When a game doesn't have great graphics, what do they often fall back on? Artstyle which was something Xenoblade Chronicles had to fall back on for the Wii. The pic above is the Switch Version which uses much improved graphics to further improve the artstyle. As for GameFreak, practically everyone admits the graphics feel subpar. Reasonably, GameFreak is new to console games but considering what Monolith had to work with on Wii Hardware, what do you fall back on? The artstyle. As I've stated before, a game doesn't need amazing graphics to look pretty and yet, the artstyle feels strangely subpar in certain areas. Not just the tree mind you. The entire Wild Area feels like it has this problem. Some areas like the route between the Grass Gym and Water Gym don't depend much on art creativity at all, and thus are basic, if not forgettable. There's also the little details like the rough edges and the buildings/objects in the distance like the factory you see when you first step out of Motostoke. There are pockets of areas that make good use of the artstyle like the mushroom forest that lead up to the Fairy Gym. There's also the concept art that looks great on paper but in execution, it still feels like it doesn't quite capture that feel.Care to flesh this out past the usual tree pic?
I didn't mind it all that much. Seriously. Just wish that they had more time to smooth out the rougher edges, meaning some of the backgrounds, having the towns be more interactive, etc.. Those being a couple of examples off the top of my head.
Honestly hoping for a more interactive environment in future games, incorporating the more open world.
There is also something strangely superficial about it too. Personal opinion of course. Sounds strange too when talking about art-style but do you know what the difference is when you are thrown in the starting area of Xenoblade Chronicles and when you are thrown in the starting area of Pokemon Sword & Shield. You cannot only see the art you're surrounded by, you can interact with it, specifically you can explore over there and take a closer look. This applies to Breath of the Wild as well. Now some may think that's too much for GameFreak, they're too inexperience to let the player run around in the entire farm-landscape that is unveiled to you when you're about to get your first Pokemon but I still do think it would make quite a difference in how the player responds to the art surrounding him or her. After all, the wild area's art-style is most noticeable when you're interacting with it. It's one of the reason why I mentioned the mushroom forest too. Everything you see, it isn't blocked off from you. It's a small area but it makes an impact.Oh I agree with you there. I'm thinking a lot of what you mentioned could have been ironed out, had they had more time. Look at the DLC, they got better with it and it was an improvement over the main game. That said, hopefully they'll take more time with future entries in the series, given the larger scope.
They definitely cut some corners this time, that much is true.
Yea, LGPE was more polished. Iirc, wasn't the more experienced team the ones who worked on those games? That could explain why LGPE looked better. They have more experience.The art has some pretty aesthetics but execution leaves a lot to be desired specially with the mentality of "needing to make it accessible for people who are into mobile games and would get bored of a game that's too imersive". I'd say in some regards, LGPE looked prettier and more polished than SwSh. But there's room for improvement if the DLC is any indication.