Which do you prefer and why?

Which do you prefer and why?

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Deep Shadows or Wide Open Space depending on whether it's meant to be an interior or not
*dabs*

This was a big thing that made me dislike dread, it uses silhouette style.

Deep shadows

Deep Shadows
Flat Facade
Jutting Floor
Wide Open Space
Thin Walls
Surface Layer
Shilouette
Perspective & Fake Perspective


In that order. Modular blocks could work depending on the game.

a mix of deep shadows and jutting floor.

Any option except silhouette, or fake perspective.

Deep Shadows > rest

It might depend on the game but Deep Shadows for sure.

I like perspective, it has a nice ammount of depth.
Wide open space also has some good style to it.

depends on the game and how important exploration is to the gameplay. if the game has destructible terrain blocks as a key element for finding paths forward, then deep shadows. otherwise, jutting floor.

deep shadows makes finding new paths feel exciting when you blast away the terrain and a new area lights up, and the dark background makes it feel like you're in an unexplored, unmapped environment. jutting floor is highly practical for communicating to the player what they can and cannot stand on and doesn't look as boring as flat facade or silhouette.

Deep Shadows with Jutting Floor

What game got best pixels?

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kirby games using jutting floor works well for clarity
modular blocks works well for metroid and its hidden shit
sillhouette is for pushing OLED
thin walls leaves space for nice backgrounds
perspective is ninja gaiden nostalgia, a little annoying but you see why they did it

can't think of examples of the rest

Deep shadows.
Looks nice.

this fucking thread again, what's your agenda OP?

everybody will say deep shadows because that's standard in Metroid

wide open space for bg parallax

and foreground*

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Wide open space, baby.
Let me see that enviroment art

They all look too complicated.

Perspective looks disgusting get that shit off my screen

fpbp