
Here's the boat from the SNES version, sized up to match.
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To top it off, scaling is inconsistently applied at a non 1:1 ratio - at 1080p resolution, the boat features pixels variably scaled at 7x5, 6x5, and 5x5.Ībsolutely none of this is consistent, and does nothing to make the art look better than the original, regardless of one's taste. Some elements are fully pixelated (the boat, the seagulls), some have an upscale filter applied (the houses in the village), and some are pixelated with a bilinear filter slapped on top (the clouds, which are transparent to boot).

And even though this is a cropped detail shot, this is not shrunk or scaled, these are the exact pixels on your screen: Here's that detail shot again, from the Steam version's opening cinematic. But we can leave that aside because instead of opting for either of these techniques (or even better: letting the user choose), they've again opted for the worst of both worlds. It's a matter of subjective taste whether you prefer 1:1 upscaled blocky pixels or whether you prefer the "classic look" with simulated scanlines, CRT color bleed, and even screen curvature. Of course, that's not exactly how you would have remembered seeing it. So on the original SNES, Chrono Trigger looked like this in terms of pixels sent to your TV: I talked about them in the previous articles. Those of you into the emulation scene might know about upscaling filters.

Thou Shalt Not Apply Filters Inconsistently
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Each image can be clicked for a full resolution version.ġ. If you're reading this on a phone, images might not be at the proper scale for you, making some of the points the article makes harder to grasp. It's entirely the fault of whoever directed these most recent changes, which follow a clear pattern set by the FFV and FFVI HD remakes also released on Steam. In other words, at least as far as graphical presentation is concerned, the team that made the original mobile port may very well have had nothing to do with this. But here are a few comparisons of the iPhone CT and the new multi-platform CT. Okay so, this is quick and dirty, and with the proviso that the original mobile version didn’t look fantastic itself. Which seems to be the same set of graphical "upgrades" that match the day-one Steam version. *Upgrade available free to customers who purchased the previous version According to the iTunes version history, Version 2.0.0 launched today, Feb 27, 2018, with this changelog: The original mobile version was released December 8, 2011, and has had a series of updates. These techniques are cheap, straightforward, and easy to implement, and I'm giving them away for free!īut somehow, Square Enix, despite their comparatively unlimited resources and rich collection of history's most beloved RPG's, isn't getting the message.īefore we begin, this doesn't seem to be the fault of a "crappy mobile port" either.

This is not to say that I think my own games' art styles are unimpeachable or that I'm so great, (far from it), just that no matter how small your budget or simple your approach, there are some well established best practices for presenting classic games in the best possible light, regardless of the player's subjective personal taste.
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Doing an HD Remake the Right Way: FFVI Editionįor those of you just joining us, hi, my name's Lars, I'm some random indie game developer you've never heard of who made a random game you've never heard of, (out now on Steam and consoles!) and I have a lot of opinions about how to do HD Remakes the Right Way TM.
