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Please no more JRPG?


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#276
Harid

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Wolfborn Son wrote...

...The same could be said about DA, too.  'sides, if spec'd right, Fighters and Paladins were beasts.  And BG would translate about as well as DA:O on consoles.  You can take that, however you want.  The real issue would be if they'd be forced to use 4E D&D as the rule set. 


Not really.  All mages had were Arcane Warrior, truthfully, maybe Blood Mage.  Mages were top tier in DA:O but they weren't neccessary (or some derivation of them.)  You could have a full melee party in DA:O, but try that in BG, and you'd go crazy from the 100th time Jahiera said "My weapon has no effect!" due to the overdependance on Dispel spam.  (joking, because in a all melee party, you would not be using Jahiera)  Yes, if specced right, you could make a beast Warrior, but all it took was well timed Contingency or Time Stop to make your beast Warrior a worthless joke.  But on the flip side of this, the potions you could use to invalidate magic were rare and uncommon.  The only thing that made paladin worth a damn was an overpowered sword that did what?  Dispel on hit.  Oh yeah. . .Not even going to touch rogues, which were a worthless support class that was only good for disarming traps.  Unless you were prepared to chug a hell of a lot of invisibility potions because stealth was bad.

DA:O didn't really translate well to consoles so I don't know what you are arguing.

I am not familiar with 4th edition D&D, but if it's nerfed mages bring it the hell on.

Modifié par Harid, 14 juin 2011 - 05:25 .


#277
Mecha Tengu

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the 2 handed animations in origins were PAINFULLY slow

even with mods

I liked the combat in da2, though I just wish it wasn't dumbed down and insulting to anyone with an IQ higher than that of ritz ******

Modifié par Mecha Tengu, 14 juin 2011 - 05:28 .


#278
TEWR

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Onyx Jaguar wrote...

But I thought the lack of glowings swords in DA 2 was a major letdown when compared to DA:O and the awesome runeage you could administer to your weapons

Whats the point of magic if you can't make **** look cool



Some Origins weapons were already glowing prior to having runes implanted. Like Starfang

#279
Serpieri Nei

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Starfang was created from a meteorite.


Modifié par Serpieri Nei, 14 juin 2011 - 06:02 .


#280
AngryFrozenWater

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AlanC9 wrote...

AngryFrozenWater wrote...

One advantage is that you wouldn't need the DA:O/DA2-type of maps and forced random encounters during location change, because you would encounter them in a natural way during traveling.

So you'd spawn them out of perception range at some appropriate poin?You'd be liable to have all kinds of emergent behaviors that way unless the random events could happen nowhere near anything else. Playing a TES game I expect silliness; I'm not sure I'd want that in a Bio game.

I guess you misunderstood that. There are no random encounters in a TES game. Instead you'll encounter something similar because there can be creatures and NPCs at a location you travel through. You encounter them when you are at the same location. That's what makes it natural. You can walk around it when you want to or fight them if you like. It's your choice. In a TES game creatures outdoors respawn a couple of days after your last visit. Creatures indoors respawn the same way, but only when it makes sense. A quest boss you've killed stays dead. I think BW is perfectly able to find a good balance and distribute stuff like that in the world. It's not even hard to do with the right tools.

Modifié par AngryFrozenWater, 14 juin 2011 - 06:42 .


#281
TEWR

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Serpieri Nei wrote...

Starfang was created from a meteorite.




I know it was made from a meteorite. I know meteorites glow. That was not my point.


It still glows. That's my point. People dislike glowing weapons, even if certain explanations are given. Lyrium runes make them glow (and lyrium does glow as Javaris says)? They're still glowing! It was made from a meteorite and meteorites tend to glow? It's still glowing!


People disliked Meredith's sword glowing, but it was made from lyrium, which as I said we know glows.


Now, if a steel sword with no enchantments started glowing just to glow, then people could draw issue with it. But if people want to dislike a sword glowing when there is a valid explanation given, then they're just being foolish.

