Videogame Graphic Advances - Not That Important? 114
Thanks to the IGDA for its 'Culture Clash' column discussing the recent advances in graphics quality for games, and why increased detail isn't always a good thing. The author, referencing a previously Slashdot-covered article about "unsettlingly funereal" hi-poly face models in games, points out: "Dependence on increasingly real visuals alone to generate emotion will inevitably hit a wall: at some point game graphics will look as good as real life. Developers have an arsenal of emotioneering tools at hand; to limit themselves to just one, however prominent, would be ill-advised", before further warning: "Overfocus on hyper-realistic graphics and modeling, while not a bad idea in a general sort of way, can also impede quality of gameplay."
Re:Wha? (Score:3, Informative)
Hence, funereal [m-w.com], or having to do with a funeral.
It's got to do with our perception of artistic representation of faces. The phenomenon is known as the "Uncanny Valley." We cut things a lot of slack when they don't look realistic at all (mario, for example) but when they get really, really close to real-- the tiny bit of difference sticks out like a sore thumb. There's
Re:Wha? (Score:1)
Unfortunately, that opens the door up to subjectivity, because some people just don't like certain styles. I personally can't stand anything anime-ish; I hate the genre with a fiery, burning passion, and that more than anything has kept me away from games like the Final Fantasy series, even though word of mouth on them is extremely good. I just hate the style that much.
Still, it's always
Re:Wha? (Score:1)
they are too perfect, the tiny imperfections are what make it real... skin has texture, its not the same from inch to inch or even millimeter to millimeter. so flat smooth textures are less pleasing than harsh rough ones.
Gameplay (Score:4, Interesting)
Graphics might be good to look at but if there's no gameplay what's the point of putting down $50? If it's no fun, no matter how life like it looks I'm not going to spend my hard earned money on it.
Re:Gameplay (Score:3, Insightful)
It's more a matter of changing the gaming culture by sensible gamers dissociating themselves from those among us who would pass such games by because they want to look cool, or have other personality failings.
Re:Gameplay (Score:2, Funny)
http://www.penny-arcade.com/view.php3?date=2001-1
Re:Gameplay (Score:3, Insightful)
Not all of us who don't like the game blame it on cel-shading. I rather enjoyed XIII, and find Tales of Symphonia to be quite interesting.
But Wind Waker just wasn't my thing. I played it past the first island, and that was about it. I didn't enjoy the presentation; I don't mean graphics, I don't mean cel-shading, I mean that the presentation of the game didn't appeal to me.
As an example, I didn't think the little boy on the first island with the snot d
Re:Gameplay (Score:2)
You, sir, clearly have no soul.
Re:Gameplay (Score:2)
On the other hand, I loved the non-linear world exploration aspects of the game. This is the first Zelda since the very first to have that to great degree, and, in my book, that puts it on the short
Re:Gameplay (Score:2)
And by giving a criticism, it's clear you've played on the GameCube, which the people I'm trying to describe would dismiss as a "kiddy system", despite the vast range of genres and ESRB ratings across GC games.
Re:Gameplay (Score:2)
These people just aren't thinking. They are unable to seperate the GCN from Nintendo's desire to make games enjoyable across all age groups.
All they see are the ratings of "flagship" titles:
GCN: Super Mario Sunshine, LoZ:WW (Everyone)
PS2: Grand Theft Auto 3/VC, MGS2 (Mature)
XBX: Halo, KotOR (Mature, Teen)
Never mind that GCN has REmake, Eternal Darkness,
Re:Gameplay (Score:1)
Re:Gameplay (Score:1)
NONE of the Zelda games had "super-realistic" graphics, yet plenty of folks (like myself) who hated Wind Waker LOVED Ocarina Of Time. The entire presentation of WW was awful, like sibling post said. Besides being eye-bleedingly cutesy, it was also un-freaking-beleivably repetitive. The first half of the
Re:Gameplay (Score:2, Interesting)
Graphics are great, don't get me wrong. But I've seen too many games that boast fantastically realistic video sequences interlaced with terrible gameplay. Sure, the characters and objects and backgrounds looked great independantly of one another, but their actio
Re:Gameplay (Score:2)
Re:Gameplay (Score:2)
Re:Gameplay (Score:5, Insightful)
My response to that is....bullshit. Games now have bigger budgets- meaning more people. They take longer to create, meaning more time. Even if graphics are 90% of that time x money formula, just 10% of the total effort that goes into most modern games is far more than what was put into the entire game 15 years ago. First comparison- the Atari 2600 had the game 'Skiing' where you move a square down a white screen with occasional green blobs that you were supposed to avoid. Consoles have games like Amped and SSX. If you can't see the improved gameplay, you are blind. And of course the graphics are like 45^99th times better too.
