Best looking polygonal shmup?
Best looking polygonal shmup?
Though I've never played it, based on videos I'd say Gradius V. Though Under Defeat looks like it might be better
Gradius V and Ikaruga.
Also Einhänder still looks amazing, even though it is one of the first poly shmups.
Under Defeat has great graphics, but it's harder to make that kind of game look beautiful, since most of the time you just see the ground (as opposed to beautiful skylines, vistas, sunsets, and whatnot in horizontal shooters). The snow in stage four is fantastic though.
Also Einhänder still looks amazing, even though it is one of the first poly shmups.
Under Defeat has great graphics, but it's harder to make that kind of game look beautiful, since most of the time you just see the ground (as opposed to beautiful skylines, vistas, sunsets, and whatnot in horizontal shooters). The snow in stage four is fantastic though.
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superhitachi4
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Gradius V looks amazing. Psyvariar 2, and Ikaruga are excellent, especially in VGA mode.
Last edited by superhitachi4 on Tue Jan 10, 2006 12:30 am, edited 1 time in total.

Zero Gunner 2 is one great looking game too. I think it still holds up well after all this time, although it's certainly not as tight as an Ikaruga or Gradius V.

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Shatterhand
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I'd say Ikaruga too, though it's sometimes hard to appreciate what's going on in the background ^^
Every screenshot I see gives me a thrill...
Gradius V is extremely beautiful too, more flashy, extremely smooth. You MUST whip baddies with those weird lasers at least once in your life !
And both are excellent games.
R-Type Final has its great moment (the liquid metal boss...) but I personnally find it too polygonized...
I love Psyvariar 2 but I wouldn't say its graphics are its main quality ^^
Every screenshot I see gives me a thrill...
Gradius V is extremely beautiful too, more flashy, extremely smooth. You MUST whip baddies with those weird lasers at least once in your life !
And both are excellent games.
R-Type Final has its great moment (the liquid metal boss...) but I personnally find it too polygonized...
I love Psyvariar 2 but I wouldn't say its graphics are its main quality ^^
np: 

Speaking of Ikaruga I have my first ever guest review up on Plasma Blossom!
Seriously though just discussing this has made me play this again, and it really is a stunning looking game.

Ikaruga review now up in PLASMA BLOSSOM
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SPACE HARRIER
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Ikaruga and Gradius V. I love the art direction to both, although I'd give Ikaruga the nod, even if GV is more technically accomplished.
Both games make great use of polygons. While level textures and enemy models have an intricate, stylized level of detail, they also have a very 'meaty', defined look around the edges, and the perspective is shot in such a way that there isn't a discrepency between the playing field and background.
Their use of color is also superb. Ikaruga by description should be very bland, yet the careful use of earthtone backdrops and illuminated fire give it an incredibly rich "fullness". I have to stop agape every time I see a screenshot of the second boss.
Gradius V's careful use of color ranges also give each level a distinct, fresh feel, even though the overall mechanical theme might suggest otherwise. In particular, I like the use of oranges and yellows throughout the asteroid field, and together with the exploding rocks and pulsating lasers, that stage gives me one of the strongest sensations of intensity and heat in a videogame. Yow!
Both games make great use of polygons. While level textures and enemy models have an intricate, stylized level of detail, they also have a very 'meaty', defined look around the edges, and the perspective is shot in such a way that there isn't a discrepency between the playing field and background.
Their use of color is also superb. Ikaruga by description should be very bland, yet the careful use of earthtone backdrops and illuminated fire give it an incredibly rich "fullness". I have to stop agape every time I see a screenshot of the second boss.
Gradius V's careful use of color ranges also give each level a distinct, fresh feel, even though the overall mechanical theme might suggest otherwise. In particular, I like the use of oranges and yellows throughout the asteroid field, and together with the exploding rocks and pulsating lasers, that stage gives me one of the strongest sensations of intensity and heat in a videogame. Yow!
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Thunder Force
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Those would be my top 2 picks too. As well as R-Type Final, and perhaps the upcoming Xyanide...iatneH wrote:Ikaruga and GradV, no doubt in my mind.
Psyvariar 2 certainly has standout moments also (Spider Boss has me in awe), and I also like the minimalist clean look of the original Psyvariar (Medium Unit & Revision) even though it was only running on older Taito G-Net hardware.
It's really impressive the kind of details and effects the Naomi/DC hardware is capable of with Under Defeat. It reminds me of the finely detailed polygon objects which modern top-down dungeon crawlers like "Baldur's Gate Dark Alliance" have been using, that always game me the feeling of being an ideal rendering engine to use to make shmups.drsmoo wrote:I like how under defeat totally looks like a sprite based game, but with the advantages of a 3d game. Detailed weather effects, smoke, environment mapping, etc
The slick visuals in Under Defeat could make some Xbox 360 owners regret selling their Dreamcasts...

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