Troonslop "Retro" Games / Demake games / PS1 Trannies / ULTRAKILL / Y2K trannies - Retro gaming is infected

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You know, my theory as to why this aesthetic is chosen by so many people is because everyone and their grandma plays/develops games on borderline scrap for computers. Or it could be that the devs are deliberately shooting themselves in the axe-wound they call a neovagina in a sick sense of sticking it to the AAA Industry that’s on similar levels of faggotry to them.
its because its easy and trannys are lazy. This is not 1995 so anyone can learn to do low poly models with a few tutorials, they are quick to do and there's a lot of pre-made scripts on Blender for pixel art , bobbling textures and other retro effects.
 
In my opinion I think the only good modern indie game that could do retro 3d graphics is Corn Kidz. As far as I know the guy who made the game is not a tranny and is someone that knows how and why the original old ps1 n64 games looked like that.
It is also the only modern indie game I don't see made the graphics to be lazy, the game is actually playable and animations are not robotic
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I've sperged about this before in the Tranny Artstyles thread, but like others have said already, troons are lazy faggots who don't understand the amount of thought and work that had to go into making a graphically good game with limitations in mind and just go with the thought process of "low-poly = PS1/N64 Graphix". As well as how this whole "PSX/Pixelated/heckkin wholesome chungus trans rights 100" style is inherently childish and made by arrested development gooner faggots who never left the mindset of a gooner teenager for gooner faggot teenagers.
I think this is what so many people get wrong about retro shit like with Pixel art or PS1 graphics. Back then, developers had to live in a world where they needed to funnel their artistic, realistic, grand vision into a limited format via pixel sprites or low-poly models. I mean you had artists having to sketch out their monsters and characters first before hitting the pixel grids on paper. And some of these developers would really try and see how far they could push the visual department to get the most of what they wanted.
Like compare the pixel art of Chrono Trigger to Sea of Stars since that game seems to be heavily inspired by Chrono
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Now I'm not saying Sea of Stars has bad pixel art, but look at the trees and surrounding environment in that forest shot. This was developed with trying to push realistic visuals in mind on 16-bit hardward. With Sea of Stars, you can just tell it's current year pixelart with the more flatly colored, cartoony environment, with a more... I wanna say limited/washed out color palette? Like it just looks so much less defined compared to 16 bit spriteart.
I hope what I'm trying to convey makes sense, in that developers wanted to get the most out of their hardware and what graphics they can put on it back then. Whereas current pixelartists who try to emulate this don't seem to understand sometimes.
Holy shit guys, I think we finally cracked the code to this whole troon art shit
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The "cute style, edgy adult undertones", "art appeals to kids" and "angst tends to appeal to kids under 15" is especially poignant in what constitutes art as being "troonified". It is literally made to cater to horny mentally ill retard kids who only know how to make overly simplified gooner art.

I think Grim Fandango (which came out in 1998) pulls off this look very well. One of the few low poly games that still looks good today.
I think the backgrounds are very pretty and the characters play into the limitations rather than be held back by them.
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Another wonderful contender that goes for this "low-poly" look would be Cry of Fear, which isn't surprising since it's a mod for Half-Life 1 (which also came out in 1998)
Oh wow look at that, there's more to the "low-poly" aesthetic than just PS1/N64 "Pixelated/warping textures" look. Where are all the tranny autists flocking to skinwalk early 90s PC games with this look? Actually don't because these faggots turn everything shit that they touch.
 
As well as how this whole "PSX/Pixelated/heckkin wholesome chungus 100" style is inherently childish and made by arrested development gooner faggots who never left the mindset of a gooner teenager for gooner faggot teenagers.
Now I'm not saying Sea of Stars has bad pixel art, but look at the trees and surrounding environment in that forest shot. This was developed with trying to push realistic visuals in mind on 16-bit hardward. With Sea of Stars, you can just tell it's current year pixelart with the more flatly colored, cartoony environment, with a more... I wanna say limited/washed out color palette? Like it just looks so much less defined compared to 16 bit spriteart.
I think part of it is that these indie devs anchor themselves to specific styles/themes regardless of the medium they're using. As stated before, you had full-on illustrations being downscaled to fit within sprite limitations, like Ayami Kojima's iconic Castlevania artwork. You don't really see troons or TwiXer-addicted indie devs trying to branch out and try and follow her style now, do you?

