Art Direction
#51
Posté 22 octobre 2010 - 07:00
As for ME1, I have always had major issues with the graphics in that game ( and I don't usually care about graphics ), everyone had a very rubbery or claymation style texture to thier apearance, I always felt like I was watching an episode of 'Wallace and Grommit' or 'Robot Chicken Star Wars'.
I did prefer the enviroments in ME1 although most were devoid of life or personality, ME2's enviroments feel very small and box like although there is alot more going on in them.
#52
Posté 22 octobre 2010 - 08:03
Rivercurse wrote...
Jebel Krong wrote...
notwithstanding the fact that the devs have come out and said that me1 didn't look the way they intended anyway because the lighting renderer wasn't implemented properly, making everything washed-out (see the pics).
I never read that. Link?
here:
Derek Watts – Art Director:
Beyond the performance and pipeline issues, we never really looked at ME
1 and said “my God, that needs to be fixed”. It’s not until you are
further into production on the second game that you look back and see
all the issues that you should be fixing. Lighting was one of the big
jumps we made in ME 2. If you look back at the first game you‘ll see how
washed out everything looked compared to ME 2. We needed to bring back
the contrast and saturation in the game. That was a key feature we liked
in many of the early concepts we had referenced.
source
Modifié par Jebel Krong, 22 octobre 2010 - 08:04 .
#53
Posté 22 octobre 2010 - 08:08
Oblarg wrote...
Jebel Krong wrote...
stupid. troll.
Your opinion is not my opinion, therefore troll?
Brilliant logic there, champ.
no, you are a troll because you posted stupid, inaccurate hyperbole and then dismissed all the evidence presented to the contrary with yet more. further you started a new thread when you could simply have added your views to the others in the "disappointment" thread.
#54
Posté 22 octobre 2010 - 08:28
InvaderErl wrote...
Oblarg wrote...
And I must say, those first few pictures look a hell of a lot better than the last few.
I don't even know HOW you can say that.
Not everyone likes the over-saturated, high-contrast visuals that are the current rave throughout cinema and games.
While I do like ME2's graphics and in many respects it's technically superior to the first, damn, it is heavy on the eyes in a longer play session...
#55
Posté 22 octobre 2010 - 08:49
Jebel Krong wrote...
Oblarg wrote...
Jebel Krong wrote...
stupid. troll.
Your opinion is not my opinion, therefore troll?
Brilliant logic there, champ.
no, you are a troll because you posted stupid, inaccurate hyperbole and then dismissed all the evidence presented to the contrary with yet more. further you started a new thread when you could simply have added your views to the others in the "disappointment" thread.
You don't know what a troll is, do you?
Your entire statement boils down to "my opinion is better than your opinion."
#56
Posté 22 octobre 2010 - 09:03
These, aren't nice places to hang out, they are dirty, and poverty stricken. And that's why the 'oversaturation' fits.
#57
Posté 22 octobre 2010 - 09:11
#58
Posté 22 octobre 2010 - 09:19
#59
Posté 23 octobre 2010 - 12:39
hooahguy wrote...
Looking at the two clubs, Chora's Den in ME1 doesnt have nearly the atmosphere that Afterlife has in ME2. Also, most nightclubs are darkened, like Afterlife. Why Chora's Den is so light I have no idea.
No one is citing Chora's Den as the epitome of ME1 atmospheric greatness.
I'd point to Novera as a really an area that was really well done, or Virmire, or Feros.
#60
Posté 23 octobre 2010 - 02:00
I guess you could say that ME1 (maybe even for technical reasons) leaned more in the direction of Star Trek with sleek, almost clinically sterile minimalistic design while ME2 with it's darker grittier feel went more into the Star Wars (original trilogy, 90s you know) direction.
Which one is better? THere is no answer to that, just taste and me personally, I rather like the more minimalistic sleek Star Trek/ME1 design. People may argue that in the games it has less detail, less ambiance objects and maybe that was due to memory/time/budged constraints, I don't know. In the end it doesn't matter ecause IMO the game (ME1) didn't need more stuff lying around in the levels. It derived it's atmosphere from its minimalism as well as from some exceptionally well designt items (from spaceships right down to desks and weapons).
We see some of these designs in ME2 as well because they were taken over. But most of what is new and specifically designed for the second game does not have this sleek feel anymore (most likely on purpose). Examples include the collector ship and their base, Omegas exterior and interior or even the new gunships we fight from time to time.
Now I am not saying that they are badly designed (In fact, most thte new stuff is probably designed with even more care for detail) but somehow it doesn't hit my taste as much as the ME1 designs.
Therefore I make a statement for bringing some of the old feel of sleekness and minimalism (in design not quality or quantity of level props) back in ME3.
#61
Posté 23 octobre 2010 - 06:05
#62
Posté 23 octobre 2010 - 05:37
MrFob wrote...
The thread reminds me of a discussion I had with a fiend back in the 90s (yes last millennium) about Star Wars vs. Star Trek. Not so much about the SciFi, plot or morality aspects but specifically about the art design.
