 While the original level geometry was kept , the levels received new textures , characters and weapons were recreated , and skyboxes were rebuilt . Lobb explained that " things are large and blocky because that 's what [ Perfect Dark ] looks like " , meaning that the sharper textures and higher resolution simply make the game look clearer . He also observed that , as character and weapon models were remodeled from their original low hundreds polygon count to polygons in the thousands , he was worried about them looking awkward in the low @-@ poly geometry level design . According to him , " it 's one of the areas that I give a lot of credit to the developer on . It just looks right . They were smart about the way they up @-@ resed the models so they still feel like they 're kind of retro , but they 're clean . " 
 While the original level geometry was kept , the levels received new textures , characters and weapons <a href='uninflect' title='1'><mark>were</mark></a> recreated , and skyboxes <a href='uninflect' title='2'><mark>were</mark></a> rebuilt . Lobb explained that " things are large and blocky because that 's what [ Perfect Dark ] <a href='uninflect' title='3'><mark>looks</mark></a> like " , meaning that the sharper textures and higher resolution simply make the game look clearer . He also observed that , as character and weapon models <a href='uninflect' title='4'><mark>were</mark></a> remodeled from their original low hundreds polygon count to polygons in the thousands , he was worried about them looking awkward in the low @-@ poly geometry level design . According to him , " it 's one of the areas <a href='null_relcl' title='5'><mark>that</mark></a>I give a lot of credit to the developer on . It just <a href='uninflect' title='6'><mark>looks</mark></a> right . They <a href='uninflect' title='7'><mark>were</mark></a> smart about the way they up @-@ resed the models so they still feel like they 're kind of retro , but they 're clean . " 
While the original level geometry was kept , the levels received new textures , characters and weapons was recreated , and skyboxes was rebuilt . Lobb explained that " things r large and blocky because dat 's what [ bumpin Dark ] look like " , meaning tdatthe sharper textures and higher resolution simply make the game look clearer . He also observed thdat as character and weapon models was remodeled from their original low hundreds polygon count to polygons in the thousands , he was worried bout them looking awkward in the low @-@ poly geometry level design . According to him , " it 's one of the areas I give a lot of credit to the developer on . It just look right . They was smart about the way they up @-@ resed the models so they still feel like they 're kind of retro , but they 're clean . "