [[http://archives.bulbagarden.net/wiki/File:Black_White_Cilan.png Cilan]] and [[http://archives.bulbagarden.net/wiki/File:Black_White_Iris.png Iris]] shows a marked change in drawing style. The change in art is apparent in the Pokémon battle sprites: [[http://archives.bulbagarden.net/wiki/File:Spr_1g_025.png 1996 Pikachu]] vs. [[http://bulbapedia.bulbagarden.net/wiki/File:Spr_5b_025_m.png 2010 Pikachu.]]
59** This is also noticeable when comparing [[https://bogleech.tumblr.com/post/185648096923/interesting-to-note-0-saw-it-on-twitter-and Pokemon species designs from earlier generations to later ones]]. Earlier mon designs had more naturalistic proportions and details, whereas later mon designs verge into ThinLineAnimation with simplified features and big, round heads. When you take into account the ever-growing increase in graphical demands, mainstream recognition, and sheer number of {{mons}} to program, a more simplified and easy design ethos makes a lot of sense.
60* ''VideoGame/GranblueFantasy'': Over the years, the art styles of some characters improved in such a way that they have become more vibrantly-colored or more detailed in their new gacha versions or 5★ uncaps. Compare Sara's initial artwork to her Summer version's uncap, or Lady Grey's initial artwork to her 5★ uncap.
61** The Story characters received updated artworks on the later chapters of the story, as well as a 5★ uncap artworks which are of a higher resolution (due to the [[spoiler:additional Primal Beasts bonding with them]]).
62** The 4th Anniversary introduced a 4★ uncap for the six main Omega Summons, alongside updated artworks (making them the first summons with two-in-one artworks).
63* Starting with the 3D universe (namely ''VideoGame/GrandTheftAutoIII''), ''VideoGame/GrandTheftAuto'' had some pretty rough artwork for its characters where nearly everyone's eyes were in a perpetual squint and the males's faces looked very rough and tough. As the series progressed, the characters in the artwork looked more detailed while keeping its vibrant style. Compare the art of one character from [[https://static.tvtropes.org/pmwiki/pub/images/joeyleone-artwork_3795.jpg ''GTA3]]'' to one from ''[[https://static.tvtropes.org/pmwiki/pub/images/tbonemendez-artwork2_3637.jpg San Andreas]].''
64* ''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/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.
65** 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/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'').
66* Somewhere between ''VideoGame/HarvestMoonIslandOfHappiness'' and ''VideoGame/HarvestMoonTreeOfTranquility'', the art-style for ''VideoGame/HarvestMoon'' took a sudden change. Gone were the more muted colours and relatively realistic designs of the first few games. Now the designs are brighter and the characters are prettier. CastFullOfPrettyBoys, and its female counterpart, are in full effect. The clothing styles have also changed. Ever since ''Grand Bazaar'', more European-inspired designs have popped up.
67* In its initial release, ''VideoGame/HarvestTown'' has a very bright and cartoony-looking character artworks. A later update toned down the stylized elements of the designs, giving the characters more realistic colour-schemes and proportions.
68* While still primarily stick figures and simple illustrations, revamped zones in ''VideoGame/KingdomOfLoathing'' will often get new art of better resolution and detail.
69* Running from near the dawn of PC gaming up through the late '90s, the ''VideoGame/KingsQuest'' series has naturally undergone some dramatic shifts. The first games used simple, blocky graphics, although each installment was less blocky and more detailed than the previous. Then a switch to a new engine allowed much more elaborate backgrounds and sprites. After that came a more cartoony version and finally the jump to 3D.
70* ''Franchise/{{Kirby}}'':
71** The art style 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 jump to the sixth generation however, the games underwent a noticeable style change, going for a still very fantastical, but noticeably more realistic style that puts more emphasis on SceneryPorn. The series would eventually find a happy middle-ground between the two styles when Shinya Kumazaki took over as director, going back to the stylized and cartoony style of the original GB-N64 games, but retaining the realistic touches and SceneryPorn of the sixth generation titles.
72** While the basis for Kirby's design has remained largely unchanged, there is a clear evolution when looking back at his earlier designs from his Gameboy and NES days to now. In 1992, when ''VideoGame/KirbysDreamLand'' was brought to America and Europe, 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/KirbyTiltNTumble'' for the 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. ''VideoGame/Kirby64TheCrystalShards'' made Kirby's cheeks rounded instead of being represented by three lines, a change made permanent in ''Anime/KirbyRightBackAtYa'' and ''VideoGame/KirbyNightmareInDreamLand''. This evolution is made all the clearer in ''VideoGame/KirbyStarAllies'', which [[spoiler:features Kirby's classic ''Dream Land''/''Adventure'' design as an unlockable skin for Kirby upon HundredPercentCompletion]].