From my perspective, creators have to always keep in mind the kinds of themes, tone, and mood they want to convey through their art, regardless of what format they use. Deciding whether to use sprites, illustrations, low-poly models, or high-fidelity realistic graphics is similar to deciding between drawing a picture on a small piece of paper vs. a canvas. You have dozens of ways to make art, but it's not gonna change the overall "core" of what you're trying to convey through that art.

To address the Sea of Stars example, take for example Secret of Mana's box art; easily one of the most beloved covers of its era:
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It's not quite "photorealistic" per say, but it still does a fantastic job of capturing the lush scenery of a giant tree and the surrounding lake and plant life. I feel a lot of games made with old hardware weren't setting out to make realistic stuff all the time, because they also had to take into account art direction; How to best convey the tone and mood of the game in question in a way that will resonate with people. You had the sprite artists at Square making sprites with tons of depth because that's the artstyle they felt best complimented the stories they wanted to tell. Meanwhile, you had Shiny Entertainment breaking ground with scanning in hand-drawn animations in games like Earthworm Jim to make them feel that much more cartoony.

Now compare that to the key art from Sea of Stars:
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It looks like a friccin mid-2010s Cartoon Network show. And even if the devs had access to old hardware dev kits and CRT TVs, that wouldn't change the fact that their pixel art would not step outside those conventions. Nothing will change the fact that you drew a Steven Universe-looking cast of characters or tried to replicate Steven Universe-looking backgrounds, regardless of whether you painted it on a canvas, or drew it on a piece of printer paper.

So, why do they do this? Probably because it's all they know. These people went to California-based Colleges or other progressive-based institutions for education, this is the best they were taught, and they didn't want to go any further than that. Or maybe they think trying to replicate the more painting-esque style is too "outside their comfort zones". The Tumblr generation is one of complacency. It's why people like Kosher call them lazy. They think they can just get by by taking what little they know and tossing it into a low-poly PS1 game or a 16-bit SNES game without wanting to push themselves any further, cause Tumblr taught them that their imperfections are to be celebrated, not improved upon.
 
Personally I think this is one of the only games that actually does the y2k style well. A lot of them conveniently avoid the maximalist approach that many games at the time took. Cruelty squad got this right (along with the grotesque aesthetics stuff at the time had) but it gets extra points for being far earlier to this “trend” than other games.
its because its easy and trannys are lazy. This is not 1995 so anyone can learn to do low poly models with a few tutorials, they are quick to do and there's a lot of pre-made scripts on Blender for pixel art , bobbling textures and other retro effects.
I believe most of the people in this space are incredibly amateur and take advantage of the comically low barrier of entry. The style is so easy that even a random soyteen can copy it perfectly:
 
Dang, somehow 'jaks look way better in this style than they do normally.
Well yeah no duh, they were all made in mspaint, of course they look less flattering (which gives it more sovl or however I dilate on xitter because AI art is better than my shitty goon doodles)
 
Contemporary cultural differences aside I feel like this is the logical continuation of the pixel graphics trend that has the video game industry by the ballsack for the last decade. It's just the same quick workaround for creating an unique artstyle, instead of making everything out of tiny squares you just blast the textures with a porridge filter and call it retro PSX-inspired.
 
Contemporary cultural differences aside I feel like this is the logical continuation of the pixel graphics trend that has the video game industry by the ballsack for the last decade. It's just the same quick workaround for creating an unique artstyle, instead of making everything out of tiny squares you just blast the textures with a porridge filter and call it retro PSX-inspired.
Personally, I feel like the common trap most indies fell into 15 years ago was making things overtly simplified for the sake of it. It's how you ended up with so many one-note platformers that focused more on trial-and-error vs. charm, character, or variety. Your Meat Boys, your Ns, your Jumpers, your Mighty Jill Offs, your I Wanna Be the ____ games, and so on.
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So many people back then jumped on the train of calling Battletoads the hardest game ever made, but so many of them failed to realize there was more to Battletoads besides just being hard.
 
