Aller au contenu

Photo

DA2's Art Style, my first impressions...followed by yours


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
TheGreatMoustacheo

TheGreatMoustacheo
  • Members
  • 18 messages
Hey, Hey, Hey

Before I begin, I ultimately like the new style, just not love it. ;)
Also this is not a talk about graphical power; art style will always be in a catagory of its own.

I only recently found out about DA2 in the latest Gameinformer, and saw my first screenshots there. Of course there were improvements and interviews on a refreshing story concept to distract me at first, but then I noticed the change in art style. Out of all the things in that little interview, I noticed the new art style the most.

I admit I have mixed reactions about it. The screenshot with the cutscene with the dwarf and Seeker appeared quite brilliant, as did the concept art. Also, the two human characters in-game were detailed and 'unique' to me (Duncan-dude aside), showing off the potential of this new style...not to mention a particular shape-shifter we know of standing amongst fire. The darkspawn, on the other hand, were laughable in-game. The large, chomping teeth of the hurlocks appeared cartoonish in design (intentional to me, but still subtracted from the 'fearsome' aspect). The first group I saw in the screenshots made me openly chuckle and my friends responded with a similar attitude. Finally, the ogre...I have to admit that I laughed for a full minute at its WiP model. All the designs keep the spirit but seem to lose that 'fearsome' aspect to the Darkspawn...maybe for a good reason. I however perfer not to laugh at evil creatures when they aren't doing something funny.

Finally the environment, the screenshots occured in, was geologically bland, and I dare say cliched, to me. I know the art team was going for the barren and bleak look, but still...I've been around many landscapes in my life and even the interior of a desert is lively. Yes its a fantasy world, but dark fantasy is always more grounded in realism than high...

I fully understand this is WIP, after all these are my first impressions. I admire many things with the new style, but I'm shaky on how well it translates in-game. I fully intend to see changes in the games development, as every game changes something before it goes gold. I also intend to try the game no matter its art-style.

I am no artist. If you intend to destroy my opinion because of that fact, go on. I, however, admire art a great deal, and if I usually say something about a graphic piece, it's from the heart. I also know that they shifted the art style to make the Dragon Age world more unique, which is good, but doesn't automatically qualify kudos in my book. I would like to hear your opinions on the new art style, as I consider it one of the more stable changes to DA:O's formula.

And finally...please have a great day ^_^

#2
El Codge

El Codge
  • Members
  • 153 messages

TheGreatMoustacheo wrote...

Finally the environment, the screenshots occured in, was geologically bland, and I dare say cliched, to me. I know the art team was going for the barren and bleak look, but still...I've been around many landscapes in my life and even the interior of a desert is lively. Yes its a fantasy world, but dark fantasy is always more grounded in realism than high...



The topography of the level looks bland due to the low-res texture used. Looking at the higher res batch of screenshots, I can see a spiked wall in the distance, obsured by the fog. This implies the levels are going to be pretty large.

Due to that, memory contraints come in - these are going to be compensated for by using lower-res textures on the ground. Two points though:

1) This can be gotten around by either using "detail textures". These are as old as the hills (used in Unreal 1 from what I can remember) and will get around the lack of details
2) These shots, apart from being alpha, will more likely be a demonstration of how it'd look on the PS3 and 360. The PC does not have the contraints of the consoles, so i'd expect higher resolution textures to be used there.

If you look at the geometry of the rock formations though, it does appear to be fairly intricate.

#3
LPPrince

LPPrince
  • Members
  • 54 971 messages
I've seen the article and looked at the new art style.



I can't say I'm a fan of the new direction they went with Ogres and Hurlocks, if that's indeed what they are. I much prefer DAO's.



The background will improve with time, of course. But I do like how open it seems.



Hawke looks pretty detailed. That's only going to get better.



As for the concept art, its all good. I'm very interested in seeing more, and can't wait for the trailer next month.

#4
TheGreatMoustacheo

TheGreatMoustacheo
  • Members
  • 18 messages

El Codge wrote...

TheGreatMoustacheo wrote...

Finally the environment, the screenshots occured in, was geologically bland, and I dare say cliched, to me. I know the art team was going for the barren and bleak look, but still...I've been around many landscapes in my life and even the interior of a desert is lively. Yes its a fantasy world, but dark fantasy is always more grounded in realism than high...



The topography of the level looks bland due to the low-res texture used. Looking at the higher res batch of screenshots, I can see a spiked wall in the distance, obsured by the fog. This implies the levels are going to be pretty large.

Due to that, memory contraints come in - these are going to be compensated for by using lower-res textures on the ground. Two points though:

1) This can be gotten around by either using "detail textures". These are as old as the hills (used in Unreal 1 from what I can remember) and will get around the lack of details
2) These shots, apart from being alpha, will more likely be a demonstration of how it'd look on the PS3 and 360. The PC does not have the contraints of the consoles, so i'd expect higher resolution textures to be used there.

If you look at the geometry of the rock formations though, it does appear to be fairly intricate.


Aye, I studied the rock formations, I noticed your point. Honestly I was hastily in that judgment. The 'openess' of the levels is a fact I didn't mention too, maybe because I was just distracted by other things.