73** King Dedede wasn't consistently drawn with gloves until ''Nightmare in Dream Land''. For most of the character's history, he was drawn with circular eyes, large, round pupils, and a beak that was almost as wide as his head. ''Kirby 64'' tried out a slightly different design, with smaller, more oval-shaped eyes, small, oval-shaped pupils, and a thinner, more rounded beak, but it didn't stick, and Dedede reverted to his previous design... until ''VideoGame/KirbyAndTheForgottenLand'' came out, at which point he abruptly reverted to the ''Kirby 64'' design. ''VideoGame/KirbysReturnToDreamLand Deluxe'' also uses this design for King Dedede, seemingly making it permanent.
74* ''VideoGame/LeagueOfLegends'' has undergone considerable evolution over its nine years or so in existence, given the vast changes in technology and processing power over that time. Additionally, Riot has essentially had to do its worldbuilding on the fly using the material they already had, including at least one enormous {{Retcon}}. This has led to certain oddities, such as [[EldritchLocation the Void's]] eventual aesthetic -- a sort of Giger-meets-Escher display of weirdness -- not being reflected by most of its champions, who look more like bug monsters. And of course with 140 or so characters it can take a while for visual updates to happen.
75* The quality of collectible game assets in ''VideoGame/LoveNikkiDressUpQueen'' has increased ''dramatically'' in the years since the game was first released. Compare gowns from the time of the game's release like [[https://ln.nikkis.info/wardrobe/dress/180 "Nikki's Dance"]] and "[[https://ln.nikkis.info/wardrobe/dress/391 Blue Lily*Rare]] (and even [[https://ln.nikkis.info/wardrobe/dress/80 "Star Sea,"]] which is said to be "the most precious dancing dress in the Miraland") with more recent offerings like [[https://ln.nikkis.info/wardrobe/dress/874 Evernight "Monologue"]] or "To No End" or "Odette's Dance" or "Snow Queen" or [[https://ln.nikkis.info/wardrobe/dress/1217 "Graceful Venom."]] The early gowns are drawn with harder lines (much like a coloring book) and minimal volume/ shading, rendered with large swathes of unembellished fabric and simple details. By contrast, the newer gowns are more detailed. Fabrics are rendered with realistic textures, weight, and shading -- ruching, drapery, ruffles, and tucks are used to give the 2-dimensional illustrations the illusion of volume. Embellishments like translucent lace panels, intricate embroidery, and sparkling beadwork are applied liberally. These elements work in concert to give the clothes and accessories produced later in the game's chronology a [[CostumePorn much more luxurious and expensive feeling]]. It can be jarring to make outfits that combine these newer assets with older accessories.
76* ''Franchise/TheLegendOfZelda'' has undergone this quite a bit:
77** Compare [[https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcRVEiCQS7jWU1hHeIIZ-d7Hvc0yQinOqC3YLOfBuAI8thFsREY5 short, squat, brown-haired Link]] with his [[https://vignette.wikia.nocookie.net/zelda/images/5/54/Link_Artwork_1_%28Ocarina_of_Time%29.png/revision/latest/scale-to-width-down/340?cb=20170328041810 modern tall, blond, bishonen counterpart]]. It is worth noting, however, that these are technically separate characters -- Link and Zelda both canonically reincarnate again and again in Hyrule's history, and most ''Zelda'' games are set centuries apart from each other.
78** The ''Zelda'' games actually had different artists throughout the years. In the beginning it was Yoshiaki Koizumi and former {{anime}} studio employee Yoichi Kotabe that worked on the first few ''Zelda'' games. However ''Franchise/{{Metroid}}'' artist mainstay Yusuke Nakano is the most popular one due to his work on ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' (which was his ''first'' ''Zelda'' project). Later he did ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', [[VideoGame/TheLegendOfZeldaOracleGames the Oracle games]] (for a guy inspired by Kotabe's work on ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' for his work on ''Oracle of Ages/Seasons'' he didn't do too bad), and his work on ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' (2006) shows how his style improved drastically since ''Ocarina of Time'' (1998).
79** Yusuke Nakano also did the artwork for ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]''. It's also noticeable: Look closely at the artwork in the instruction booklet and you will find the way the outlines are drawn to be quite similar to the artwork of ''Ocarina of Time'' and ''Twilight Princess''. Even though it's SuperDeformed, it's still his style. Nakano himself stated in an [[http://zeldapower.com/index.php/features/interviews/inside_zelda_yusuke_nakano_illustrator.php article,]] that he liked working on ''Twilight Princess'' the best, because he is into this kind of fantasy art, but found ''The Wind Waker'' to be an interesting experience as well, because of the drastic change in style.
80** However, you can even notice it with Links that ''are'' the same characters. ''Ocarina of Time'' Link has gone from having small pupils and a long nose to gigantic pupils and a small nose, from the original game art through appearances in spinoffs, to the 2011 3DS remake.
81** With the HD remake of ''Wind Waker'' you can see a direct art evolution [[http://uk.ign.com/wikis/the-legend-of-zelda-wind-waker/HD_Screenshot_Comparison here.]] More drastic art evolution is present in the 3DS remake of ''Ocarina of Time'', due to the fact that technical limitations prevented the N64 version's graphics from resembling the game's official artwork.