To me, games are a little like hairstyles. I'm sure you've seen women going around with a ridiculous 20 year old hairstyle. Well, 20 years ago was probably the best time of her life, and she is going to hang on to every part of that era that she can. A lot of gamers are the same way. 'Platformers from the 80s are the best'. Okay...chances are you are over the age of 25, and most modern games intimidate you. So, it's much easier to stick with those games essentially for the rest of your life. Oh, you'll look at them, but soon dismiss them because you understand Kaboom! so much more.
Some people think that Quake was the pinnacle of first person shooters...my guess is that they were in a college dorm (or similar situation) when Quake came out. Now, if a new game comes out, they don't have 20 guys sitting around who want to play (It's called Xbox Live..check it out) and it isn't as much fun. So therefore, the new games just aren't as good. (Even if they do have things like a real vertical plane, smarter enemies, larger/more complex maps, etc etc)
Also, as games mature, they get more complex. The computing power is available to do more, and the graphics cards can handle better/more complex graphics.
Age of Empires was a good game. Age of Empires II was a great game, and Rise of Nations was even better. I still know people who are stuck on the first AOE, and aren't willing to move on. In fact, they look at Rise of Nations, and think that all of the other stuff is un-necessary... Yet, ask someone to go backwards (somebody who played Rise of Nations first) and they will feel that the previous games were absolute crap. Well, some people have a limited capacity for learning new things (games included) and they stick with what they know.
Okay...enough rambling. Thank you for listening. (and for the record, I'm 36 years old, and I hate older games because I LIKE new games with nice graphics and more complex gameplay.)
Re:Gameplay (Score:4, Insightful)
I wish people could remove the nostalgia glasses and really compare the games. I'm sorry, but just because people play nethack doesn't prove that crappy graphics mean better gameplay. I don't see why the author is complaining. Let's get graphics as real as possible until it hits the "wall" of being absolutely realistic (and I really doubt it will be as quick as they think). Now that we hit that wall, will graphics never change again? Will game play suddenly improve? Of course not. People will take graphics in new UNrealistic directions. Good games will have good gameplay, bad games won't. Why argue against improving graphics? I guess his argument is overfocusing on graphics will cause gameplay to be worse. Well, duh! If they overfocus on marketing, that will hurt gameplay. If they overfocus on their family life, that will hurt gameplay. What a dumb statement. Articles like these make me wonder how these people get hired. There is really no analysis, just a rehash of what other uninformed people like to complain about.
Re:Gameplay (Score:3, Insightful)
For one thing, many icons, target reticles, markers etc. used to assist aiming or lead snowboarders through a better path clash with the real graphics. I have an easier time accepting these helpers if the surrounding graphics is stylized to an extent.
Another thing is the game designer's control over the environment. If the environment is more realistic you have a harder time setting up something as bizarre as a mario carousel platf
Re:Gameplay (Score:2)
But games still tend to be poorly designed these days. Game design is not something you can necessarily learn, and one great designer is worth more than ten bad ones.
Further, the industry does
Re:Gameplay (Score:2)
I believe the problem is not super-realistic graphics detracting from the gameplay but rather the resources which are diverted toward the graphics seriously diminish the gameplay and replayability of the game.
Additionally, when going only f
Not entirely true (Score:2, Insightful)
This doesn't necessarily mean it has to have the latest 3d modelling techniques and uber-realistic lighting; you can achieve decent visuals as much through stylised 2D work as you can through the latest 3d engine. What it does mean is that I don't want
Re:Not entirely true (Score:2)
Would I buy a game new that had these graphics? Absolutely, but only if the gameplay was as good as these titles. I'd love to see a Super Episode I and
Re:Not entirely true (Score:2, Interesting)
Re:Not entirely true (Score:2)
Re:Not entirely true (Score:1)
emotion (Score:4, Insightful)
Just look at South Park, for example.
