I'm mostly going to compare
SV to
SwSh because the two are the most similar in game design, and they're running on the same hardware.
It's going to seem like I'm praising
SwSh a lot, but I know that the game isn't perfect. I just think that it does
some things really well, which went underappreciated, and that
SV could've learned from what
SwSh did right.
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This is a basic example of what I'm referring to with the outline vs. no outline character art styles:
In
SwSh, the models are simpler geometrically, trading less detail within the lines for more detail in the overall shapes of the body and the character's silhouette. They also rely on lines drawn along some features (mouths, noses, wrinkles, etc.) in order to make them appear, just like hand-drawn line art would.
In
SV, the models are more detailed—perhaps because they rely almost entirely on the lighting engine to create shadows on the model in order to bring out features on the face or other body parts. Because there are almost no lines drawn on the models, this can lead to features no longer being visible, depending on lighting conditions or the angle of the model relative to its light sources.
SwSh's art style emulates the style of Pokémon's official art, the anime, all of the past games, and even most fan art
(beneath whatever effects or embellishments they might add).
Almost every time when you see Pokémon art, whenever you have a human character, a Pokémon, an item, or really anything that's not just part of the background, there's:
- an outline
- a main color (for any given skin color / piece of clothing / body feature)
- a darker version of that main color, for shading
- a bright hue that's used very sparingly (unless it's a really smooth / reflective surface) to highlight the raised features or the edges closest to the light source
And that's pretty much it.
To be fair, the art style in
SwSh isn't the
exact same as the style that I'm describing from the rest of the series.
The biggest difference is that boundary between the main color and the darker "shadow" color on some shapes is much softer, with a slight gradient between the two colors (I think that this mostly occurs on curved objects). Also, the brighter hue is used a bit more liberally than elsewhere in the franchise on shiny surfaces like hair, plastic, or certain fabrics. But even with these slight deviations from the overall pattern, the key part is that each model's shapes are still made up of those two main colors, within an outline that differentiates the model from the world and different parts of the model from the rest of it.
SwSh's art style feels consistent with the rest of the series as a result.
Obviously, Pokémon's art style comes from anime / manga. It is simple and low in detail in order to be quick and easy to draw, so that you can churn out hundreds of manga pages or thousands of anime frames.
Because the point of the style is simplicity, companies that use this style seem to get embarrassed of it the larger and more successful that they get. They imagine that they should be more "respectable," and simple, cheap-looking anime art doesn't fit that mold. Whenever they improve the graphics in their games or increase the fidelity of their art style, it's always to move away from the simplicity of this style.
But in doing so, they overlook all of the
benefits of the style, and often end up losing something important—beyond the simple recognizability of their established art style.
For context: I hate anime. I do not watch it. I dislike the art specifically. Yet even I understand the usefulness of the art style. It is incredibly good at clarity—which is very useful when you have small figures on a screen with overlapping features. A strong art style also helps hide the limitations of the hardware, and the limitations of the dev team. There are 20- and 30-year-old games that still look good because of this.
When games like
SV throw out parts of their old, "less-advanced" art style
without understanding why they were useful in the first place, the game suffers for it.
I remember hearing people say that they thought that
SV looked "off" because the style and shape of characters' eyes didn't match past games. I think that
SV misses the mark for a much more fundamental reason.
My thesis is that, because
SV doesn't use this pattern of outlines + limited colors, it doesn't look like anything else in Pokémon that we're used to. Furthermore, it loses the benefits of the series's established style.
This causes many players to dislike and reject it the game's visuals—even if they haven't been able to put their finger on exactly
why it seems so different and "off."
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Outlines and Shading
In
SwSh, the outline separates a character's model from the background, but it also separates similarly-colored or similarly-shaded body parts from one another.
In
SV, without an outline, overlapping features of the model are harder to differentiate (unless the model is posed such that the shading helps make it clearer), and parts of the model can easily be lost against the game's vast, bland backgrounds when they feature similar colors (like the character's arm in the image below).
