Aller au contenu

Photo

Blood Splatter Toggle


103 réponses à ce sujet

#76
Guest_Ms. Lovey Dovey_*

Guest_Ms. Lovey Dovey_*
  • Guests

Mike Laidlaw wrote...

Sharn01 wrote...

I could have swore they said they where cutting down on the amount of blood splatter?


It's applied differently. A character who does a lot of killing, or a lot of critical strikes will have more blood on them than a character who is involved in a fight, but doesn't tend to get the killing blows.

As a dual-dagger rogue, Isabela tends to get reasonably messy, especially in long fights. It fades down quite quickly, though. If I remember rightly, faster than it did in Origins.

And, thanks to some careful work by the art team, we've managed to nigh-eliminate gore around mouths and eyes. Some of the origins "spatter patterns" were a little disconcertingly close to a character's lips.


lol - My cousin would scream "AIDS!"

#77
Alexia89

Alexia89
  • Members
  • 288 messages
I will turn it off....nothing against gore but it just seems out of place when having a chat.

#78
Wulfram

Wulfram
  • Members
  • 18 950 messages

Mike Laidlaw wrote...

And, thanks to some careful work by the art team, we've managed to nigh-eliminate gore around mouths and eyes. Some of the origins "spatter patterns" were a little disconcertingly close to a character's lips.


Is it changed from what's in the recent video?  Because the screenshot at the start of this thread has Isabela with some blood right next to her lips?

#79
Vylan Antagonist

Vylan Antagonist
  • Members
  • 208 messages
Clearly for DA3, Bioware needs to take a page from Bioshock and dedicate a full time programmer to getting the blood effects just right. On cobblestoned streets, blood should flow down the runnels. Pools should splash and react to being stepped in. Maybe approaching ogres can be heralded by ominous tremors in the blood lakes. Players (and enemies) could slip in the red vino as it accumulates in large enough quantities.



Coagulation might have to wait for DA4 though... Gotta save something for the sequel.

#80
Canlocu

Canlocu
  • Members
  • 16 messages
I will keep the gore on. Despite the 50 gallon rats, it seems more realistic. Last I checked there was not many 7/11's around to use a restroom and wash it off.



But an option to turn it off is welcome for parents that have kids running around.

#81
Pzykozis

Pzykozis
  • Members
  • 876 messages

Wulfram wrote...

Mike Laidlaw wrote...

And, thanks to some careful work by the art team, we've managed to nigh-eliminate gore around mouths and eyes. Some of the origins "spatter patterns" were a little disconcertingly close to a character's lips.


Is it changed from what's in the recent video?  Because the screenshot at the start of this thread has Isabela with some blood right next to her lips?


Aye I was wondering that as well, Isabela clearly has it both near her mouth and eyes! :blink:

I'm not against blood splatter as such but... it was slightly over done in Origins and it looks from the izzy shot atleast to be a bit overdone in 2 aswell.

#82
tmp7704

tmp7704
  • Members
  • 11 156 messages

Mike Laidlaw wrote...

It's applied differently. A character who does a lot of killing, or a lot of critical strikes will have more blood on them than a character who is involved in a fight, but doesn't tend to get the killing blows.

Err... how is it different? I mean, in DAO the more "messy" layers of the gore texture would be used as the character kept racking up the messy kill, wouldn't they? Posted Image

#83
syllogi

syllogi
  • Members
  • 7 258 messages

Mike Laidlaw wrote...

Maria Caliban wrote...
Please tell me it's in.


It's in. It's called "Persistent Gore," but that's only because we let the editors write some of the options and they like to use big words when they get a chance to not be editors. ^_^


Thank goodness.  I cannot play a pretty, pretty princess when she's covered in gore.  Although I did leave it off it in my "all Dog, all the time" playthrough, where getting bloody actually had a bit of (gross) purpose.

#84
Brockololly

Brockololly
  • Members
  • 9 037 messages

tmp7704 wrote...

Mike Laidlaw wrote...

It's applied differently. A character who does a lot of killing, or a lot of critical strikes will have more blood on them than a character who is involved in a fight, but doesn't tend to get the killing blows.

Err... how is it different? I mean, in DAO the more "messy" layers of the gore texture would be used as the character kept racking up the messy kill, wouldn't they? Posted Image


They need to just use your gore mod, tmp. Good stuff that is:wizard:

#85
Quercus

Quercus
  • Members
  • 592 messages
Why even call it gore? it's only blood. I never for once noticed anything else but blood, don't tell me there were actually fingers mixed in, and pieces of liver?

Damn, I'm starting to get hungry, popcorn time. :wizard:

#86
Ortaya Alevli

Ortaya Alevli
  • Members
  • 2 256 messages
I always wondered where all those heads go after decapitation. Their vanishing is a little awkward.

#87
Vylan Antagonist

Vylan Antagonist
  • Members
  • 208 messages

Ortaya Alevli wrote...

I always wondered where all those heads go after decapitation. Their vanishing is a little awkward.