The characters are full of emotion expression, even if the graphics are ridiculously simple.
Re:emotion (Score:5, Interesting)
A similar effect occurs with The Sims. Their reductionist design and behavior allows users to ascribe all sorts of baroque narratives [geocities.com] to their simple actions.
Re:emotion (Score:3, Informative)
And not only does more abstract character become more accesable, but we even tend to IDENTIFY more with a character that is drawn more abstract. Which is really cool.
It is fun to read comics and see this sort of thing in practice. In a some comics (BONE is a good example) there are a few characters that are drawn very abstract as compared to the rest of the cast. This makes it so that you identify soley with a few of the caracters, and the author can really dic
Re:Gameplay (Score:2)
But the sad truth is that we are the extreme minority. Many gamers actually do make purchasing decisions based on what they see visually -- and shortsighted megalithic publishers don't seem to care what gamers thi
Graphics means squat after 1 year (Score:3, Interesting)
Compare the "legs," or longevity, of games like Angband and Nethack to those of Quake and the Diablo games. No contest.
This is because there are different production values: the roguelike games have a lasting cerebral appeal, while games that are built on eye candy concentrate elsewhere. This may have to do with the business models of modern game companies.
Take id software for instance. For gameplay internals, it doesn't get much simpler than id games. Doom was actually a playable game from the map screen if you turned on display of objects, and doing this shows how moronically simple Doom and Quake are. The appeal of the games, however, came from the presentation of the data, and the atmosphere produced by the amazing, moody artwork.
Mid-end graphics are comparatively simple to do, and using OpenGL actually makes it simpler, once you get over a certain learning curve. The models are the sticking point: you're not going to be doing amazing mo-capped human character models, but there's quite a database of MDL format models already out there, and there are other types of games, such as modern military RTS, that don't really require extremely detailed models-- a good example is the amazing TA, a game that has excellent longevity despite rather dated graphics.
TA is a game where the graphics are just good enough. At the time, there had to be a lot of trickery to render that many units at once, and the trickery in the TA engine involved giving the graphics a stylization that is still quite capable of bringing its gritty, desolate image home. TA is a sterling example of turning flaws into advantages.
Linux games should focus on extensibility, replay value, using randomness (cf. Roguelikes), and multiplayer, which gives games far more gameplay depth than the engine would seem to warrant (cf. Quake, Diablo II).
We could have a hundred original, interesting games on Linux. Instead we have 45,000 versions of Freecell and Tetris. In fact, Linux is the indisputed king of these types of games, because of the minimal thought required in their creation.
One idea for curing this might be to leverage the existing codebases of games like Angband and grafting semi-modern rendering engines onto them. Even turnbased play is wonderful with these games, and I think realtime play a la Diablo might not be very difficult to achieve.
One thing we DON'T need is more Tetris and Tuxracer clones.
Re:Graphics means squat after 1 year (Score:2)
I've never even heard of Angband. Maybe it's tremendously popular in whatever genre it's in, but by any meaningful metric, it can't possibly compare to Quake. I've heard of Nethack, but never played it, and outside of Slashdot I've never heard of anyone playing it either. In fact, I'm only assuming that your point is that those two games are more long-lived than Quake and Diablo, t
Re:Graphics means squat after 1 year (Score:2)
I know tons of people in daily life who play Angband variants, but basically no one who plays Diablo 2 or Quake 3. Should I conclude from this that nobody outside of the theoretical beings who post to slashdot actually play Diablo 2 or Quake 3?
Anecdotal evidence is just not be relied upon. It reflects what your friends do, not what most people do.
Re:Graphics means squat after 1 year (Score:3, Informative)
Check the bnet stats. 10,000 on D2 at any given time.
Sir Fobos! (Score:1)
I see you weren't on the high school debate team.
The appeal of the games, however, came from the presentation of the data, and the atmosphere produced by the amazing, moody artwork.
I guess the well-tuned low level gameplay had nothing to do with it?
Linux games should focus on extensibility, replay value, using randomness (cf. Roguelikes), and mul
Not a new concern... (Score:4, Informative)
Moral : as long as gameplay, character development and story do not suck, nice graphics are of course an asset, but they're useless in case of an already shitty game...
He's on the Money (Score:2)
Tetris. Look at the GFX budget and how it's aged.