In the
SwSh image below, the player character's outline makes every part of his body clearly and readily understandable, even when parts overlap. The left side of his face (from our view) is in just as much shadow as his neck, but the outline around his head preserves the shape of his jawline and chin. The outline around his left forearm (from our view) differentiates his upper and lower arm at the inner bend of his elbow, and the outline around his fingers and hands differentiates his fingers from the inside of his right hand (from our view).
In the first of the
SV images below, the player character's right forearm (from our view) basically disappears into his thigh. In the second, the player character's left hand is just undifferentiated mush, all the same color, where you can barely even tell how the hand is rotated and which direction the top side of the hand is pointing unless you look at it for a second. In the third, because we only have (poorly-implemented) lightness and shadows to try to differentiate the shapes by, it looks at first as if the character's hands are backwards, with the lighter portions pointed toward the viewer seeming like the slightly-raised shape of his thumbs.
(I tried to find better visual examples for the last two, but hands are usually either too small or just out of the frame.)
Another thing that outlines do is hide, disrupt, or distract from jagged, pixelated edges that desperately need antialiasing.
All of the models below have these edges. But they look way worse on the
SV models.
In
SwSh, the light and dark portions of a character are always well defined. Even when some part of their body is mostly in shadow, like the player character's head in the below picture, you can still see the brighter part along the top-right. You can track exactly where the light source is.
In
SV, when much of the character's face is in shadow, it's just a mess of slight color gradients.
SV wants to rely on shadows to show you characters' facial features—but once you're in too much shadow, those details disappear. And where's the light source supposed to be? Somewhere vaguely above him?
Along the undersides of the characters' arms and hands, and beneath their chins in the
SwSh image below, there are strong, clearly-differentiated shadows. The shadows immediately convey how each part of the body is oriented, letting you make sense of what's going on more quickly.
When we look at the same places on the character model in the
SV image, we don't have the same clear shadows, so we don't get the same effect. In exchange, there are a few more vague shadows on the face. Incredibly soft, incredibly rounded, features damn near disappear. Everywhere else in the franchise, you'd at least have a line for the nose and another for the mouth. The lighting engine can't make the neck beneath the his head or the interior of either palm convincingly dark (not even under the tera orb in his hand). Certainly not as dark as the shadows within his ears would tell us that these other shadows should be (but I'll get to that later).
In
SwSh, the Pokémon are given the same outlines and the same two-color shading as the characters, matching the style with which they're drawn in the rest of the franchise, and affording them the all the same benefits of visual clarity.
... but, bizarrely, their outline temporarily disappears when they evolve. So what would've been some of your most kino screenshots aren't going to look like they normally do. No idea why.
So if we take a Pokémon and look at all of its other appearances across the franchise...
... which game's art style presents a better-realized version of that Pokémon?
Which one looks "right?"
For me, it's
SwSh.
Also, even though
SwSh uses that two-tone style for coloration, it's not
too strict about it. Not if it would be to its own detriment.
If you compare Leafeon's head in both of the above pictures as clouds pass over and the light changes slightly
how the fuck has my life gotten to the point where I'm writing this sentence, part of the lighter tone of tan on the upper part of his head brightens slightly, conveying both depth and roundness without breaking the high-contrast two-tone visual style. There seems to be a range for each tone, within which that tone's lightness can vary depending on the surrounding lighting.
To be fair,
SV's shadows aren't always
all bad. Sometimes they convey the point of the visuals more clearly. It's just that they're really inconsistent at best. And even when they're working "well," the shadows are still quite low-contrast.
You could argue that "low contrast" is fine. It's just a stylistic choice, right?
But given the low resolution that we're working with, and the low detail of the models, and how small each model usually is in any given frame (zoomed out while exploring to show you the open world, zoomed out during a battle to show you all of the Pokémon with their trainers behind them and the scenery behind them, etc.), I think that we need more contrast—like what
SwSh gives us.
It seems as if the devs took the level of detail that the textures and models had in
SwSh as a starting point, and then tried to increase the fidelity in small ways just so they could point to the difference and go, "look,
SV is better because bigger number of pixels / polygons / shadows"—without taking into account how that would change the overall picture.
Like, yes, the faces are more detailed in
SV—but they're not detailed
enough to clearly convey its features most of the time.
