ITSSEXYTIME wrote...
Still hate the new darkspawn deisgns.
Too much ****ing angular ****. It looks dumb.
No reason to abandon a perfectly awesome armoured ogre design:
http://guidesmedia.i...s/Image_285.jpg
EDIT:
The game being pre-alpha really doesn't mean ****, considering it's a sequel seemingly based off the same engine with many of the same base assets as DA:O. Also, if they're willing to show it off then Pre-Alpha can't be used as a defense against criticism.
I agree, who in their right mind thought that those enormous, ridiculous jutting angles and pyramidal spikes coming off of everything were a good idea?!?! WTF??
I also agree that the alpha/beta argument means nothing here -
1. They intentionaly and deliberately chose this "new" art style, and early or not, it's not going to be that far off from what they intend the end product to be.
2. It looks ****ing horrible - not in just in execution, but in design fundamentals - all weird angles. Nothing natural is ever that angular, whoever designed this must have failed fundamentals of design or they would realize that
especially in videogames extreme angles are a no-no; they break immersion and harken back to the early days of 3D when everything was low poly count and highly angular.
3. Also, It reminds me of those stupid wall-climbing orcs in LOTR. I am going to laugh my ass off when DA2 features these new spiky darkspawn flunkees scampering over vertical surfaces. Lame rip-off FTW!!
I think someone earlier hit on the answer when they suggested they were going for a lower poly count for consoles, and are trying to find a 'style' that masks the fact that the models have been "optimized".