If you're making a game then your colours have to be functional. Stronger for important foregroud objects, weaker for supportive background detail - if the player can't collide with it, it shouldn't jump out of the screen. Just opting for a blanket "everything's bright!" or "everything's washed out!" is always going to run the danger of looking like a confusing mess.
Like if you look at old masters, they have an underpainting that shows through in the shadows, and rarely use black paint.
Yeah I think I remember reading that Square avoided using black for Seiken Densetsu 3.
Like if you look at old masters, they have an underpainting that shows through in the shadows, and rarely use black paint.
Yeah I think I remember reading that Square avoided using black for Seiken Densetsu 3.