Ico
(2001)
Team Ico/Sony, Fumito Ueda; atmospheric PS2 minimalism
PlayStation 2 stylized era. Cleaner geometry, real-time lighting attempts, ICO and Shadow of the Colossus mood, Metal Gear cutscenes.
Visual reference frames for this look are being generated.
(2001)
Team Ico/Sony, Fumito Ueda; atmospheric PS2 minimalism
(2002)
Square/Disney; cartoon-influenced PS2 character rendering
(2005)
Team Ico/Sony; epic-scale PS2 atmospheric aesthetic
(2006)
Clover Studio/Capcom; sumi-e ink painting on PS2 geometry
(2005)
Santa Monica Studio/Sony; action combat PS2 visual peak
(2001)
Capcom; stylized action character design on PS2
The exact knobs the renderer turns to produce this look.
hard cuts at 100ms, linear
Static frames
ps2-cleaner-mood
PlayStation 1 low-poly era. Affine texture-warp, vertex jitter, jagged edges, 480i CRT scanlines, Final Fantasy VII feel.
PlayStation 3 realistic era. Uncharted Drakes Fortune, Last of Us original, normal-mapped textures, HDR lighting attempt.
Nintendo 64 blocky-texture era. Bilinear texture smear, fog draw-distance, low-res characters, Mario 64 and Banjo-Kazooie feel.
Chrono Cross PS1 mid-poly JRPG aesthetic. Pre-rendered tropical El Nido backgrounds, 3D character on 2D backdrop, Yasunori Mitsuda island-instrument score.
Borderlands ink-outlined cel-shaded 3D. Hand-drawn outlines on 3D models, saturated post-apocalyptic palette, attitude-comic energy.
Modern anime 3D-with-2D-cel-shading. Land of the Lustrous, BLAME, expressive anime face on 3D rigs, sci-fi or fantasy palette.
PlayStation 2 stylized era. Cleaner geometry, real-time lighting attempts, ICO and Shadow of the Colossus mood, Metal Gear cutscenes.