The 3DS doesn't really have such a reputation to live up to. Finally, the PSP also profiled itself by how much more powerful it was than the DS, and not using super deformed proportions like the handheld-norm is an effective way to leaning into it. The 3DS didn't cast its net with such a focus, so its audience might be more receptive to it. SD chibis might not be the right choice for that demographic. The PSP profiled itself as the more mature, highschooler system in Japan. For polygonal games specifically, stylised SD art also give you access to some extra optimisation tricks, which might also be attractive for a system for limited resources.Īs for why it's more common on the 3DS than for the PSP, I think it probably have to do with the demographics and market trends. Making the head clearly defined goes double for games like Bravely Default, where the clothes can change depending on your class. This is for instance why you see most sprite-based games exaggerate the size of the heads. In the case of most anime games, SD or not, the head is the part that defines your character the most from the others. It features remixes of the soundtrack and dancing characters from Persona 4.Some of the contributing remixing artists include Akira Yamaoka, Norihiko Hibino, Daisuke Asakura, and Towa Tei. The game is compatible with the console version of the Vita, the PlayStation TV. If your screen estate is small, the proportions of SD art allow you to accent key features that help you maximise expressiveness and character readability. Persona 4: Dancing All Night is a rhythm game for the PlayStation Vita developed by Atlus and Dingo.
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