I should illiterate my intentions with the comment on the environment. The graphics didn't really bother me more so than the WiP 'style' of it. I can understand if they 'threw' together what they could to create something to put out, but as I've experienced, alpha-screenshots generally set up the 'mood' of a setting. The 'mood' of the geography didn't click with me as being unique in theory or even foreboding...

This is also from someone who writes, reads, and loves Dark Fantasy work. Gothic artwork, especially in games, appeals to me even more which is why I graped about the environment.

Of course this is likely just me worrying about nothing. More than likely the new art style will flouish and attract my attention like a moth to fire, but I never take something without a second thought on it.

#5
LPPrince

LPPrince
  • Members
  • 54 971 messages

TheGreatMoustacheo wrote...

El Codge wrote...

TheGreatMoustacheo wrote...

Finally the environment, the screenshots occured in, was geologically bland, and I dare say cliched, to me. I know the art team was going for the barren and bleak look, but still...I've been around many landscapes in my life and even the interior of a desert is lively. Yes its a fantasy world, but dark fantasy is always more grounded in realism than high...



The topography of the level looks bland due to the low-res texture used. Looking at the higher res batch of screenshots, I can see a spiked wall in the distance, obsured by the fog. This implies the levels are going to be pretty large.

Due to that, memory contraints come in - these are going to be compensated for by using lower-res textures on the ground. Two points though:

1) This can be gotten around by either using "detail textures". These are as old as the hills (used in Unreal 1 from what I can remember) and will get around the lack of details
2) These shots, apart from being alpha, will more likely be a demonstration of how it'd look on the PS3 and 360. The PC does not have the contraints of the consoles, so i'd expect higher resolution textures to be used there.

If you look at the geometry of the rock formations though, it does appear to be fairly intricate.


Aye, I studied the rock formations, I noticed your point. Honestly I was hastily in that judgment. The 'openess' of the levels is a fact I didn't mention too, maybe because I was just distracted by other things.

I should illiterate my intentions with the comment on the environment. The graphics didn't really bother me more so than the WiP 'style' of it. I can understand if they 'threw' together what they could to create something to put out, but as I've experienced, alpha-screenshots generally set up the 'mood' of a setting. The 'mood' of the geography didn't click with me as being unique in theory or even foreboding...

This is also from someone who writes, reads, and loves Dark Fantasy work. Gothic artwork, especially in games, appeals to me even more which is why I graped about the environment.

Of course this is likely just me worrying about nothing. More than likely the new art style will flouish and attract my attention like a moth to fire, but I never take something without a second thought on it.


I feel like the Dark Fantasy/Gothic Style they were going for was delivered on quite well in The Urn of Sacred Ashes quest line.

After opening the door to the HUGE room? That, I feel is where they captured their intent.

If they can do that again, I'm all for it.

#6
TheGreatMoustacheo

TheGreatMoustacheo
  • Members
  • 18 messages

LPPrince wrote...

I've seen the article and looked at the new art style.

I can't say I'm a fan of the new direction they went with Ogres and Hurlocks, if that's indeed what they are. I much prefer DAO's.

The background will improve with time, of course. But I do like how open it seems.

Hawke looks pretty detailed. That's only going to get better.

As for the concept art, its all good. I'm very interested in seeing more, and can't wait for the trailer next month.


Did not know about a trailer. I would be interested to see how that comes together.

Also...Hawke may be the only example of Bioware's default 'Icons' I would be willing to use. He's nothing I haven't already seen before in movies, books, or games but he has a beard, and that's instant win in my book.

#7
geekeffect

geekeffect
  • Members
  • 157 messages
I don't think you should jump into many conclusions regarding DA2's landscapes. It's pretty obvious that they wanted to put the spotlight on Hawke and a few other characters, and chose an intentionally bland environment to go with it. BioWare simply doesn't want to show you that much of the world of DA2. So it's too soon to make this kind of judgment, I feel...

#8
TheGreatMoustacheo

TheGreatMoustacheo
  • Members
  • 18 messages

geekeffect wrote...

I don't think you should jump into many conclusions regarding DA2's landscapes. It's pretty obvious that they wanted to put the spotlight on Hawke and a few other characters, and chose an intentionally bland environment to go with it. BioWare simply doesn't want to show you that much of the world of DA2. So it's too soon to make this kind of judgment, I feel...


I'm not jumping to conclusions yet. I do respect your opinion that the article was a focused piece on Hawke and what the wonderful people at Bioware intend to do with the DA IP. I chose to give first impressions on everything I saw in the screens, the environment being one of them.

What I am more concerned about is the art style with the Darkspawn and even a few pieces of gear I saw. I will never admit that its trying for the 'WoW' style (Which I love), but the new look just isn't 'gothic'. The interview said they wanted to keep to the Dragon Age spirit of Dark Fantasy with 'sexier and bloodier' visuals, but what I see is cartoonish. When I think 'Gothic' I think of the Warhammer franchises, the Song of Ice and Fire series, and other works, not some Darkspawn mob I rofl'ing at. Granted, the finish product may bring that Gothic flavor, but I just can't help but feel it's a long way off from that. I have yet to be disappointed by a Bioware title though. So I'm not gonna count the chickens before they hatch, I'll merely count the eggs. :)