Modifié par The Ethereal Writer Redux, 14 juin 2011 - 06:55 .


#282
Serpieri Nei

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Don't get why people hate glowing weapons? - Even table top had blades/armor that provided their own light source - and no I'm not referring to Orc blades or Fire swords. These items were a godsend when you didn't have to use a torch or lantern or force your wizard to cast magic missile at the darkness. Anyways, maybe it time that Bioware created sheathes and scabbards for the blades but then again that would cost time and money to implement.

Modifié par Serpieri Nei, 14 juin 2011 - 07:25 .


#283
TEWR

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They need to do it. I dislike my weapons floating a foot away from my back when my mage isn't responsible for it.

#284
Bejos_

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So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.

#285
Theagg

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Guns wrote...

Theagg wrote...

colata wrote...

Dark serious story doesn't go well with cartoonish art style,

I liked sort of realistic finish animation of ogre killing in DA:O

Now they tried cartoon art style, maybe realistic bruises, and cut on enemies and player characters would be interesting thing to make in DA3?
Kinda realistic movement like Batman Arkam Asylum is somehing DA didn't try before.

If it moves and looks close to real thing, ppl might immerse themselves better than they did with kiddie cartoonish style.


The Ogre finishing move in Origins is incredibly cartoonish though. How does someone leap that high ?!

It is about an extra 2 feet higher than a normal one, but for the most part that is still executible. Disappearing and having corpses explode from a slice is in a whole 'nother league of rediculous. 


No, its not. An Ogre probably stands about 12ft high, perhaps a little more with the horns taken into account. The finishing leap often has the warrior (lets say Alistair), leap from a standing position (ie no run up) on flat ground (so no aid from a slope) a clear 6ft high or more into the air. (his feet at the top point of the leap would clear a mans head) such that Alistair's face is almost on a level with the Ogres. That's nearly 12ft up. This based on Alistair being about 6ft high.

Show me a man, in full plate who can leap over a 6ft high man, from a standing position. And then I will believe its executable.

The world record for a high jump is around 8ft by the way but that's performed by lean athletes, in light track wear, using a long run up and a jumping technique nothing like that in the finishing moves. A jumping technique that would not allow you to wield a sword and plant it accurately in an Ogres neck 10ft up in the air.

It is cartoonish, there is no doubt about that, as are dragon finishing moves.

I don't mind that it is, of course, this is fantasy we are talking about but trying to defend the indefensible, just because its Origins, whlst lambasting DA2 for animation moves that are nowhere near as outlandish as that finishing move doesn't really work.

Modifié par Theagg, 14 juin 2011 - 09:22 .


#286
Bio-Age

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Bejos_ wrote...

So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.


It comes down a simple fact - you do not take 180 turn or try to re-invent a critically acclaimed game. You build on it. The time they wasted on re-imagining it could of been put into gameplay, story, maps, and so on.

Modifié par Bio-Age, 14 juin 2011 - 09:06 .


#287
T764

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Bejos_ wrote...

So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.


Didn't realise that it was an argument, i thought it was just a statement of opinion.

But yes i agree, changes of art style should not happen between games, unless those games are independent entries with the most minor of links.

#288
Theagg

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T764 wrote...

Bejos_ wrote...

So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.


Didn't realise that it was an argument, i thought it was just a statement of opinion.

But yes i agree, changes of art style should not happen between games, unless those games are independent entries with the most minor of links.


Doesn't this depend of how 'change of style' is defined versus acceptable evolution of style. And that's when it becomes subjective.

I certainly wouldn't want Dragon Age style to remain static, such that 10 years down the line, it still looks, moves and plays exactly like Origins for example. That's just too conservative for my tastes.

It would be like certain Doctor Who fans, picking on their favourite period, (say the Patrick Troughton era) demanding the style of the show never move on from that.

As  long as the core remains solid, i'm all up for occasional evolutions in style.

#289
T764

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Theagg wrote...

T764 wrote...

