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Take Sly Racoon, the new Zelda (although not Link, as he looks complete crap compared to the rest of the game and creatures), the Jet Set/Grind Radio series... they all look very nice because time was put into them.
The other benefits of using the render method are things such as field of view. If you take any normal 3D game, and standing still, try to look as far as possible you'll notice that items, characters and scenery aren't clearly noticeable the closer they get to the horizon - they all blend together at a distance. In a cel-shade game everything is clearly defined by it's cartoon style renering, so you can usually see *everything* upto and including the horizon line, and generally the graphics look a lot more crisp and clear. It's all just a case of how well you can pull it off, and whether it's pertinent to the genra of game you're making, or you're extremely talented and can make it work with any. Because at present, too many developers are nowhere near that talented, but try to use it in everything anyway - and the result is something that looks nasty.
Now go and look at screen shots of Jet Set Radio and Zelda.
> Don't argue with me.
>
> I know all Ninty.
Cant we just be freinds?
I know all Ninty.
> Zelda don't have cell shaded graphics
>
> Cell shading is in 2D, Zelda is 3D.
>
> It's similar, but not the same.
incorrect. sorry to brake it to you, but its true
Cell shading is in 2D, Zelda is 3D.
It's similar, but not the same.