If you want to make money and impress people, concentrate on graphics. If you want to create a game with redeeming value, they're not really that important. Many people who read
Why Can't We All Just Be Friends? (Score:1)
GFX without gameplay is like a movie (or something you don't actually play with).
Gameplay without GFX isn't as great.
It's about balance. I suggest we get a delegation from each camp and sort out some sort of peace treaty. This war has raged for too long.
Death of real looking characters (Score:1)
Re:Death of real looking characters (Score:1)
Re:Death of real looking characters (Score:1)
Well, after due consideration... (Score:2)
I agree (Score:1, Interesting)
Re:I agree (Score:1)
I suspect this will become a larger problem in the future. The problem of lifeless characters can be solved, somewhat, by improved character animation techniques. But without fundamentally changing the way characters interact with their world, you're just going to end up with hyper-realistic quest-dispensing vending machines.
Bulking up backstory and character dialogue is a short-term patch, but ultimately characters will need to become a
Re:I agree (Score:1)
Recent Nostalgia (Score:1)
To contrast lets look at the PC gaming market. HL2 and Doom3 are the only games of note for the entire PC platform. Virtually every other game has been ignored other than MMOs, which are a seperate story. But that doesn't mean th
Re:Recent Nostalgia (Score:2)
I was VERY interested in this before it came out- I thought it sounded like a good idea, to put a 2D shooter on more modern hardware, and see what happens.
Well, I got the demo, I found out what happens...In my opinion, it sucks.
As confused as I was the first time I played Mario 64- I realize that it was a huge step in gaming. I loved Donkey Kong Country, and I liked Donkey Kong 64 (except for chasing those damn bananas...what a pain in the a
Re:Recent Nostalgia (Score:2)
Having a bafoon in power, evil men directing policy, lack of good paying jobs, slow economic growth, the world hating you ect...
Realism? Nah. (Score:1)
Re:Realism? Nah. (Score:3, Insightful)
Saying 'CG isn't good, look at how many people fai
Re:Realism? Nah. (Score:1)
3d (Score:2)
Games like double dragon, TMNT (original), street fighter, they all were cool games, but it didn't make sense that you could dodge backwards and vertically (by jumping or ducking) but not in a 3rd dimension. Yes, you you had limited movement in the 3rd dimension, but you couldn't turn diagonally like you could in true 3d games like Mario 64, or Quake or DOOM. Wolfenstei
Re:3d (Score:2)
Making sense isn't the point. having fun is.
Re:3d (Score:2)
Agreed. for some reason, the human brain has no problem accepting the rules of a 2d game universe. it's bizarre, on the surface doesn't make sense, yet is so natural, it wasn't really questioned by players until 3d came along. further, i would argue that precise control (of the kind Super Mario Bros. or many shooters encouraged) is still only possible in '2d' games.. remember 3d is only a 2d window on virtual 3d space, you have no binocular vision, and controls
Yeah (Score:2)
Yeah, because I see dozens of corpses every day in REAL LIFE, and *gee* it gets boring after a while.
previous discussion (Score:2)
Once upon a time, you either watched someone else play in an arcade, risked a quarter to play it yourself, or went over to the house of the kid whose father bought every new console game that Nintendo advertised. Marketers had it easy.
These days, there are so many games available, and prices are so high, that you're at the mercy of relying on review articles or limiting yo
Re:previous discussion (Score:1)
Agreed with the premise (Score:1)
I think the stuff going into Half-Life 2 is awesome, but I -still- would have wanted the game if it looked the same as before (ok, some higher resolution textures would be good but the engine worked well). Most of my gripes with 3D games have been on the mechanics side of things, not the whizbang graphics side.
I wouldn't mind seeing a 3D treatment of my all-time favorite Squarez! but it would be
Eventually graphics will bite us.. (Score:3, Insightful)
The engine might come out of the box to run at these level, but the asset work still requires that much more work to complete.
I'm seeing this all over the place in the (unreal) mod community. People don't want small mods anymore, they want commercial quality games. The problem is - making that quality gets more time consuming, requires more organization, etc. Few mod teams have the steam and those that do can rarely get out innovative work (which IMO, is the job of mods)
I'm actually looking to make use of the 2D aspects of Unreal to lower asset costs.
But back on topic - the high end nature of the graphics keep increasing the production costs, which eventually are going to have to increase product cost.