82* The ''VideoGame/LivingBooks'' games started with some basic graphics (the characters had no shading and had noticeable aliasing). The animations were also basic and were normal sprites moving across the screen. As time moved on, the characters started to look like actual illustrations, and the animation got more complex.
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86* ''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]].
87* The title character from ''VideoGame/MaxPayne'' drastically changed appearance between the first game and its sequel. In his debut, Max's look was based on photographs of the character's creator exhibiting a strange, squint-faced grimace. His sequel appearance in ''The Fall of Max Payne'' used a professional actor who wore a much more plausible expression. This also applies to many of the other characters who appeared in the comic panel "cut scenes". The first game used who ever happened to be around in the office the day the photographer showed up. The sequel took advantage of an increased budget to hire professional models and actors.
88* Every ''Franchise/MegaMan'' series has undergone a noticeable change over the years. [[VideoGame/MegaManClassic 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.
89** The original NES series generally progressed towards its own brand of anime style in the enemy and stage designs. The first game noticeably had more FacelessGoons with exceptions becoming classics like Metool and Yellow Devil. The stage designs started to take on more of sheen starting with Mega Man 3.
90** ''VideoGame/MegaManX'' has official art with a very distinct cartoonish, almost 80's shonen feel in the first few games, notably the original. As the plots of the games turn increasingly dire and the platforms for each change, the art detail dramatically spikes. In that same vein, so the game sprites, first subtle changes, then major alterations to in-game sprites as the console graphic capabilities are ramped up.
91*** To take it into perspective, the "classic" style designs are used from the first game to ''VideoGame/MegaManX3'', growing more pronounced in detail with each sequel, along with sprites that have more elaborate, shaded coloring (very noticeable in ''X3''.) ''VideoGame/MegaManX4'' marks the jump to [=PlayStation=], where the characters gain sterner, toughened looks that reflect the [[DarkerAndEdgier darker nature]] of the plots, and the sprite artists try to replicate their appearances in respect to their artwork as faithfully as possible with immense details. By ''VideoGame/MegaManX6'', the sprites even undergo slight palette changes to more accurate colors. ''VideoGame/MegaManX7'' is the first game to be on a 3D platformer, now shifting to polygon models and a few updates to character designs. ''VideoGame/MegaManX8'' goes as far as to give the Reploids lankier, humanoid-proportioned armor and smaller, oval-shaped eyes, but these changes are disregarded in ''VideoGame/MegaManXCommandMission'' -- though this time, X sports new body armor and a ScarfOfAsskicking [[StealthPun out of the blue]].
92*** Compare Sigma in ''VideoGame/{{Mega Man X|1}}'' to ''[[VideoGame/MegaManMaverickHunterX Maverick Hunter X]]'' and you'll see his look has gone from [[http://4logpc.com/wp-content/uploads/2012/01/Sigma.jpg cartoony]] to downright [[http://images.wikia.com/megaman/images/4/4f/MHXSigma.jpg menacing.]]
93** ''VideoGame/MegaManZero'' has a similar change in art. Faces seem a bit more circular and puffy in the first game, but by the last game, their appearances are more angular and unique, especially Zero. In the inital game, he's sporting generic, determined expressions, but remarkably hardened, stern, and outright badass by the final game installment. The mugshots, too, reflect changes. The initial game actually used rough concept art for the mugs, but the later games have sharper and cleaner pixel art ripped straight from official art or done by hand.
94** ''VideoGame/MegaManBattleNetwork'' changes art style in between ''3'' and ''4''. The character's eyes are rounded instead of semicircular (most prominent on Mega Man) and the shapes of their bodies feel more slender and less blocky, though the Navis are prone to some [[NonstandardCharacterDesign wacky, far-fetched designs.]] The games themselves shrink down sprite dimension and gain thick outlines to create a crisp feel of objects. Mugshots also change considerably, going from fairly OffModel to almost spot-on by the last game.
95* ''Franchise/{{Metroid}}'':
96** Samus's appearance changed quite a bit over the years. While the sprites of Samus (both in her armor and out of the armor) were mostly just refined, the artwork of Samus outside of her armor changed quite a bit in between games. Samus in ''VideoGame/MetroidFusion'' [[https://metroid.fandom.com/wiki/File:Mfend1.png wore a two piece while having long blonde hair]] (probably to keep the style of her sprite of her suitless form from ''VideoGame/SuperMetroid'') whereas her appearance in ''VideoGame/MetroidZeroMission'' has her [[https://metroid.fandom.com/wiki/File:Metroidzero04.png in a fully covered suit while her hair is in a ponytail and has a richer shade of yellow while her face is more defined]]. The new style helped bring out a more stylized look to Samus.
97** In the ''VideoGame/MetroidPrimeTrilogy'', Samus's Varia Suit was more in line of its look in ''VideoGame/SuperMetroid'' by being very bulky and broad. in the later games, her Varia Suit is changed slightly by making it be more fitting to her body rather than looking like a stiff robot and her ShouldersOfDoom got reduced in size so they no longer dwarf her head.
