![Dragon view sprites](https://kumkoniak.com/33.jpg)
the game's heroes playing hopscotch as children. On the contrary, I look back at a game like Suikoden II and weep inwardly for how much time its animators must've spent on unique animations that you never see more than once, e.g. Sprite artists don't fiddle with MS Paint for a few hours and call it a day. First and foremost, let's dispel the myth that making a game out of sprites is somehow "easier" than making a game out of polygons. But are developers really taking the "easy way out" by utilizing sprites instead of, say, polygons? It's true many independent games go the 2D route, and it's likewise true said 2D games typically fall back on sprite-based graphics that recall 8- and- 16-bit games from the '80s and '90s. "Overdone" is a word that gets tossed out a lot.
![dragon view sprites dragon view sprites](https://www.spriters-resource.com/resources/sheets/47/50133.png)
![dragon view sprites dragon view sprites](https://www.spriters-resource.com/resources/sheets/19/20347.png)
Since the rise of the indie scene, there's been some pushback against the kind of retro visuals you see in games like Cosmic Star Heroine. Are the Latest Plug-and-Play Retro Consoles Worthwhile?
![Dragon view sprites](https://kumkoniak.com/33.jpg)