I guess you could say that ME1 (maybe even for technical reasons) leaned more in the direction of Star Trek with sleek, almost clinically sterile minimalistic design while ME2 with it's darker grittier feel went more into the Star Wars (original trilogy, 90s you know) direction.
Which one is better? THere is no answer to that, just taste and me personally, I rather like the more minimalistic sleek Star Trek/ME1 design. People may argue that in the games it has less detail, less ambiance objects and maybe that was due to memory/time/budged constraints, I don't know. In the end it doesn't matter ecause IMO the game (ME1) didn't need more stuff lying around in the levels. It derived it's atmosphere from its minimalism as well as from some exceptionally well designt items (from spaceships right down to desks and weapons).
We see some of these designs in ME2 as well because they were taken over. But most of what is new and specifically designed for the second game does not have this sleek feel anymore (most likely on purpose). Examples include the collector ship and their base, Omegas exterior and interior or even the new gunships we fight from time to time.
Now I am not saying that they are badly designed (In fact, most thte new stuff is probably designed with even more care for detail) but somehow it doesn't hit my taste as much as the ME1 designs.
Therefore I make a statement for bringing some of the old feel of sleekness and minimalism (in design not quality or quantity of level props) back in ME3.
except the art design is consistent with the locations you visit - the citadel is still sleek, like it was in me1, but omega is dark, dank and kind of a mess as you'd expect from a cesspit that's been cobbled together for centuries. the collector environments were totally different again - as befits an ALIEN species - hive like in their case. if everything looked the same, even the alien places, it'd be bland, not exciting. feros looked different to noveria in much the same way as korlus does to illium.
#63
Posté 24 octobre 2010 - 01:43
Yes and this is coming from someone who thinks his opinions are superior to others. Hypocrite.Oblarg wrote...
Jebel Krong wrote...
Oblarg wrote...
Jebel Krong wrote...
stupid. troll.
Your opinion is not my opinion, therefore troll?
Brilliant logic there, champ.
no, you are a troll because you posted stupid, inaccurate hyperbole and then dismissed all the evidence presented to the contrary with yet more. further you started a new thread when you could simply have added your views to the others in the "disappointment" thread.
You don't know what a troll is, do you?
Your entire statement boils down to "my opinion is better than your opinion."
#64
Posté 24 octobre 2010 - 01:57
Jebel Krong wrote...
MrFob wrote...
*snip*.
except the art design is consistent with the locations you visit - the citadel is still sleek, like it was in me1, but omega is dark, dank and kind of a mess as you'd expect from a cesspit that's been cobbled together for centuries. the collector environments were totally different again - as befits an ALIEN species - hive like in their case. if everything looked the same, even the alien places, it'd be bland, not exciting. feros looked different to noveria in much the same way as korlus does to illium.
I wrote in my first post that it is OK, that alien places look different and have a unique style and I think the one we have befits the collectors. BTW I don't think the citadel looks as sleek anymore but since we are mostly in the wards, that is understandable,too (actually the wards now look much more like I imagined them when reading revelation).
I guess my problem is that we don't really visit any places with the old and sleek art anymore )like the presidium for example). I think even if you make your game dark and gritty it is good to offset it with one or two completely different sceneries and that was not done (even Illium, which would have had the potential was made very dark, just optically). I'd like to see tham bring us back to the brightly lit clean places with lot's of surface reflections and white colors.
Now is my complaint one of art direction or of story telling/game disgn? I don't know, I guess the lines blur a bit in this case.
#65
Posté 24 octobre 2010 - 02:06
I do like both looks though.
#66
Posté 24 octobre 2010 - 03:30
Also i kinda miss the airlock sequence and once again im not sure why they show a loading screen of it now i mean either way your going to have to sit and watch the same thing over and over it just seemed to immerse me more..
#67
Posté 24 octobre 2010 - 03:33
#68
Posté 24 octobre 2010 - 06:49
#69
Posté 24 octobre 2010 - 08:03
MrFob wrote...
That is something I wasn't entirely happy with either. It was definitely intended that way since they wanted to go for a darker and grittier atmosphere. It is also the places you are in. In ME1, you were in places like the presidium or Novaria, centers of power and wealth while in ME2, mos times you are on Omega, in the wards or on Tuchanka, kind of out in the the slums.
What worries me a little is that they say they want to make ME3 even darker. I think the right way to do that is like it was done on Novaria. I found the world very dark. Morally ambiguous people plotted and schemed and quite a few times people die. But it all happens under a surface which is sleek and shiny. Illium tried to do the same thing but didn't quite accomplish it as well IMO.
I hope BW remembers that it is often more interesting to tell the darkest plots in the brightest environments.
There is a change in art style thou.A big one.But its all down to personal preferance.I didn't much like it initially.Now im crazy for it,in contrast to ME1s awful texturing that takes you out of the immersion quickly.Never noticed that before,but going from 2 to 1 its obvious.