That was always one of the most ghoulishly satisfying aspects of Severance: Blade of Darkness; Cutting off an enemy's limb, then picking it up and hurling it at hys comrades. It felt rightly barbaric.

#88
Ortaya Alevli

Ortaya Alevli
  • Members
  • 2 256 messages

Vylan Antagonist wrote...

Ortaya Alevli wrote...

I always wondered where all those heads go after decapitation. Their vanishing is a little awkward.


That was always one of the most ghoulishly satisfying aspects of Severance: Blade of Darkness; Cutting off an enemy's limb, then picking it up and hurling it at hys comrades. It felt rightly barbaric.

Severance, eh? Curious choice of name.

I don't suppose I could get away with posting a video of one Mortal Kombat character pulling off the opponent's leg and beating them to death with it?

#89
Xewaka

Xewaka
  • Members
  • 3 739 messages

Ortaya Alevli wrote...

Vylan Antagonist wrote...

Ortaya Alevli wrote...

I always wondered where all those heads go after decapitation. Their vanishing is a little awkward.


That was always one of the most ghoulishly satisfying aspects of Severance: Blade of Darkness; Cutting off an enemy's limb, then picking it up and hurling it at hys comrades. It felt rightly barbaric.

Severance, eh? Curious choice of name.

I don't suppose I could get away with posting a video of one Mortal Kombat character pulling off the opponent's leg and beating them to death with it?


That's one of Severance gameplay features. I've killed goblins with flying "kicks". :D

#90
Mike Laidlaw

Mike Laidlaw
  • BioWare Employees
  • 765 messages

tmp7704 wrote...

Mike Laidlaw wrote...

It's applied differently. A character who does a lot of killing, or a lot of critical strikes will have more blood on them than a character who is involved in a fight, but doesn't tend to get the killing blows.

Err... how is it different? I mean, in DAO the more "messy" layers of the gore texture would be used as the character kept racking up the messy kill, wouldn't they? Posted Image


Yes, but it was based on number of attacks, with no consideration given for whether a character was doing crits or kills. Essentially, the system is smarter and aware of more variables. It's probably transparent to the player, but it makes me happy.

#91
slimgrin

slimgrin
  • Members
  • 12 486 messages
We have a toggle, so I'm happy.

#92
Maria Caliban

Maria Caliban
  • Members
  • 26 094 messages

Shiroukai wrote...

Why even call it gore? it's only blood.


Gore is coagulated blood.

I never for once noticed anything else but blood, don't tell me there were actually fingers mixed in, and pieces of liver?


That would be offal.

#93
Tinxa

Tinxa
  • Members
  • 1 548 messages

Ortaya Alevli wrote...

I always wondered where all those heads go after decapitation. Their vanishing is a little awkward.


I once paused in the middle of it and the eyeballs were still there where the head used to be. So there was blood spraying from the neck with two eyeballs hovering over it. It was weirdPosted Image

#94
request denied

request denied
  • Members
  • 579 messages
I am just glad i am not the only one to turn the toggle off . I hated talking to someone with blood all over their faces .

#95
ErichHartmann

ErichHartmann
  • Members
  • 4 440 messages
Bah.....weirdos. ;)

#96
request denied

request denied
  • Members
  • 579 messages
I have heard that before lots .

#97
tmp7704

tmp7704
  • Members
  • 11 156 messages

Mike Laidlaw wrote...

Yes, but it was based on number of attacks, with no consideration given for whether a character was doing crits or kills. Essentially, the system is smarter and aware of more variables. It's probably transparent to the player, but it makes me happy.

Ahh, i mostly noticed the change in texture after scoring the messy kills in DAO so got impression that's what the change is tied to rather than just number of attacks. Thank you for clarification Posted Image

#98
Allison W

Allison W
  • Members
  • 387 messages
It looks like I might be in the minority when it comes to my views on violence aftereffects. Rather than wanting to see them toned down, I actually would like to see not only persistent gore, but persistent wounding visuals.

#99
Ortaya Alevli

Ortaya Alevli
  • Members
  • 2 256 messages
I'd like to see persistent chopped off limbs!

Alistair: Can I scratch it, Wynne?

Wynne: With a little practice, yes, I think so. You still have one foot left in place, after all.

#100
Thunderfox

Thunderfox
  • Members
  • 762 messages

Mike Laidlaw wrote...

Sharn01 wrote...

I could have swore they said they where cutting down on the amount of blood splatter?


It's applied differently. A character who does a lot of killing, or a lot of critical strikes will have more blood on them than a character who is involved in a fight, but doesn't tend to get the killing blows.

As a dual-dagger rogue, Isabela tends to get reasonably messy, especially in long fights. It fades down quite quickly, though. If I remember rightly, faster than it did in Origins.

And, thanks to some careful work by the art team, we've managed to nigh-eliminate gore around mouths and eyes. Some of the origins "spatter patterns" were a little disconcertingly close to a character's lips.

Ok, I can live with this, maybe. Sounds an acceptable fix