https://store.steampowered.com/app/504230/Celeste/
https://apps.apple.com/us/app/castlevania-grimoire-of-souls/...
When the hardware was restricted, such games used to be squeezed onto a 48MB SNES cartridge
For one, the resolution has gone from 400x300 to ~3000x1500 and more, and the number of color went from 8 to millions. All those pixels in high-res pixel art have to still be stored somewhere.
Even though I still agree that some games do not deserve to be as fat as they are.
Whereas just the light texture for Celeste's dynamic lighting is bigger than the entire Chrono Trigger ROM :) https://medium.com/@NoelFB/remaking-celestes-lighting-3478d6...
- The resolution of the game is detached from the pixels, allowing them to be squished and squashed. - While it looks like they’re reusing assets, they really aren’t that much. A ton of areas have unique pixel tiles. - The code is complicated and complex; the physics and control are astoundingly advanced. - It has beautiful high resolution drawings of characters and cutscenes. - The music and sound is full fidelity. - Celeste is running on Unity, which is probably the biggest reason for its large size.
That Castlevania game has a 3D main character, with Retina quality textures. Since it’s made for Apple Arcade, it has to support a 4K resolution for Apple TV, meaning all the game’s assets have to look reasonable on a screen at that resolution. The main character alone must weigh a couple megabytes.
Basically, more resources mean that people will use more of these resources. And therefore any optimizations that go resource effectiveness (in this case browser efficiency) will be negated.