98** Samus' face in the ''Prime'' series were also changed and refined as the games went on; ''VideoGame/MetroidPrime'' had Samus look somewhat like she did in ''Super Metroid'' by having full lips and her hair being a muted color of brown. ''VideoGame/MetroidPrime2Echoes'' went for the Zero Suit look from ''Zero Mission'' while trying to make her look realistic as she looked in the last game, which caused some oddities in the eyes and lips. ''VideoGame/MetroidPrimeHunters'' returned Samus's look to the one from ''Prime'' while retaining some of her ''Zero Mission'' art style. ''VideoGame/MetroidPrime3Corruption'' kept the Zero Suit look, but also completely redone her face to look more like a character from an anime rather than trying to look realistic, which helped bring out the style more naturally.
99** Samus's animations were also improved upon as the ''Prime'' series continued. In the first game, Samus's movements were quite basic and looked almost stiff. By the next game, Samus's movements were a lot more varied and fluid.
100** ''VideoGame/MetroidIIReturnOfSamus'':
101*** Enforced, since the game's monochrome nature prevented the designers from using Palette Swap to differentiate some aspects of the suit. This resulted in changes to Samus's suit that carried forward into later titles. First, the barrel of Samus's Arm Cannon visibly opened when switching to missiles. Second, the Varia Suit looked significantly different from the baseline Power Suit (including larger shoulders). In the original Metroid, both the missiles and Varia Suit were represented by color changes. All flashbacks to the first game depict the redesigned armor, though Zero Mission's Varia Suit lacked the shoulders (at least until Samus gets it back after losing it in Chozodia).
102*** 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.
103*** Arachnus is much smaller than it was in Metroid Fusion, although that could just be a different arachnus, given that one can be hurt by beams and missiles, can't jump, and has more powerful projectile attacks.
104* ''UsefulNotes/{{Mii}}'':
105** 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.
106** ''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''. It's 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.
107** 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.
108* ''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]].
109* The first four installments of the ''VideoGame/MrDriller'' series used a different art style for each installment. From ''Mr. Driller Drill Land'' onwards, the same art style was used.
110* ''VideoGame/OdinSphere'': The art piece that became the cover for Leifthrasir, made 9 years after the original release. It shows the evolution in George Kamitani's style; it has the main playable cast with more realistic body proportions, longer limbs compared to their in-game selves who look more cartoony, and more somber coloring compared to the bright colors he originally used.
111* Several customers in ''VideoGame/PapaLouieArcade'' have underwent this, particularly the customers who debuted in ''Papa Louie: When Pizzas Attack''. Rita had brownish hair instead of the black hair she has today, Timm did not wear glasses and have fizzed hair, Robby did not wear a bandana, Prudence had a fuchsia colored shirt and didn't have her dog, Pickle, etc. Hell, none of the customers even had ''names'' until Papa's Pizzeria. Other customers have experienced evolution such as having their hair dyed (Clover, Mindy), obtaining new outfits (Kingsley, Greg), or getting pets (Cooper, Prudence).
112* ''VideoGame/ProfessorLayton'' went through subtle yet noticeable changes in art style as the series went on (and its budget increased). It's more noticeable with Luke -- between the [[http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2009/12/professor-layton-and-the-curious-village-screenshot.jpg first]] and the [[http://www.atomicgamer.com/screenshots/game-6306/112163-800.jpg third]] games, his face became rounder, his hairstyle became more defined, and his proportions became less noodley. [[note]]You could pass it off as aging, but do note that Unwound Future Luke looks markedly ''shorter'' than he did in the first game.[[/note]] Layton himself got similarly more well defined, coupled by artwork that started showing him from different angles. The animated cutscenes were also noticeably improved (compare how they are in [[http://8th-circuit.com/sites/default/files/professorlaytonanime-1.jpg the first game]] to how they would be [[http://www.impulsegamer.com/news/leyton02.jpg later on]]).
113* In ''VideoGame/QuestOfYipe'', the first game has very crude and flat graphics, to the point that your player is a stick figure. The sprites become a little more involved and gain shading in the second game, and the art takes a major leap in the third.
114* VideoGame/{{Rayman}}'s appearance has evolved over the course of the original trilogy. In the first game he had giant circular SphereEyes and wore a red scarf. The second game made his eyes smaller and more oval-shaped, while the scarf was changed to a hoodie for the third game.
115* ''Franchise/ResidentEvil''’s artstyle has changed greatly since 1998 (along with the graphics). Originally [[https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcTOij7jyT57ZCiBf91ETtCKSepFFkntv1hru4LMqSW4zm65h62- Chris, Jill, Leon, Claire, Ada]] etc [[ColorCodedCharacters had bright distinct colours]] in their outfits and slightly more cartoony features, the later games give them more detailed clothing, more muted colours and realistic features. In the rest of the games the characters tend to wear darker colours, militarily vests and enough utility pouches to make Rob Liefeld proud.
