Yung Dramps
awesome gaming
Aight time to go sicko mode and make some of y'all depressed.
Ya ever seen BDSP concept art? It sure is something.
Veilstone City
Solaceon Town
misc.
Got it memorized? Good. Now let's ask the question that's on all our minds now.
What the fuck happened to this game?
This concept art doesn't come a smidgen close to being representative of the... to put it diplomatically, rigidly faithful map design and art direction of the BDSP we ended up getting. It's all so much more grandiose and sprawling with details the final game doesn't have so much as a hint of: For example, Jubilife City and Veilstone City depicting Pokemarts embedded into buildings with floors above them. But the most egregious discrepancy lies in the Solaceon Town art, which of all the Pokemon they could've chosen depicts Mareep, a Pokemon that straight up isn't in any known version of the Sinnoh pokedex. It IS obtainable postgame... at Valley Windworks, a location that isn't even close to Solaceon or its surrounding routes geographically. If any of y'all can find a single piece of concept art from another mainline Pokemon game that makes a similar blunder please show it to me ASAP, because right now as far as I'm aware this is an uncharacteristically amateur oversight. A dishonorable mention also goes once again to the Jubilife City art which shows a Tropius casually walking around. Tropius, a Pokemon only in the Platinum dex and therefore not in BDSP's main story, not even in the Underground.
Now, I already know what some might say. "We get it Dramps, BDSP bad, but this is just concept art, it doesn't represent the final game and therefore doesn't mean anything." You can click this link for my intro thoughts on that statement. Now to back up said thoughts!
Pallet Town
Pewter City
Huh, that's interesting. The art for the settlements in LGPE doesn't depict any unrealistic, overly idealized versions of what's in the final game. In fact, it's very much keeping to the grid-based design the product itself sticks to through and through. Almost like the whole point of concept art is to lay down a foundation for the vision the developers seek to realize, for even if they don't get every last bit of minutae down they at least want to reach that general bar of scale and detail, however high or low it is set.
Speaking of which, let's also take a look at that caption in the BDSP concept art book. "The images were drawn to share common understanding of the settings' mood, climate and luminosity amongst the development team." Now it's a bit vague and flowery so maybe it's not worth reading too much into, but I still can't help but wonder why this was a needed step. Making art this intricate as a "mood setter" for a supposed Faithful:tm: Remake:tm: insinuates that despite maintaining the top-down grid structure some level of original artistic interpretation of these familiar locales was intended much like LGPE, and yet there's absolutely none of that in the final game because they just ctrl + c'd the DP maps wholesale and put 'em in 3D. The only thing you can argue for on that front is lighting, but did they really need the art team to make such gorgeous pieces to direct them on something relatively simple?
Of course, that rhetorical question is placed under the assumption that from the moment BDSP was conceived it was always intended as a stiflingly safe recreation of OG DP with little new brought to the table. And considering what I've just shown and explained I would be lying if I said I didn't have some doubts about that idea. I mean, come on, let's cut the crap here. We all saw the dismal state of the final game. We all saw the memes about its bugginess and how it needed oodles of patches to fix those up. And now with some extra info we know pretty definitively that development wasn't anything resembling smooth. Is this the production you want to give the benefit of the doubt? Is it such a stretch to suggest that maybe, just maybe some things didn't go according to plan for reasons that we may never really grasp? Because I don't know about you all, but when I look at that Veilstone drawing my heart aches, for I know deep in my soul this isn't the work of someone who knew full and well their vision for this classic location wouldn't come close to being realized.
Ya ever seen BDSP concept art? It sure is something.
Veilstone City
Solaceon Town
misc.
Got it memorized? Good. Now let's ask the question that's on all our minds now.
What the fuck happened to this game?
This concept art doesn't come a smidgen close to being representative of the... to put it diplomatically, rigidly faithful map design and art direction of the BDSP we ended up getting. It's all so much more grandiose and sprawling with details the final game doesn't have so much as a hint of: For example, Jubilife City and Veilstone City depicting Pokemarts embedded into buildings with floors above them. But the most egregious discrepancy lies in the Solaceon Town art, which of all the Pokemon they could've chosen depicts Mareep, a Pokemon that straight up isn't in any known version of the Sinnoh pokedex. It IS obtainable postgame... at Valley Windworks, a location that isn't even close to Solaceon or its surrounding routes geographically. If any of y'all can find a single piece of concept art from another mainline Pokemon game that makes a similar blunder please show it to me ASAP, because right now as far as I'm aware this is an uncharacteristically amateur oversight. A dishonorable mention also goes once again to the Jubilife City art which shows a Tropius casually walking around. Tropius, a Pokemon only in the Platinum dex and therefore not in BDSP's main story, not even in the Underground.
Now, I already know what some might say. "We get it Dramps, BDSP bad, but this is just concept art, it doesn't represent the final game and therefore doesn't mean anything." You can click this link for my intro thoughts on that statement. Now to back up said thoughts!
Pallet Town
Pewter City
Huh, that's interesting. The art for the settlements in LGPE doesn't depict any unrealistic, overly idealized versions of what's in the final game. In fact, it's very much keeping to the grid-based design the product itself sticks to through and through. Almost like the whole point of concept art is to lay down a foundation for the vision the developers seek to realize, for even if they don't get every last bit of minutae down they at least want to reach that general bar of scale and detail, however high or low it is set.
Speaking of which, let's also take a look at that caption in the BDSP concept art book. "The images were drawn to share common understanding of the settings' mood, climate and luminosity amongst the development team." Now it's a bit vague and flowery so maybe it's not worth reading too much into, but I still can't help but wonder why this was a needed step. Making art this intricate as a "mood setter" for a supposed Faithful:tm: Remake:tm: insinuates that despite maintaining the top-down grid structure some level of original artistic interpretation of these familiar locales was intended much like LGPE, and yet there's absolutely none of that in the final game because they just ctrl + c'd the DP maps wholesale and put 'em in 3D. The only thing you can argue for on that front is lighting, but did they really need the art team to make such gorgeous pieces to direct them on something relatively simple?
Of course, that rhetorical question is placed under the assumption that from the moment BDSP was conceived it was always intended as a stiflingly safe recreation of OG DP with little new brought to the table. And considering what I've just shown and explained I would be lying if I said I didn't have some doubts about that idea. I mean, come on, let's cut the crap here. We all saw the dismal state of the final game. We all saw the memes about its bugginess and how it needed oodles of patches to fix those up. And now with some extra info we know pretty definitively that development wasn't anything resembling smooth. Is this the production you want to give the benefit of the doubt? Is it such a stretch to suggest that maybe, just maybe some things didn't go according to plan for reasons that we may never really grasp? Because I don't know about you all, but when I look at that Veilstone drawing my heart aches, for I know deep in my soul this isn't the work of someone who knew full and well their vision for this classic location wouldn't come close to being realized.
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