Haha, true. But in this case the retro-feel in my opinion, would come from the limited number of environmental furnishings and maintenance of the old level design. Bloober filled their environments with more "stuff." I wouldn't add more to the environments, I'd simply remodel only whatever was already there, and texture and light them realistically, in that light would bounce realistically based on the conditions set by the color scheme and mood of the original. I'm hoping the realistic visuals, but lack of accompanying real world clutter, and real physics from unreal light sources, would create an uncanny feeling of a dreamlike or stage-play feeling, where you feel the environment is staged or "fake", more appropriately artificial, but the details on what is already there are convincingly photoreal!Burning Man wrote: ↑23 Jun 2024 I like the enthusiasm, but bringing up "demake" and retro and then talking about "realistic graphics" seems to hurt the point you're trying to make.
The camera mode is an interesting area for discussion. That one developer from Bloober Team talked about the challenge in supporting the over-the-shoulder angle compared to the classic third-person, fixed-camera angle. Accordingly, supporting the fixed-camera angle would have been easier because the developer had full control over what the player sees, whereas the implication seems to be that the over-the-shoulder angle necessitates her having to give attention to everything the player might be able to see.
So, adding support for both angles seems to be a lot of effort. It also means that Konami would need to spend twice the amount of Quality Assurance resources to test both cases.
So for example, the Church, would remain as bare as it was, same altar, Crucifix, complete with a lone table and Bible, and dreary grey. There would be no fancy 'beautifying' or modernizing it outside of the bare minimum. So the player will still be able to explore without getting too lost in detailed decor as things would be more obvious. I'd also not have the floating X interaction icons. They would be forced to look for things to interact with. It all looks real, but anyone who has set foot into any average Church can feel that something is missing, like as if this is just a barebones set for a play, or an older gen's worth of videogame assets...
I hope I can convey it well, but essentially it should all ferl prop-like, similar to Borley's haunted mansion. Whatever exists in that space is something you feel was put there by design, specifically to mess with you in particular. It should feel wrong.