Re:Eventually graphics will bite us.. (Score:2)
They already have raised the cost, sort of... Games cost what they did 10 years ago but go to a much larger audience. If the games weren't so large, volume discounting (which can be wery powerful for software!) would have pushed the price down to $30 or $20... below that and I think you'd have perception problems. (People instinctively distrust something that is "too cheap", because they are usually right.)
Proof: A new quali
Re:Eventually graphics will bite us.. (Score:2)
Re:Eventually graphics will bite us.. (Score:1)
Better graphics should push gameplay (Score:1)
Splinter Cell is one of the titles out there where better graphics pushed better gameplay. I'm hoping that Doo
Re:Better graphics should push gameplay (Score:3, Insightful)
Re:Better graphics should push gameplay (Score:1)
I guess you could keep arguing against me, but that's only because you refuse to even consider my point. Honestly
Substance over Style (Score:2)
Gamers know this already; a game is not graphics alone. Without good gameplay to back it up, a good-looking game will still do rather poorly. And a game with relatively dated graphics can still do quite well with exceptional gameplay.
-lw
exactly (Score:1)
On the other end of the spectrim, look at Rock 'n Roll Racing for the SNES. That game, to this day, still earns my appreciation. I have yet to find a person that didn't like it, in fact.
Re:exactly (Score:1)
in the old days, sonny... (Score:1, Insightful)
Now fetch me my cane.
Re:in the old days, sonny... (Score:1)
I also played games as a child because they transported me to amazing and otherwise impossible worlds. I used to love exploring the worlds of Sierra's 2D Adventure games, or blowing up incredibly blocky and ugly looking tie-fighters in X-Wing.
The primitive graphics of those games are not the virture; having bad graphics does not make a game "cool" or "old school". The issue was, the developers concentrated on tapping into my imagination, not blitzkrieging my
Complex environment make us loose the "action" (Score:3, Insightful)
Now, the new game-engines out there seem to sport many new elements like trees, vehicles, grass, bush, etc. Which by the way makes us have to look really carefully for an enemy when we play. This really removes the "action aspect" of the game.
Mind you that when people make small arenas in real-life games, they often remove these complex things that slow down the gameplay.
Game selling graphics (Score:1, Insightful)
They are niche markets so to speak and will always draw people. If you look at the video industry the number 1 grossing movie of all time is Titantic, an
The real problem is.. (Score:3, Interesting)
I've seen plenty of games that only used 2d sprites, cel shaded or low poly(relative) 3d graphics that had more expressive and deep characters than some if not many of todays games with lifelike chars
Real-time Lighting is a breakthrough (Score:5, Interesting)
That said, as someone who uses game technology for uses other than playing games (ie machinima,) I can say that the real-time lighting effects in Doom 3 are a huge change, and a sort of breakthrough in terms of what's possible.
When making Machinima, we are able to come very close to the techniques of real film-making. But the lighting has always been a limitation. Film-making is all about light. So the fact that we can now position lights in-game in real-time and create shadows, means we are that much closer to real film-making techniques.
Of course, if the past is any indication, we won't actually start to use Doom 3 for Machinima until Doom 4 is released. ; )
The ILL Clan - Machinima Pioneers [illclan.com]
Re:Real-time Lighting is a breakthrough (Score:1)
Faces (Score:3, Informative)
In fact, I just looked on Google to see if anyone else noticed this and found this article [msn.com].
Most of you are forgetting the most important part (Score:5, Insightful)
There are four important factors in a games success:
1: open sourced/editable for improvements and new version (i.e. battlefield1942 morphing into desertcombat or starwars's galactic conquest, nethack)
2: gameplay that can extend beyond the original campaign(dynamic campaigns, add-ons)
3: good customer interaction and support for the game community (ie.combat mission, halflife, quake)
4: product that does something new or is not scared of rattling the conservative right (Grand Theft Auto).
The fourth will garner attention as free marketing. Rockstar used it for GTA:Vice and it worked brilliant.
Put those into a game, you've got a home run every time.
Re:Most of you are forgetting the most important p (Score:3, Insightful)
Myst, Far Cry, Baldur's Gate, Splinter Cell. They don't have customization, open source, or anything breakthrough like you list; They just executed an existing genre really well.
Myst was just an adventure puzzle game, with [at the time] mindblowing graphics, and really well executed puzzles.