116** 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 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.
117** The hair colour of the characters changed over time as well, Chris had light brown hair in the first game but it darkened to black over the course of the games. Claire was brunette in the second game but changed to auburn for ''[[VideoGame/ResidentEvilCodeVeronica Code Veronica]]'' and she became outright red haired in ''[[Anime/ResidentEvilDegeneration Degeneration]]'' and ''[[VideoGame/ResidentEvilRevelations2 Revelations 2]]''. Leon was also had brown hair in his debut, but his hair lightened in every game to point where he’s dirty blond in [[VideoGame/ResidentEvil6 RE6]].
118* In ''VideoGame/{{Robopon}}'', in a special version of ''Moon'', the sprites for some Robopon were altered. Some new looks transferred to ''Robopon 2''.
119* The character appearances in ''VideoGame/SaintsRow'' change significantly between ''2'' and ''The Third'', though this can be excused by the TimeSkip. The Third Street Saints went from street thugs and drug dealers to international superstars and their clothes reflect it. For example Pierce Washington goes from a baseball jersey, dew rag, baseball cap and silver chain to a more professional (though no less garish and ''NouveauRiche'') set of casual suit and a gold chain.
120* The ''VideoGame/SakuraWars'' series has undergone a significant evolution in the artwork:
121** For the first two games on the Sega Saturn, ''VideoGame/SakuraWars1996'' and ''VideoGame/SakuraWars2ThouShaltNotDie'', the battlefields were similar to the tabletop-like designs from ''VideoGame/FireEmblem'' with limited movement range. With the introduction of the ARMS system in ''VideoGame/SakuraWars3IsParisBurning'', battles take place in 3D fields thanks to the Dreamcast's updated graphics system.
122** In ''VideoGame/SakuraWarsSoLongMyLove'', most of the maps in the adventure mode was given a 3D look.
123** Director Tetsuya Otsubo confirmed that the visuals in ''VideoGame/SakuraWars2019'' have been updated to fit the Platform/PlayStation4's graphic capabilities, including the adventure mode, which up until that point used 2D animation models. The characters are also animated with full 3D models instead of the 2D animation models used in the previous games.
124* Series 1 and 2 of Creator/TelltaleGames version of ''VideoGame/SamAndMaxFreelancePolice'' had a semi-cartoony but perfectly workable fitting style. Come season 3, ''The Devil's Playhouse'', and the same style is around, but with added textures on the backgrounds, much more detailed and complex animation, details on the characters themselves (such as Sam having realistic textures on his clothes and saliva on his tongue, and Max having a crease down his back where his spine is) and a nice noir-style grimey filter over everything. It's quite a jump to go from one directly to the other.
125* In the earlier expansions of ''VideoGame/{{Shadowverse}}'', the "Evolved" artwork of a card simply has the original artwork mirrored and depict minor changes to the follower's equipment, weaponry, or background. However, there are few cards where the follower sports a new pose when evolved.
126* ''Franchise/ShinMegamiTensei'':
127** 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/Persona1'' looks [[http://images4.wikia.nocookie.net/megamitensei/images/4/40/ErikoP1.jpg in the first game]] and ''VideoGame/Persona2'' [[http://images3.wikia.nocookie.net/megamitensei/images/f/ff/ErikoKirishimap2.jpg after the art change.]]
128** Shigenori Soejima became the lead artist and art director of the ''Franchise/{{Persona}}'' games starting with ''[[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/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/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.
129** ''Persona 5'' has an in-game example regarding the Phantom Thieves' CallingCard mark. Ryuji's prototype wasn't very impressive, but after professional artist Yusuke joins it's redesigned to look more classy.
130* 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 ''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 UnintentionalUncannyValley. 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.
131* 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/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.
132* ''VideoGame/SlimeRancher2''[='s=] user interface uses flat pastel colours and a thicker, rounded font (in stark contrast to the [[VideoGame/SlimeRancher original]]'s black Arial on white backgrounds), and the Slimepedia's artwork has less lighting and shading.
133* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' looks quite different from further entries in the ''VideoGame/SlyCooper'' series. Sly looks more cutesy, Bentley's clothes are different, the graphics themselves are more simplistic, and the cutscenes are very crudely drawn and animated, compared to the smooth artwork and animation that [[VideoGame/Sly2BandOfThieves the]] [[VideoGame/Sly3HonorAmongThieves other]] [[VideoGame/SlyCooperThievesInTime games]] gave.
134* ''Franchise/SonicTheHedgehog'':
135** 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'' onward, his looks are now a hybrid of the "Classic-Era" and "Adventure-Era" designs. This is {{lampshade|Hanging}}d in ''VideoGame/SonicGenerations'', where the current-style Sonic teams up with his very different-looking Genesis-era self.