So
SV is left in this bad middle ground. Trying to escape the simplicity of Pokémon's anime / manga art style, but instead just losing its clarity. Trying to reach the level of immersion that a more realistic art style could bring, but instead just making everything vague and disjointed.
I bet that the art team got rid of the outline because they said to themselves, "we don't need this anymore. We're past this. Our models' visuals are now clear enough on their own." I'm sure that you can tell by now: I disagree.
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Pre-Rendered Shadows
In
SwSh, some parts of a character's body will have what appear to be pre-rendered shadows—between the chin and collarbone, under the armpits, inside the ears, behind the head, between the legs, and a few more places, depending on the model. These shadows are placed in recessed areas that are expected to always be in shadow—and since the character models never lie flat on their backs or turn upside-down, these shadows will fit with pretty much every light source that you're going to encounter in-game.
Using these pre-rendered shadows probably saves resources from the engine, and it also creates shadows that look sharper and better defined, without that soft gradient between one color and the other—more like the stark color differentiation found in the art across the rest of the Pokémon franchise.
The rest of the shadows on a character's body in
SwSh are generated by the lighting engine. It results in some softer shadows in some cases, but in others—like along the underside of the player's arm, no matter which way that arm is bent or pointing—the shadows are quite sharp.
In
SV, Game Freak seems to have hardly used this technique at all. They're still relying on the lighting engine to do nearly all of the work. If a particular part of a character model should usually be dark, then the engine will just make it dark when it needs to... right? But this doesn't always pan out.
It looks like there might be a tiny pre-rendered shadow at the very top of characters' necks, where it meets their head... but it's really not selling the illusion of actual light and shadows like the
SwSh textures did. There's another pre-rendered shadow just inside the ears. I don't see much else.
But since
SV's cast of boarding school characters show a lot less skin, that makes it harder to tell the extent to which they're actually using the technique or not. Especially since they barely seem to use pre-rendered shadows on clothes at all (I think just a tiny bit under the armpits), perhaps because of how clothes are treated separately from the base model.
Of course, sometimes both games get something wrong. They both have you break your own shoulder to throw a pokéball.
This is also one of the only instances where the pre-baked shadows in
SwSh end up looking bad, because part of the character model got twisted into an unusual position.
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Scarlet & Violet's Lighting Engine
Despite
SV relying on their lighting engine for so much of their shading and details, the engine doesn't seem "reliable." It messes up a lot of things.
And since this system is the "alternative" or the "replacement" to
SwSh's shadows and coloration, I want to examine all of the lighting engine's other shortcomings.
In dark or shadowed areas, it struggles to make character models dark enough to match the environment. And it doesn't even try to render extra shadows under characters, Pokémon, or scenery objects in darker environments. If the game thinks that you're already in a dark / shadowed area, even if it's not that dark, then, too bad, you're not getting any more darkness—not even a shadow directly under Gastrodon's big, fat body (like in picture 2 above).
But when the models are still bright and the environment is supposed to be dark but there aren't any shadows, the scene just looks fake. And when you're not getting shadows from your character or a Pokémon or most of the environment, but you are getting them from other random things in the scene like a single cliff or the fucking clouds, then the scene is just an absolute mess (like in picture 5 above).
Of course, maybe the "brighter model lighting" thing was done deliberately, as an accessibility thing, to make models stand out in the dark so that you don't miss them or lose sight them. It would help with spotting wild Pokémon in the open world, and maybe if Pokémon get one lighting system, then all characters have to use that system. But the brightness goes way further than simple accessibility would require. Plus, if models had outlines, they would stand out better against their environment, and Game Freak might not need to make them quite as bright.
But if we were to indulge the idea that this brightness is just an accessibility thing... look at the characters' eyes in the
SV screenshots above. Even when the rest of your face is completely in shadow, your eyes cannot get anywhere near dark enough. The whites of your eyes stay bright white.
But in
SwSh, which you might think would do poorly in this regard for over-relying on premade shadows, they don't have any problem with this stuff. Models—the
entire model—are made just as dark as they need to be, fitting with their surrounding lighting.
