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Commercial Critique - The Legend of Zelda: The Minish Cap

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Crow:
The Legend of Zelda: The Minish Cap

Platform: GBA
Developer: Capcom
Publisher: Nintendo

That's right! Capcom made Minish Cap, not Nintendo. They've also made the two Oracle games before jumping into the beautiful world of Minish Cap. I'd say they've done an incredible job with this fresh installment of the TLoZ games. Compared to the GB and GBC, the GBA allowed a hell of a lot more artistic freedom. As you can see, the world of Minish Cap is very colorful:



Even with those new looks, the basic concepts of the gameplay were the same as in previous 2D TLoZ games, with a bunch of cool new ideas and twists, most notably the whole shrinking mechanic. But enough about how the game works. This is more about how it looks! Let's get talkin' on what works and what doesn't in Minish Cap, and keep in mind that the overall bright design was likely also chosen to tackle the fact the first GBA model did not have any backlight to its screen.

If you'd like to add any more screenshots, go ahead~

Once you've analyzed the game's looks, why not jump into the challenge thread and take a stab at reimagining the world of Minish Cap?

API-Beast:
Nothing to improve here, every single pixel is already perfect.

NowvaB:
Well... one tile could have always used a little love.

If I remember correctly its used after something has been removed from the ground like a rock or plant.
I'm not sure if it has multiple variations to match the ground color or if it uses transparency because I couldn't find a reliable sprite rip.

skittlefuck:
I think that there will be a whole lot of nitpicking since the bigger picture of minish cap's art direction is really well done which is why I don't think many people are contributing to the thread.

That being said, fuck the bushes in this pic.



edit for fun, may not be as good but I still don't like the dithering on the bushes.

Arne:
It looks a bit colorized, doesn't it? By that I mean, some objects/parts appear to have been painted in grayscale, then just given a simple colorizing pass. It makes things look disjointed and dead. I'm especially concerned by the ramps of some of the greens and dog-pee yellows. I quite prefer the look of a more limited palette as it really forces a sort of homogeneity in (colors looking like family), as well as some dither which can bring in some variation in texture. Minish Cap hardly seems to use dithering as a tool at all, insisting more on banding, giving it a color-reduced look here and there... texturally one-dimensional. Dithering can be really subtle, and I liked how they used it on the road-lumps, less so on the bushes, yeah. I also think that, in some cases the grass looks a bit ... gritty with the diagonal near-orphans.

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