Modifié par Jacen987, 24 octobre 2010 - 08:04 .
#70
Posté 24 octobre 2010 - 08:08
Burdokva wrote...
InvaderErl wrote...
Oblarg wrote...
And I must say, those first few pictures look a hell of a lot better than the last few.
I don't even know HOW you can say that.
Not everyone likes the over-saturated, high-contrast visuals that are the current rave throughout cinema and games.
While I do like ME2's graphics and in many respects it's technically superior to the first, damn, it is heavy on the eyes in a longer play session...
:OGod damn it,its not even a contest.Never had a side to side comparison before.Bioware really stepped up in trhe visual department.
#71
Posté 24 octobre 2010 - 09:18
I disliked how the levels in ME2 seemed to have random colours inserted all over the place, fragmenting the base palette. Illium was originally supposed to be more foggy and mysterious, with mist obscuring distant buildings and the environments having a bluer tone. I liked the image of the setting sun it ended up with, but it seemed like the environment artists tried to cram too much crap into the location, and as a result it was full of colours and elements that really didn't jive with the intended atmosphere and just made it look disorganized.
Of course, that disorganization is a risk the team took by trying to do away with the simple elegance that the ME1 locations had... They succeeded in this with locations like Tuchanka and the Cerberus facility on Pragia, but that was because they each had a definitive palette that wasn't overwhelmed by "noise" (colours that contradicted the base palette).
#72
Posté 24 octobre 2010 - 11:51
And also, ME1's armour was horrible. It looked like rubber spandex. Shepard's new N7 armour looks like it could take a beating.
Modifié par Cra5y Pineapple, 24 octobre 2010 - 11:51 .
#73
Posté 25 octobre 2010 - 12:53
Cra5y Pineapple wrote...
it felt real and angsty like it was about to punch a hole through you with a ridiculous amount of pent up sexual fustration
You see, that's exactly what I detest about it. Instead of building atmosphere by making the actual material in the game dark, distasteful, and suspenseful, they do it by making everything look ugly. I found the new art direction to be much less mature than that of ME1, even to the point of being juvenile.
As for the armor, the armor itself isn't what stops bullets - they explained that in the ME1 codex. I felt the super-sleek look fit the rest of the world perfectly.
#74
Posté 25 octobre 2010 - 08:54
Mr. MannlyMan wrote...
ME1's locations had a much better sense of place and scale. The colour palette was used very effectively in creating unique atmospheres and enhancing the aesthetics of each location. Feros, Therum, Noveria, and especially Virmire and Ilos... Each one had more character and a better-defined atmosphere than almost anything I saw in ME2.
I disliked how the levels in ME2 seemed to have random colours inserted all over the place, fragmenting the base palette. Illium was originally supposed to be more foggy and mysterious, with mist obscuring distant buildings and the environments having a bluer tone. I liked the image of the setting sun it ended up with, but it seemed like the environment artists tried to cram too much crap into the location, and as a result it was full of colours and elements that really didn't jive with the intended atmosphere and just made it look disorganized.
Of course, that disorganization is a risk the team took by trying to do away with the simple elegance that the ME1 locations had... They succeeded in this with locations like Tuchanka and the Cerberus facility on Pragia, but that was because they each had a definitive palette that wasn't overwhelmed by "noise" (colours that contradicted the base palette).
what?
#75
Posté 26 octobre 2010 - 05:46
Jebel Krong wrote...
Mr. MannlyMan wrote...
ME1's locations had a much better sense of place and scale. The colour palette was used very effectively in creating unique atmospheres and enhancing the aesthetics of each location. Feros, Therum, Noveria, and especially Virmire and Ilos... Each one had more character and a better-defined atmosphere than almost anything I saw in ME2.
I disliked how the levels in ME2 seemed to have random colours inserted all over the place, fragmenting the base palette. Illium was originally supposed to be more foggy and mysterious, with mist obscuring distant buildings and the environments having a bluer tone. I liked the image of the setting sun it ended up with, but it seemed like the environment artists tried to cram too much crap into the location, and as a result it was full of colours and elements that really didn't jive with the intended atmosphere and just made it look disorganized.
Of course, that disorganization is a risk the team took by trying to do away with the simple elegance that the ME1 locations had... They succeeded in this with locations like Tuchanka and the Cerberus facility on Pragia, but that was because they each had a definitive palette that wasn't overwhelmed by "noise" (colours that contradicted the base palette).
what?you do realise of course, that all the locations were done by the same team over both games? Illium was never supposed to be "all foggy and mysterious" - the earliest build i saw was @ GDC09 and it looked much the same then as it does in the game - tall, elegant buildings, bathed in blue, and in Liara's DLC it has been refined even more (with the storm outside her apartment and then later with more reflective materials) - a true urban paradise. there is mist used, especially in the DLC, but it is subtle to add a sense of depth to scenery.
Unfortunately, Ilium is tiny and all the mission locations follow the pattern of looking black and ugly.





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