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Comment by hypertele-Xii

5 years ago

On the other hand, all the graphical glitching you speak of is entirely unique to the system. A whole genre of independent games has risen dedicated to replicating it. We've seen a proliferation of hundreds of "PSX style" horror games in the past few years. YouTube channel Alpha Beta Gamer [1] displays many of them (no commentary).

[1] https://www.youtube.com/c/AlphaBetaGamer/videos

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film, of bleached-out black and white, is the excitement of witnessing events too momentous for the medium assigned to record them.” ― Brian Eno

I'm not sure it is unique. The problem with the PSX is the lack of a z buffer and affine texturing. Those certainly weren't unique limitations in the 90s.

  • Indeed, last year i made a 3D platform/adventure game for an MS-DOS game jam[0] and noticed that some people added it to their "PS1-styled" game lists even though it had nothing to do with PS1 :-P (nor i ever had a PS1 myself - i did buy a PS2 though a few years ago but only played a single game on it - i want to figure out a way to modchip or something so i can do some homebrew, though i dont want to mess with the hardware side of things and i hope it'll be eventually supported by FreeDVDBoot instead).

    However i think the combination of lack of z-buffer, affine texturing and RGB color output with dithering was kinda unique - or at least very rarely seen elsewhere. You could see several z-buffer-less and affine-only texture mapped games on software rendered PC games, but pretty much all of them were using 8bit palettized modes. Some also used dithering (e.g. Ultima Underworld) though it was very rare.

    By the time there were a few games that used RGB colors and software rendering (e.g. Unreal, Heretic 2), PCs were also powerful enough to do perspective correct texturing.

    [0] https://bad-sector.itch.io/post-apocalyptic-petra