SV's lighting problems get especially bad in caves. Models are lit as if they're outside. Interior surfaces are all the same brightness (which looks even worse with the endlessly-repeating textures). Environmental shadows are completely absent.
I'm not asking for something like a pitch-black Skyrim DLC dungeon where you're forced to use torches or magelight spells. I don't need survival horror game darkness, or extraction shooter darkness.
How about just a shadow where the cave floor meets the wall. How about a shadow around a rock, or in a corner. How about doing the basic game dev work of setting a geometric volume within caves wherein the engine uses its nighttime shading settings on the models, at
least.
And the dumb thing is, it's apparent when you go to exit a cave that
SV is trying to do
something like that to help sell the effect of being in a cave. There's
some kind of inside / outside lighting difference going on.
It doesn't look good, though. I'm not sure that it's even working right.
SwSh's caves (and similar dark locations) don't get
that dark, but at least they look like actual places with convincing lighting, models, and textures.
... for the most part. The ones in The Isle of Armor are actually pretty bad, suffering from a lot of the same lighting problems as the caves in
SV. At least they have more than a single texture.
Around dawn or dusk in
SV, the lighting engine just breaks. Scenes will get way darker or washed-out randomly.
And even when it looks like the lighting is working like it's supposed to, and the scene might even look nice... your character's eyes are still messed up. Way too bright.
Let's look at how light interacts with the trees in the world. A lot of games use some kind of extra processing whenever sunlight hits trees or bushes in order to sell the effect of light on leaves—since they're smooth and reflective, while also being translucent at the same time, so they need extra attention to make them look good. And since foliage is such a prominent part of any (normal) outdoor landscape, it's important to make them look right.
In
SV, they're clearly
trying to employ these techniques... but they look flat at best, or completely broken at worst. The third picture below isn't selling "sunlight coming through the leaves" at all. It's showing me that these leaves are made out of crystal or something, and also catching fire. The fifth picture is close to getting it right—but when you're shooting for realism, getting close but missing the mark doesn't look great.
For comparison, here are a few screenshots from
The Witcher 3 (a game which I think handles environmental lighting very well) running on a base-model PS4, showing how that game renders sunlight coming through foliage.
TW3 is a good-looking game, but not some incredible standout. It's also seven-and-a-half years older than
SV. The PS4 running it in these screenshots is three-and-a-half years older than the Switch, and the shots were taken with the PS4's basic inbuilt capture system (which is pretty underpowered) instead of a capture card. Of course, the PS4 itself is slightly more powerful, with an 8-core 1.6GHz CPU and 8GB DDR5 RAM, compared to the Switch's 4-core 1.02GHz CPU and 4GB DDR4 RAM. So what accounts for the difference here?
I won't accept "art style," since
SV is clearly going for the same "realistic lighting" effect.
It
could be the budget—$81 million for
TW3, only $20-22 million for
SV. But even then, Game Freak still
knew what their budget was while they were making the game. They got to pick what they tried to pull off.
So is
SV just let down by the Switch's anemic hardware? Or did Game Freak bite off way more than they could chew?
To be fair to the game, there
are some times when
SV's lighting engine makes the game look good, beautiful, comfy, aesthetic, etc.
I just think that either the engine, or the hardware, or both, are just being asked to do way too much.
If the devs had devoted a little attention to manually painting shadows onto the textures of models and around the environment like
SwSh did, instead of just relying on the lighting engine to handle everything procedurally, that would have gone a
long way. Even if they'd used a different technique, like having supplemental shadows follow a model or certain parts of a model around instead of drawing them on as pre-rendered textures, that still would have helped.
But looking at stuff that made it into the game (like the awful, repeated textures in
SV's open world), I suspect that "better shadows" were quite a way down the list of priorities, behind a number of other things that Game Freak also didn't get to in time. I think that they might've left everything to the lighting engine as a last-ditch move to ensure that they had something shippable in time for their deadline. Or, maybe they were just over-optimistic retards who earnestly thought that their mediocre lighting engine (or the mediocre hardware that it was running on) really could handle all of this. Who knows.