Darkspawn, we ask you to change to your old look. You are too cuddly now.
#501
Posté 17 juin 2011 - 02:51
#502
Posté 17 juin 2011 - 08:33
DA2's just seem to lack that drive and personality.
I don't mind the new emissary look as much as the redesign of the normal ground troops, though.
The "DA:O is so much superior to 2" syndrome tends to get old, but they really did it right with darkspawn in the first game. They were scary enough to remember and unique enough to not get confused with other fantasy setting's creatures.
#503
Posté 17 juin 2011 - 08:42
The new ogre looks ridiculous, though.
#504
Posté 17 juin 2011 - 08:50
#505
Posté 17 juin 2011 - 08:56
I don't mind the new Qunari. The Arishok is quite nice to look at.
#506
Posté 17 juin 2011 - 09:02
#507
Posté 18 juin 2011 - 05:41
After repeatedly staring at the new Ogres, I despise them. I want my old Ogres back!
#508
Posté 19 juin 2011 - 12:04
Granted, I didn't have trouble conceiving of the few "free" darkspawn in Awakening as "people" instead of monsters. (Albeit violent, evil, spectacularly misguided or just plain stupid people in many cases.) So if this was some of the reason for the changes, it wasn't really necessary.
#509
Posté 19 juin 2011 - 12:06
Modifié par Zanallen, 19 juin 2011 - 12:06 .
#510
Posté 19 juin 2011 - 03:44
I'd say it would take a minimum of 30-35 years after Awakening for the Darkspawn to not be seen.
#511
Posté 19 juin 2011 - 03:50
The Ethereal Writer Redux wrote...
I doubt it. It seems like it would be a while before the Architect or the Disciples (depending on player choice) make the other Darkspawn sentient.
I'd say it would take a minimum of 30-35 years after Awakening for the Darkspawn to not be seen.
Well, they are only seen on the surface during the Blight or random raids. If we don't go to the Deep Roads again there is a chance we won't see them.
#512
Posté 19 juin 2011 - 04:03
I think the Deep Roads will always appear in the game in some form.
#513
Posté 19 juin 2011 - 04:04
The Ethereal Writer Redux wrote...
I'd like to see more of the Deep Roads. Maybe Darmallon or Kal-Sharok.
I think the Deep Roads will always appear in the game in some form.
True. If so, I hope they ramp up the design. Brown tunnels with a few dwarven houses thrown in here and there is a little bland. Another massive dwarven city would be cool.
#514
Posté 19 juin 2011 - 04:13
Zanallen wrote...
The Ethereal Writer Redux wrote...
I'd like to see more of the Deep Roads. Maybe Darmallon or Kal-Sharok.
I think the Deep Roads will always appear in the game in some form.
True. If so, I hope they ramp up the design. Brown tunnels with a few dwarven houses thrown in here and there is a little bland. Another massive dwarven city would be cool.
Agreed. I liked the look of DA2's Deep Roads, as they looked like an underground highway more than Origins' version did.
But Origins got the length down perfect. I enjoyed traversing the long path from Orzammar to the Deep Roads. If it were an open world type game from Orzammar to the Deep Roads, I might've loved it more.
So they should combine the best of both worlds. And then add the Origins Darkspawn if they're going to show them again
#515
Posté 19 juin 2011 - 05:02
#516
Posté 19 juin 2011 - 07:45
#517
Posté 20 juin 2011 - 10:47
blaidfiste wrote...
I want my genlocks and shrieks back. Darkspawn as a whole were mediocre in this game.

That's supposed to be the new genlock design, which I like in the artwork and if done right in the game will like as well. The old ones didn't look like they were supposed to be dwarven in appearance aside from being short. They had pointy ears and didn't even have an attempt at a beard despite the fact that dwarves have at the least a thick stubble.
Though, would a genlock look good with an attempt at a beard?
I can just see the genlock emissaries now shaving and saying "Dammit!!" when they cut themselves.
#518
Posté 20 juin 2011 - 10:52
No. But the flesh of their jaw and chin could be peeling away and hanging off their face.The Ethereal Writer Redux wrote...
Though, would a genlock look good with an attempt at a beard?
Which would be awesome, except that it would probably look as silly as the new emissary.
#519
Posté 20 juin 2011 - 10:58
devSin wrote...
No. But the flesh of their jaw and chin could be peeling away and hanging off their face.The Ethereal Writer Redux wrote...
Though, would a genlock look good with an attempt at a beard?
Which would be awesome, except that it would probably look as silly as the new emissary.
I wonder how the new design could look awesome. In the artwork it looks great, but how could they look menacing in the game?
#520
Posté 21 juin 2011 - 01:16
The Ethereal Writer Redux wrote...
Agreed. I liked the look of DA2's Deep Roads, as they looked like an underground highway more than Origins' version did.
But Origins got the length down perfect. I enjoyed traversing the long path from Orzammar to the Deep Roads. If it were an open world type game from Orzammar to the Deep Roads, I might've loved it more.
So they should combine the best of both worlds. And then add the Origins Darkspawn if they're going to show them again
Well the good thing about the deep roads in dao you could leave after doing a thaig or even half a thaig and go do something else opposed to the tower/fade where you are stuck...and alone for most of it. ugh
I liked the deep roads look in both. I do wish they were not so dead set against varied environs and ambiance...I want some more forest like DAO. I love outdoors and LUSH forests...sigh
#521
Posté 21 juin 2011 - 03:16
FieryDove wrote...
The Ethereal Writer Redux wrote...
Agreed. I liked the look of DA2's Deep Roads, as they looked like an underground highway more than Origins' version did.
But Origins got the length down perfect. I enjoyed traversing the long path from Orzammar to the Deep Roads. If it were an open world type game from Orzammar to the Deep Roads, I might've loved it more.
So they should combine the best of both worlds. And then add the Origins Darkspawn if they're going to show them again
Well the good thing about the deep roads in dao you could leave after doing a thaig or even half a thaig and go do something else opposed to the tower/fade where you are stuck...and alone for most of it. ugh
I liked the deep roads look in both. I do wish they were not so dead set against varied environs and ambiance...I want some more forest like DAO. I love outdoors and LUSH forests...sigh
I loved both too, but DA2's just looked better to me.
And agreed I do want to see more environments in the series.
#522
Posté 21 juin 2011 - 03:28
The new darkspawn just look too clean.
#523
Posté 21 juin 2011 - 03:31
#524
Posté 21 juin 2011 - 03:36
@DubiousPigeon: It's from the DA2 guide. Now if they make them look amazing in game and they don't require any tweaks to make them perfect, they will be the only redesign I actually love wholeheartedly. Shrieks are perfect as they are, hurlocks and Ogres need to rever back to their old design, but Genlocks were in need of a redesign.
#525
Posté 21 juin 2011 - 03:37
chelseaisthepan wrote...
Here, here!
The new darkspawn just look too clean.
I am mesmorized by your avatar... From the leather jacket it looks like a Doctor Who scene, but I can't place it from the way it's edited.
Back to the topic sorry: darkspawn rawr. I also don't see how the previous darkspawn relates to the current one. Transformed humans/dwarves/elves/qunari are not undead, so the "skeletor" change puzzles me. Perhaps it only looks that way because they are pale? The only one that mostly kept its previous design was the ogre.
Modifié par nightscrawl, 21 juin 2011 - 03:38 .





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