We want to go for a more retro feel when it comes to the art style for this game. We are taking direct inspiration from the PlayStation 1 and computer games of the early 2000s. While it may seem that it takes away from the overall realism we are trying to achieve, we believe that it only adds to it. By keeping the style of the game less detailed, we give greater personality and emotion to the world and characters. A low-poly aesthetic allows our focus to not go into photorealism and photographing the reality, we can instead have our animators and modelers have their focus in bringing the spirits of these characters and world to life, and photograph the photograph of the reality.
NOTE: Use of these screenshots falls under fair use, since they are used as examples to teach the viewer on what graphical style we are establishing.
Screencap: Silent Hill, copyright Konami 1999
Source: http://www.mobygames.com/game/playstation/silent-hill/screenshots/gameShotld,30601/
This is a dangerous would, we want players to feel it from stepping through the smoke. Generally speaking, the world will be shrouded in smoke and darkness. To what extent will be determined as we develop the game.
Screencap: Metal Gear Solid, copyright Konami 1998
Despite the graphical limitations we have chosen, we will still take the time and energy to give the models the clarity and personality they need. Characters will have distinct patterns depending on their alliance, with vehicles made to accomplish the foreboding terror they represent.
Screencap: Half-Life, copyright Valve 1998
Source: Distributer
For our FPS players, rest assured that you will see everything from between the soldier's ears. A simplified HUD and smooth controlling will put the players right in the fiction. Do not be alarmed by playing a game that looks twenty years old. The theater of war has been around for 20,000 years and you will feel the simulated emotional resonance that was always present in warfare.