Far Cry is just an FPS with mindblowing graphics and really good physics. The story, the multiplayer, even the gameplay is pretty good, nothing terribly speci
Oh, so many uninformed comments (Score:2, Insightful)
Re:Oh, so many uninformed comments (Score:2)
While it is true that most classic games don't hold a candle to modern games, it is usually based on the fact that 90% of all games are unaldurated crap. As long as a game is of high enough quality
Re:Oh, so many uninformed comments (Score:1)
Re:Oh, so many uninformed comments (Score:2)
Out of all of the games released, there have only been a select few that shook the gaming world - regardless of which genre that are released in. And as you know, those types of games are hyped up through advertisments and claims of revolutionary gameplay.
In case you haven't noticed, there is a signficant chunk of gamers that
Audio Quality is more important than Graphics (Score:2)
For me, sound makes a huge, *huge* difference to immersion. The tension of hearing an unknown bump in the night, the thrum of big machinery, the startling screech of something nearby, a ricochet shot that just missed my head... these add a lot more to my game experience than a more-accurately rendered face viewed from 100 feet away...
And the disk drive in Dungeon Master (Score:1)
In the classic Dungeon M
DOA2 VS DOA3 (Score:1)
Discussion on Videogame Graphic Advances (Score:1)
The Uncanny Valley and the Hardware Industry (Score:1)
Life at the trailing edge (Score:2)
Playability first (Score:1)
From the article (Score:3, Interesting)
I guess we have to do with someone very unimaginative, who is discarding lighting/gravity as a non-gameplay item.
Bontago (www.bontago.com) proves for once that gravity can be used for the gameplay, and not gimmicky-like as in , for example, Mac Payne 2.
For the lighting : I see plenty of options, since it's the cornerstone of most 3dengines (the shadows give something 'real ' depth) , ifnot our real lifes.
I can see how someone can make a stand that only graphics, or only a cool gravity engine, can't make a good game on itself : But there are plenty of examples that are/will be.
This problem of the Uncanny Valley (Score:2)
What's my point? I guess it's the fact that ultra-realism isn't the only way that high-tech graphics can become jarring to the eye.
Rob
Re:This problem of the Uncanny Valley (Score:2)
Re:This problem of the Uncanny Valley (Score:2)
That's my point. 2D graphics are way off, so they don't look as weird as cel-shaded 3D.
Rob
Re:This problem of the Uncanny Valley (Score:2)
Mutilple Uncanny Valleys (Score:4, Insightful)
One of the problems that people are having now is the ability to make characters in the game behave in a realistic fashion. In older games, you had things that behaved in such an artificial manner that it didn't jar our expectations. Now that we're trying to make games more realistic, creating characters that act like humans, we're going to find the ways they fall short of actual humans rather jarring, for the same reason that we find the zombies of modern games disturbing. We're wired to react to people socially. We can deal with artificial things easily enough, but someone that acts like a weird human will push mental buttons that clearly artificial things won't.
Likewise with physics. I think one of the reason a lot of very old games do very well in replayability is that they had totally unrealistic physics. Of course they had totally unrealistic worlds so we weren't jarred by the fact that things did not obey the normal laws of physics. Why did the things in Centipede or an early platformer act the way they did? That's just the way the world worked, and that was that.
Now we're trying to create games with realistic looking worlds. And people wonder why they can't pick up a rock and break open a window. Or move aside crates blocking a hallway. Games are getting more real, and that means we're sliding into the Uncanny Valley again as our expectations rise up to demand realism and what we are wired to expect.
Eventually things will get better, as we get good at creating synthetic digital actors who can express a range of emotions, and artificial personality programs that process player-NPC interaction and generate appropriate NPC reactions, and we have libraries that automatically model the physics and behavior of realistic objects.
Incidentally, even as the polygon count goes up, I don't expect the artistic cost to go up proportionally. I do expect the artistic tools to get better over time. An artist who wants a forest scene will just tell the computer to create a forest and he'll be able to tweak parameters and make a few manual adjustments over time. Just because an object has a zillion polygons doesn't mean an artist has to specify each one by hand. I do expect the demands on artists to level off.
Better graphics can lead to better/new gameplay (Score:1)
I don't know anyone who buys games that ... (Score:1)
The Gameboy advance while not being amazing in the grap