136** Yuji Uekawa's general style has subtly evolved over time. Originally, his artwork from the early 2000s depicted Sonic and co in a very exaggerated, graffiti-like style, with an emphasis on extreme poses, RubberHoseLimbs and stylish expressions. Over time though, while traces of this style would remain, Yuji Uekawa would slowly shift away from this direction and would start drawing the characters in a more proportionate and natural way, with the proportions and poses becoming less exaggerated looking. Just compare Yuji Uekawa's original [[https://cdn.wikimg.net/en/strategywiki/images/f/fc/SA_character_Sonic.png artwork of Sonic]] from ''Sonic Adventure'' to his more [[https://pbs.twimg.com/media/EphB1dLW8AAJbSq.jpg recent artwork of Sonic]].
137%%** Likewise his classic design went through various changes, most obvious to westerns the change from his [[http://images1.wikia.nocookie.net/__cb20100429222037/sonic/images/3/35/Sonic_1.jpg original Western design]] to [[http://images4.wikia.nocookie.net/__cb20080119070218/sonic/images/c/cd/Sonic07_32.jpg his Japanese design]].
138%%** The series had an art evolution from their original designs for ''VideoGame/SonicAdventure''. [[http://images2.wikia.nocookie.net/__cb20080824062737/sonic/images/c/cd/150px-Amy_Rose_First_Generation.png Amy Rose]] and [[http://upload.wikimedia.org/wikipedia/en/7/74/Oldrobotnik.jpg Dr. Eggman in particular]] have changed [[http://upload.wikimedia.org/wikipedia/en/5/51/AmyUnleashed.png a lot since]] [[http://images4.wikia.nocookie.net/sonic/images/f/f1/Robotnik_pose_27.png the classic games]].
139* ''VideoGame/SpaceInvaders'' is quite an odd case. Nowadays, they're usually depicted in their [[http://www.edge-online.com/files/imagecache/article_content_360x270/Space_Invaders_Get_Even_a.jpg classic pixelated forms]] (even [[http://wiimedia.ign.com/wii/image/article/918/918998/space-invaders-get-even-20081010113655636_640w.jpg the UFO]]), but in the ''VideoGame/BubbleBobble'' series, to fit in with the new sprite style of ''Bubble Symphony'', they [[http://img78.imageshack.us/img78/8071/invaderssq3.png look more like robots]] ([[http://img249.imageshack.us/img249/5765/invaderufohk5.png and the UFO became sentient]]). The opening sequence of Amiga version of ''Super Space Invaders '91'' actually manages to feature [[http://www.lemonamiga.com/games/details.php?id=1239 warped versions of the Bubble Bobble designs]].
140* ''Franchise/StarFox'' goes through this a lot. Fox's outfit in particular seems to be completely redesigned every game.
141* 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.
142* ''Franchise/StreetFighter'' has had noticeable art shifts within the various incarnations of just the main franchise. The original game used character designs that were more realistic than cartoony, albeit with pretty sparse animation. Its sequel, ''VideoGame/StreetFighterII'', was running on the same style, but had bigger sprite size, more frames of animation and slightly deeper details. Realistic design was thrown out entirely for the prequel ''VideoGame/StreetFighterAlpha'' series and the characters all took on a more anime-inspired look that also led to a few looking noticeably different in both costume and builds. ''VideoGame/StreetFighterIII'' backed away from this and returned once more to more realistic designs. ''VideoGame/StreetFighterIV'' appears to be looking to blend the two concepts by maintaining cartoony facial expressions but otherwise returning to more classic, realistic character designs. However, many characters [[HeroicBuild are noticeably a lot more muscular]].
143** Chun-Li's [[VideoGame/StreetFighterII debut game]] portrayed her as a very slim, slightly athleticized build. By ''Alpha'', [[AmazonianBeauty her build had gotten more muscular]], notably her thighs, which would make sense considering [[KickChick her signature move utilizes them]]. ''VideoGame/StreetFighterIV'' has actually pushed her to even more muscularity.
144** ''VideoGame/StreetFighterV'' tones down the muscles (especially on the female characters) and goes for an "arts and crafts" style. The characters look like they're made out of modeling clay, the particle effects look like thick paint, and everything is bright and bold.
145** ''VideoGame/StreetFighter6'' takes many of the visual elements introduced in ''SFV'' and cranks them up; the game is now rendered in RE Engine to create more realistic lighting, animations overall are more fluid while still retaining a lot of punchiness, the series' signature ink effects are dialed up all across your moveset, creating more colorful and stylistic flourishes, and super moves now consume your screen in splashes of vibrant colors while blurring the backgrounds for greater contrast.
146** Meanwhile, the [[VideoGame/CapcomVs crossover games]] keep shifting around: the ''VideoGame/SNKVsCapcom'' games veer for a realistic approach, ''VideoGame/MarvelVsCapcom2'' has an anime-inspired style, and ''VideoGame/TatsunokoVsCapcom'' merges realistic and anime designs. ''VideoGame/MarvelVsCapcom3'' uses what Seth Killian describes as Japan's interpretation of the Western comic book style. ''VideoGame/MarvelVsCapcomInfinite'', on the other hand, takes inspiration from the Franchise/MarvelCinematicUniverse, with returning Marvel heroes wearing costumes based on their movie appearances.