I believe most of the people in this space are incredibly amateur and take advantage of the comically low barrier of entry. The style is so easy that even a random soyteen can copy it perfectly:
is like how you don't need to be a chef to follow a recipe and make a cake that still tastes good enough.

You don't really see troons or TwiXer-addicted indie devs trying to branch out and try and follow her style now, do you?
of course not, that would take actual effort. Its why sjw art is all bean mouths and moeblobs, they want to make anime stuff but can't draw so they have to pretend like a lazily drawn pseudo anime characters with tumblr noses is they true and honest style
 
Personally, I feel like the common trap most indies fell into 15 years ago was making things overtly simplified for the sake of it. It's how you ended up with so many one-note platformers that focused more on trial-and-error vs. charm, character, or variety. Your Meat Boys, your Ns, your Jumpers, your Mighty Jill Offs, your I Wanna Be the ____ games, and so on.
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So many people back then jumped on the train of calling Battletoads the hardest game ever made, but so many of them failed to realize there was more to Battletoads besides just being hard.
You've reminded me of that weird short streak of Meat Boy clones that was going on when the indie scene was starting to pick up more steam. Looking back they were not really that enjoyable, mostly bullshit pattern avoiding disguised as retro platformers. Of these that you mentioned I can only recall Jill Off having some form of resurgence, but not because of its merits as a game and rather because of the dev's weird online presence. McMillen would go on to make Binding of Isaac, which I feel is a much better indie title overall. It's a good example of the biggest strength the medium has, which is creative freedom. Unfortunately it's a very underused opportunity and you tend to get a sea of derivative shit instead.
 
Cruelty squad got this right (along with the grotesque aesthetics stuff at the time had) but it gets extra points for being far earlier to this “trend” than other games.
Cruelty Squad mainly gone with the weird Psx aesthetics because there's very few other designs that Callio could implement his grotesque and sometimes eldritch design + it would be a bigger fucking nightmare to work on because Callio was an artist who only begun to work on games, which also explains the spaghetti code too.
 
Another wonderful contender that goes for this "low-poly" look would be Cry of Fear, which isn't surprising since it's a mod for Half-Life 1 (which also came out in 1998) Oh wow look at that, there's more to the "low-poly" aesthetic than just PS1/N64 "Pixelated/warping textures" look. Where are all the tranny autists flocking to skinwalk early 90s PC games with this look? Actually don't because these faggots turn everything shit that they touch
The average tranny or pooner could never recreate what made Cry of Fear good in the first place. Trannies will always be destined for failure in every medium.
 
That's why I don't like stuff like geometry dash and kaizo romhacks, it just boils down to memorizing a set of inputs to beat a ridiculously hard level

Back on the topic of ultrakill, what are your thoughts on the soundtrack? I think it has some good highlights but doesn't fit the gameplay sometimes. It also seems to use a lot of shitty MIDI for the instrumentation and the songs can feel very cluttered
 
It's worth mentioning that ManlyBadassHero is at minimum a signal booster for this subculture because of his business model needing him to play through a constant stream of shovelware games.
FYI he's also one of the niggers that you can probably blame for Changed, the furry grooming transformation game getting as big as it has.
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These were THREE YEARS AGO. I'm sure it's not the single most popular playthrough, but I can't not consider him part of it. He's got little if any filter on what he plays for his channel.
 
FYI he's also one of the niggers that you can probably blame for Changed, the furry grooming transformation game getting as big as it has.
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These were THREE YEARS AGO. I'm sure it's not the single most popular playthrough, but I can't not consider him part of it. He's got little if any filter on what he plays for his channel.
Did Coffin of Andy and Leyley also blow up because of him?
 
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