DA2 Creatures Update: Hurlocks and Emissaries
#126
Posté 20 novembre 2010 - 02:52
#127
Posté 20 novembre 2010 - 02:53
#128
Posté 20 novembre 2010 - 03:08
Saibh wrote...
Concept art, to me, always looks ten times better than the real thing. Even if the game rendered it exactly, there's just more style to concept, more atmosphere or feeling. It's inevitable that I like concept far more than I ever like the in-game models.
Depends. The monster renderings for DA2 don't strike me as all that good, while the human character models in the game are very impressive.
In SF4 it's the same. Almost amateurish concept sketches, brilliant in-game models.
Modifié par slimgrin, 20 novembre 2010 - 03:09 .
#129
Posté 20 novembre 2010 - 03:08
#130
Posté 20 novembre 2010 - 03:10
#131
Posté 20 novembre 2010 - 03:16
#132
Posté 20 novembre 2010 - 03:26
Upsettingshorts wrote...
Meh, I was hoping we were mostly done with the whole Darkspawn thing. Ah well - guess I'll see how it turns out.
Judging by the Emissary's write up I would imagine we run into them in the Deep Roads at some point. This seems even more likely considering the Deep Roads concept art and the snap shot of what looks like a Deep Roads cave in the Destiny Trailer.
I would guess that the reason these have been revealed on the main site is purely to give us an update whilst not really updating anything at all, while at the same time educating those who may not have played Origins (the horror such a thought may invoke).
#133
Posté 20 novembre 2010 - 04:08
Upsettingshorts wrote...
Meh, I was hoping we were mostly done with the whole Darkspawn thing. Ah well - guess I'll see how it turns out.
We can't really escape fighting Darkspawn. Bioware bundled them up to be our goblins, orcs, owlbears, ogres and giants all in one "race". They will be a staple of the games forever or there won't be much left but fighting bandits and spiders.
Modifié par Kileyan, 20 novembre 2010 - 04:08 .
#134
Posté 20 novembre 2010 - 04:10
Modifié par Upsettingshorts, 20 novembre 2010 - 04:10 .
#135
Posté 20 novembre 2010 - 04:27
As 'shorts said, they were a bit generic, a bit faceless, and with few exceptions, a bit morally simplistic. They were pure evil and one could devastate them without trepidation, but I think they needed to be, to be this dark cloud over the land which must be stopped at any cost. The Architect was much more complex, monsterous though his plan was, we could empathise, which I always find fascinating in an antagonist.
Modifié par ziggehunderslash, 20 novembre 2010 - 04:30 .
#136
Posté 20 novembre 2010 - 04:39
"hey, let me siphon out all your blood so that my people can no longer be mindless beasts"
"will they still kill people?
"if they want, sure"
Yea, complex.
#137
Posté 20 novembre 2010 - 04:44
In comparison to "you're not us so we'll try to eat you", yeah, but I suppose that wouldn't be "much".TJPags wrote...
The Architect? Complex?
He has a position you can empathise with, if not actually sympathise. He wants to free his people, he wants to end the conflict that defines their relationship with everything else. He acts in service of the common hurlock. The fact that he's prepared to go to such lengths just means he has an alien morality, not that he's a dirty great monster who uses babies for fuel.
#138
Posté 20 novembre 2010 - 04:44
#139
Posté 20 novembre 2010 - 04:49
Modifié par leonia42, 20 novembre 2010 - 04:49 .
#140
Posté 20 novembre 2010 - 05:06
Upsettingshorts wrote...
I'd rather fight "generic organized bandits" in the sequel to "generic semi-organized monsters" instead of the latter again.
I really doubt they will be in it much, but why would Bioware completely ditch such an iconic villain of the series? Changed though the Hurlocks may be the Darkspawn still represent continuity from the previous game, something I'm sure they were keen to keep where possible considering some of the other vast changes (which have been broadly discussed both positively and negatively on the boards).
I expect after the intro we will only run into the Darkspawn in one section of the game, with maybe a side quest or something on top of that. Other than that I'm expecting a lot more Human/Elven/Dwarven/Qunari/Monster/Cheese/Demon enemies in DA2 compared to DAO.
#141
Posté 20 novembre 2010 - 05:10
#142
Posté 20 novembre 2010 - 05:15
Apollo Starflare wrote...
iconic villain
Meh. They're monsters that come out of the ground. It's not so much that I'd want them to be ditched nor...
Apollo Starflare wrote...
the Darkspawn still represent continuity from the previous game
...do I have a problem with them showing up, but...
Apollo Starflare wrote...
I expect after the intro we will only run into the Darkspawn in one section of the game, with maybe a side quest or something on top of that.
...that's precisely what I was expecting until the Darkspawn got their own "know your enemy" preview. Now I'm thinking they're more important, which would be annoying to me personally.
#143
Posté 20 novembre 2010 - 05:15
#144
Posté 20 novembre 2010 - 05:23
Her verdict: they look goofy & cartoonish. I agree with her.
#145
Posté 20 novembre 2010 - 05:25
#147
Posté 20 novembre 2010 - 05:29
Well, Blight ends, what, 2 years into the 10 year cycle of DA2? So, we shouldn't really see much of the Darkspawn after that, unless we go into the Deep Roads. And after the nonsense reason to be there that we got in Golems, I'm wondering what silly excuse they'll give for Hawke - who's not a Grey Warden - to go tramping around the Deep Roads.
#149
Posté 20 novembre 2010 - 05:32
slimgrin wrote...
How do you find this stuff?
I could serf all day and not even come close to the weird gems you discover.
Surfing all day. And having quite a few equally odd friends. Mostly I guess I just have a good memory for silly things I see on the internet.
Modifié par Upsettingshorts, 20 novembre 2010 - 05:33 .
#150
Posté 20 novembre 2010 - 05:35





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