147** A lot of the above can be attributed not just to evolving art styles, but the games trading hands among a staggering number of artists over the years.
148* ''Franchise/SuperMarioBros'':
149** 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://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.
150** The original Mario (aka Jumpman) from ''VideoGame/DonkeyKong'' had [[http://video-game-ephemera.com/image/045e395.jpg squinty eyes, a large nose and chin and beared a not-miniscule resemblance]] to ComicStrip/{{Popeye}}. Fittingly so, as ''Donkey Kong'' started life as a ''Popeye'' game before Nintendo lost the license.
151** In the later two NES / Famicom ''Franchise/SuperMarioBros'' games, the sprites are drawn with dark outlines (dark blue in ''VideoGame/SuperMarioBros2'', black in ''VideoGame/SuperMarioBros3'') along the edges and sometimes also along the border between differently colored areas, whereas the sprites in [[VideoGame/SuperMarioBros1 the first game]] and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' don't have these outlines. This was part of a larger trend in sprite-design style that occurred throughout the lifespan of the Famicom console. (Incidentally, in the NES port of ''VideoGame/MarioIsMissing'', which also used black outlining on its sprites, Luigi's sprite looks like the one in ''VideoGame/SuperMarioWorld'', redrawn to meet the color palette limits of the NES.)
152** [[https://i.kym-cdn.com/photos/images/original/001/446/592/d69.png This image]] goes into detail about how the series' 3D character renders got upgraded with each advancement in console hardware.
153** ''VideoGame/MarioAndLuigi'' had an art style change over time as well. ''VideoGame/MarioAndLuigiSuperstarSaga'' looked rather [[http://www.mariowiki.com/Mario_%26_Luigi:_Superstar_Saga#Normal_Enemies exaggerated and cartoony]] compared to the [[http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story#Enemies toned down]] (but still cartoonish) style in ''VideoGame/MarioAndLuigiPartnersInTime'' and ''VideoGame/MarioAndLuigiBowsersInsideStory''. Likely because the DS allows for more detail than the GBA did in terms of graphics and the fact the first game was experimental at first. Then comes ''VideoGame/MarioAndLuigiDreamTeam'' for the 3DS, which ditches the ThickLineAnimation for the characters, and uses [[SpritePolygonMix polygonal graphics for the environments]].
154** 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 its debut appearance in 3D Mario games starting with '''''VideoGame/MarioKart64''''' and would later evolve to be more refined in the 2000s.
155** Bowser originally had a very large head, a round belly, stubby arms and squat legs. Overtime, Bowser was given a flatter stomach, beefier arms, slightly longer legs, and his head was made a bit smaller. Bowser's posture was also changed from having a hunchback to standing more upright.
156** The first three ''VideoGame/MarioParty'' games had simple, flat boards with simple 3D-ish models. ''VideoGame/MarioParty4'' had a 3D background, but all the paths took place on the same four-direction metal walkway. Starting with [[VideoGame/MarioParty5 the fifth game]], the paths are incorporated into the boards themselves. ''4'' was also the first game in the franchise to show most of the characters with their current designs (although most of the generic enemies would retain their N64 designs until ''7'').
157** 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'' updated them to more closely resemble their appearances in the main series, a change future games would keep.
158* Mutsumi Inomata, the artist most frequently used for character designs by Namco for its ''VideoGame/TalesSeries'', has really refined her art style as the series has progressed. Her work has gotten more detailed and the proportions have improved (many of her early character designs look anorexic), she uses more vibrant colors, and male characters (usually) look less effeminate. Compare Leon of ''VideoGame/TalesOfDestiny'''s character artwork from the [[http://gallery.abyssalchronicles.com/displayimage.php?album=50&pos=8 original game]] to that of his updated artwork in the [[http://gallery.abyssalchronicles.com/displayimage.php?album=52&pos=16 remake]].
159* Heather "Makani" Campbell's artwork in the ''VideoGame/TeamFortress2'' official comics. She was awesome when she first started out, but only got better over time. Compare [[http://makani.deviantart.com/art/mission-begins-in-five-102983857 the her initial design for The Announcer]] to [[http://makani.deviantart.com/art/meet-the-director-10-208520769 the "Meet The Director" comic]].
160* ''VideoGame/ThemsFightinHerds'':
161** When Stronghoof Hoofstrong became playable, he was completely redesigned compared to how he looked as a background character.
162* ''Franchise/TombRaider'' has gone through a ton of art evolutions in the early days before HD graphics became commonplace:
163** Lara herself went through several upgrades. In the first game, her model had not a lot of polygons, which gave her the infamous pointy triangular breasts. She also lacked her signature ponytail due to the high rendering cost it would have brought if it was kept. Her outfit was also pretty basic in the details, which made her look a bit plain. By the second game, Lara's model gained more polygons to make her look more natural and her breasts looked like actual round breasts. Her clothes and backpack were given shading to look more detailed and she also gained her ponytail which moved and flopped about realistically. The fourth game refined her model further and added more details to it such as cleavage for her breasts.
