file Marble Blast's Art Style

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14 Feb 2025 17:10 - 14 Feb 2025 19:59 #1
Yo.

Along OpenMBU's scrapped draft, I briefly covered conflict between MBUPC and Matan's team. I'll give the gist of it since it's all water under the bridge now.
Context in spoiler if you care:
Warning: Spoiler!

While wasting my Friday on this draft, I remembered the feeling Platinum's art style gave me when I first played it back in 2014-ish. Paired with HiGuy's yelling about "stealing their style", it inspired me to open a discussion about Marble Blast's art style.
 
Each Marble Blast mainline game, alongside their many mods, have their own distinct art direction. Some are created by some kid mindlessly scribbling on MSpaint, while others are drawn consistency, with an aesthetic graphed in their mind.

This thread isn't going to be art style analysis, I'll save that for another time maybe. Instead, this is going to be a discussion about personal preference and fuckin....yo this shit tickles my brain

What game/mod's art style, either Marble Blast itself or its inspiration, resonates with you? The answer could be a story about your first time opening the game, or just a list of games/mods that has something interesting going for them. It doesn't necessarily have to be a good memory, I would also love to hear about what game/mod baffled you the minute you looked at it.

What do you think is under this spoiler?
Warning: Spoiler!

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Last edit: 14 Feb 2025 19:59 by DoxtonPink.

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15 Feb 2025 01:00 - 16 Feb 2025 01:31 #2
MBU has my favorite style; I like realism and Frutiger Aero. It gets a bit close to being kitsch, however, which MiU lands in squarely. PQ has the best scenery; I knew it would be gorgeous since the trailer. I feel like the colors of MBG and MBP are too harsh, but I like the direction MBP was headed in—that being PQ and realism, I guess. For that matter, PQ is on the realistic side and I like nature.
I want to say MBG, and many other cartoony 3d games, should have done better with stylized rendering; it seems like they didn't really try beyond textures, instead sticking with whatever real-time algorithms were closest to realism at the time. I'm guessing that's because stylized rendering was considered too intensive and narrow-purpose.
Last edit: 16 Feb 2025 01:31 by Weather. Reason: Expanded second paragraph
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15 Feb 2025 16:41 - 15 Feb 2025 16:44 #3
Without a doubt PlatinumQuest is my favourite. It's three themes, normal, nature, and construction break up the sameness of the theme from level to level which is my biggest gripe about Ultra's art style. I like what MBP was trying to go for, but I think it just doesn't work at all. PQ's textures are much reminiscent of Platinum but for reasons I don't know how to describe are done 100x better, they fulfilled what Platinum was trying to go for and did it wonderfully.

I'd say Marble Blast Gold would be my second favourite. This is probably nostalgia biased as I've been playing it for over 20 years now but whatever that's my opinion. The colours are bright and varied but somehow always coherent within each level without being too gaudy.

MBU I'd place third. I like it very much only slightly less than MBG. The sameness of the three themes, green, blue, orange/red, bore me quickly when playing through it there's not enough variety within each theme to interest me very much--unlike PQ. Though I will say that my opinion of MBU is probably lowered because of how I was presented with MBU. I never saw gameplay of the original MBU until after PQ tried to emulate the original game more faithfully. So my first impression of it was from the old PQ-ized version without the astrolabe, blast effects, and the different power-ups/gems/hazards. Now having seen the original, MBU looks much better than I initially assumed and it brought it, in my opinion, from closer to MBP to closer to MBG in terms of how much I like it.

And lastly MBP, I don't like it very much. I guess it's fine, it's serviceable. But for whatever reason it just doesn't feel to me that all the colours and textures come together into a coherent whole, everything about the textures feels a little bit off in a way I don't know how to put into words.

That's my brief thoughts on the art styles of the main four games. I feel I've not played any of the other marble games near enough to comment on them. 
Last edit: 15 Feb 2025 16:44 by Doomblah. Reason: Spacing
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19 Feb 2025 07:43 #4
MBG is like a nice pizza, fresh out of the oven

MBP is that same pizza a few days left out in the box like sure you can still eat it but its crusty now and you'd probably regret it

MBU is not like a pizza its just cool to look at ok it rocks its so 2006 in the best way possible

PQ is like if a pizza became a blue collar worker. still tastes great but he sure loves construction sites

look at my ocs thanks
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19 Feb 2025 16:40 - 19 Feb 2025 16:40 #5

I want to say MBG, and many other cartoony 3d games, should have done better with stylized rendering; it seems like they didn't really try beyond textures, instead sticking with whatever real-time algorithms were closest to realism at the time. I'm guessing that's because stylized rendering was considered too intensive and narrow-purpose.
I'm curious about your thoughts on the Original Xbox release, because that version tried to put some texture and depth to the tiles. The recreation on PlatinumQuest wasn't a good enough representation, so here's this video for reference:
Yeah I honestly feel like that was the standard at the time, just being colourful and wacky, kinda like how the next generation consisted of grit and lots of browns. They were just going off what works rather than experiment, which is unfortunately common in the industry. It doesn't take until someone else experiments before the industry copies it for the next decade.

And lastly MBP, I don't like it very much. I guess it's fine, it's serviceable. But for whatever reason it just doesn't feel to me that all the colours and textures come together into a coherent whole, everything about the textures feels a little bit off in a way I don't know how to put into words.
 
Definitely. I feel like they were just trying to cover every colour and tile shape just because some of them looked cool on levels, which probably explains the lack of coherence. Honestly, I think it's just chalked down to their perception when they were younger, cause I would've done the same thing. I would've made up new tiles and used them willingly just because they looked neat to my eyes.

It would be interesting to hear their thoughts about their older level designs and how they would've changed it. With PlatinumQuest, they clearly had a better insight to colour theory and theming, which makes me all the more curious about how they implement that design language in a hypothetical revision of MBP. This could be an interesting subject in itself.

MBG is like a nice pizza, fresh out of the oven

MBP is that same pizza a few days left out in the box like sure you can still eat it but its crusty now and you'd probably regret it

MBU is not like a pizza its just cool to look at ok it rocks its so 2006 in the best way possible

PQ is like if a pizza became a blue collar worker. still tastes great but he sure loves construction sites
Me explaining my favourite art styles to an Italian: "so imagine a pizza"

Im the best baby
Last edit: 19 Feb 2025 16:40 by DoxtonPink.

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