oldyz
Well-known member
Greetings - been thinking about this for a few days now and i guess i have to spill it out somewhere...
sometimes while checking channels on youtube that display AI recreations of classic games, one of them had this particular image on its thumbnail:

needles to say, the AI managed to recreate the level one boss not as a photo-realistic creature, but rather looking like a claymation style sculpture or maquette but not just any maquette but it reminds me more of a
Ray Harryhausen type of artwork:
so at this point , i wonder how much of an influence the Harryhausen films had on Makoto Uchida, we know there where limitations to his vision controller-wise, (analog buttons that where later widely available during the OG xbox era)
but i wonder if visually they had ever pictured on their head a claymation film you could control...
for a recent example , just remember cuphead and how they achieved a 1920's animation you could control
when it comes to re-working the music, i would again follow the cuphead formula and go for a 1950's, 60's style soundtrack of the swords and sandals era of films and instrumentation
include a re-work of the iconic music from the arcade and genesis versions, add the nes levels , and compose new tunes to avoid recycling and do music for each boss.
for backgrounds - when possible real locations or sets, the background elements, miniatures and maquette style sets would have to be hand made, and photographed, or rendered- some elements for Openbor would have to have scripting to make them animate and give them a 3d look in addition to multiple layers - on other engines i would go for actual 3d rendering, but they would have to be very realistic looking...
here comes the weird part, what to do about the main character:
do we do a claymation human, or real actors mortal kombat style?
personally and to keep consistency with the Harryhausen tribute, i would go with real humans in contrast with claymation creatures
sometimes while checking channels on youtube that display AI recreations of classic games, one of them had this particular image on its thumbnail:

needles to say, the AI managed to recreate the level one boss not as a photo-realistic creature, but rather looking like a claymation style sculpture or maquette but not just any maquette but it reminds me more of a
Ray Harryhausen type of artwork:
so at this point , i wonder how much of an influence the Harryhausen films had on Makoto Uchida, we know there where limitations to his vision controller-wise, (analog buttons that where later widely available during the OG xbox era)
but i wonder if visually they had ever pictured on their head a claymation film you could control...
for a recent example , just remember cuphead and how they achieved a 1920's animation you could control
when it comes to re-working the music, i would again follow the cuphead formula and go for a 1950's, 60's style soundtrack of the swords and sandals era of films and instrumentation
for backgrounds - when possible real locations or sets, the background elements, miniatures and maquette style sets would have to be hand made, and photographed, or rendered- some elements for Openbor would have to have scripting to make them animate and give them a 3d look in addition to multiple layers - on other engines i would go for actual 3d rendering, but they would have to be very realistic looking...
here comes the weird part, what to do about the main character:
do we do a claymation human, or real actors mortal kombat style?
personally and to keep consistency with the Harryhausen tribute, i would go with real humans in contrast with claymation creatures