164** Textures and level geometry were improved in each iteration. The first game made it painfully obvious that everything was designed with an InvisibleGrid system due to how blocky everything was and the textures were quite low res. Starting with the second game, the environment looked less blocky and textures were improved. The third game took things even further by using an improved lighting system, changed all the items into full 3D models, and added particle effects for things like weather and fire. Audio was also improved to sound more realistic and less compressed.
165* The ''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.]]
166** The artwork from series creator ZUN is ([[MemeticMutation memetically]]) considered to be horrible. Sometime after ''VideoGame/TouhouChireidenSubterraneanAnimism'' his drawing skills began to improve quite a bit.
167* ''VideoGame/TraumaCenter's'' art style was cartoony and unrealistically proportioned in the first game ([[BarbieDollAnatomy even for anime styled artwork]]), but the subsequent sequels and remakes improved the artwork by a huge margin.
168* ''VideoGame/UncleAlbertsAdventures'': ''Le Temple Perdu de l'Oncle Ernest'' (fourth game in the series) has a graphical overhaul compared to the first three games. Some animals look completely different.
169* The ''VisualNovel/UminekoWhenTheyCry'' sound novels have roughly the same art through all episodes, but the intros' use of CGI and movement evolves. Just compare the intro to [[https://www.youtube.com/watch?v=e3TMXquLUO0 episode 1/2]] and [[https://www.youtube.com/watch?v=gKqhCCw-SGc ep 3/4]], also look at the opening for [[https://www.youtube.com/watch?v=T3B6wsIi3B8ep 5/6]] and [[https://www.youtube.com/watch?v=fzoL_rK2kwM 7/8]] which evolves it even further. Though be warned that they contain mild spoilers. When compared to ''VisualNovel/HigurashiWhenTheyCry'' you can also see several changes in structure.
170* The community-made games for ''VideoGame/UnlimitedAdventures''. The oldest have plenty of misses, while the newest ones are much better. This is caused in part by technological evolution (better graphics editors, etc.)... and in part, unfortunately, by the community dwindling to a few most experienced and oldest fans.
171* ''VideoGame/VectorThrust'' and its general aesthetic, color palette and music has gone through three major iterations through its two-year development. Vector Thrust started off as a minimalistic game with royalty-free soundtracks and a color palette similar to most modern games. After its Alpha-funding ceased the game gradually evolved a more colorful environment and aircraft as well as sourcing an independent musical composer. Finally on its Steam release the music changed from synthetic orchestra to live recordings and the HUD grew more complex and prominent.
172* ''VideoGame/{{Warcraft}}'':
173** Trolls 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.
174** High Elves also had this happen to them. In ''Warcraft II'' they had normal eyes, regular eyebrows and short pointy ears. In ''Warcraft III'' their ears were long enough to poke someone's eye out, their eyebrows were similarly long, and they had blank white eyes. Their appearance changed again in ''VideoGame/WorldOfWarcraft'': the Burning Crusade and now they all had blue or green GlowingEyesOfDoom.
175*** Also, their designs became almost {{Animesque}} when they were made playable in ''Burning Crusade''.
176* ''VideoGame/WarioWare'':
177** The characters' designs have evolved subtly over time. For example, between ''[[VideoGame/WarioWareIncMegaMicrogames Mega Microgame$!]]'' and ''[[VideoGame/WarioWareSmoothMoves Smooth Moves]]'', Mona's waist became more realistic, and her eyes became smaller.
178** ''VideoGame/Game&Wario'' brought a more definite style change, as all the characters besides Wario himself are now drawn with thick outlines and solid black eyes, similar to ''VideoGame/RhythmHeaven''.
179** While they both use LimitedAnimation, ''Smooth Moves'' and ''Game & Wario'' are noticeably more dynamic and smooth in their animation compared to their predecessors. This is likely thanks to the jump to consoles, which means less limitations overall compared to handhelds.
180** ''VideoGame/WarioWareGold'' has a rounded and cartoony look with exaggerated proportions, distancing itself away from ''Rhythm Heaven''. The characters' eyes are also colored in once again. The animation is noticeably more stiff and limited compared to the other games in the franchise, likely due to the bigger emphasis on voice acting compared to previous titles.
181* ''VideoGame/WorldOfWarcraft'' has gotten progressively more stylized since the game first came out in 2004. Early weapons and armor were fairly mundane and realistic, while newer items are larger, more colorful, and more extravagant.
182** Until you hit ''Wrath of the Lich King''. While these items are larger, they seem to have turned the trend upside down in terms of coloration and texturing -- nearly all Wrath armor is drab (to avoid Clown Suit armor) and textured in a semi-realistic way. Case in point: that horse you can buy from the argent crusade. It's the direct opposite of the happy, fantasy, colorful paladin mount -- drab and gritty.
183** 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.
184* 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 [[VideoGame/YsIAncientYsVanishedOmen I]] & [[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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