pre-ocarina zelda art was something else https://twitter.com/VGArtAndTidbits/status/1276572180646633473
the sprites were so non-literal in so many ways, you had to really take them in your own direction, and it wasn't like contradicting the actual forms in the game b/c you were looking at symbols basically. the low fidelity really lent itself to imaginative interpretation
this is honestly why the final fantasy games lost me when they got voice acting and became super high fidelity 3d. there wasn't a lot of room for that filling in the blanks. it was just there, that's what they sound like, that's what they look like. yup.
Derek has a good little thread here about Shuji Imai and Katsuya Terada's work for early Nintendo stuff. https://twitter.com/mossmouth/status/912789657645019136
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