But yes i agree, changes of art style should not happen between games, unless those games are independent entries with the most minor of links.


Doesn't this depend of how 'change of style' is defined versus acceptable evolution of style. And that's when it becomes subjective.

I certainly wouldn't want Dragon Age style to remain static, such that 10 years down the line, it still looks, moves and plays exactly like Origins for example. That's just too conservative for my tastes.

It would be like certain Doctor Who fans, picking on their favourite period, (say the Patrick Troughton era) demanding the style of the show never move on from that.

As  long as the core remains solid, i'm all up for occasional evolutions in style.


Yeah, my response was a little vague.

Specific to artistic style.
DA2 is directly linked to DAO in story and recurring characters, both games also fit into a defined story arc, changing in the middle of an arc should not be done. If DA2 had been a spin off set in the Dragon Age world with the only link being that world, the change would be fine.

In terms of gameplay, i thought that Origins played almost identically to Kotor so i welcomed the changes, i didn't like them but thought that they were a necessary step.

#290
Zeevico

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Dao visuals kill da2 visuals on pc. Op has it right. Just my opinion.

#291
Nerevar-as

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There´s that dialogue with Merril about how DA:O was too brown and it gave the game personality. Sadly I found there´s no irony there, Ferelden had much more "personality" than Kirkwall.

#292
AlanC9

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AngryFrozenWater wrote...

AlanC9 wrote...

AngryFrozenWater wrote...

One advantage is that you wouldn't need the DA:O/DA2-type of maps and forced random encounters during location change, because you would encounter them in a natural way during traveling.

So you'd spawn them out of perception range at some appropriate poin?You'd be liable to have all kinds of emergent behaviors that way unless the random events could happen nowhere near anything else. Playing a TES game I expect silliness; I'm not sure I'd want that in a Bio game.

I guess you misunderstood that. There are no random encounters in a TES game. Instead you'll encounter something similar because there can be creatures and NPCs at a location you travel through. You encounter them when you are at the same location. That's what makes it natural. You can walk around it when you want to or fight them if you like. It's your choice. In a TES game creatures outdoors respawn a couple of days after your last visit. Creatures indoors respawn the same way, but only when it makes sense. A quest boss you've killed stays dead. I think BW is perfectly able to find a good balance and distribute stuff like that in the world. It's not even hard to do with the right tools.


Actually, I understood. But I really shorthanded my own point, to the point where it wasn't intelligible, I guess.

While there are a lot of fans of "emergent" RPG gameplay, my experience has been that what emerges isn't any good, for the standpoint of being coherent and believable. TES games don't have random enounters, but the player can find various means to cause situations that the designers did not and could not anticipate. I havne't found that the games handle these situations well. REs in a similar open structure would bring even more opportunity for this sort of thing.

But part of this, to be sure, is that I don't find an open world to be worth anything in the first place, so I find even minor costs of the approach to be very significant.

#293
WidowMaker9394

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I fully agree.

I hate anime and Japanese games due to the over-fantastic style but I love games like The Elder Scrolls and I'm hyped for the X360 release of The Witcher 2 due to their very realistic looks and styles. Origins was fine despite the over sized greatswords and axes but Dragon Age 2 was just stupid in this regard.

#294
Bejos_

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T764 wrote...

Theagg wrote...

T764 wrote...

But yes i agree, changes of art style should not happen between games, unless those games are independent entries with the most minor of links.


Doesn't this depend of how 'change of style' is defined versus acceptable evolution of style. And that's when it becomes subjective.

I certainly wouldn't want Dragon Age style to remain static, such that 10 years down the line, it still looks, moves and plays exactly like Origins for example. That's just too conservative for my tastes.

It would be like certain Doctor Who fans, picking on their favourite period, (say the Patrick Troughton era) demanding the style of the show never move on from that.

As  long as the core remains solid, i'm all up for occasional evolutions in style.


Yeah, my response was a little vague.

Specific to artistic style.
DA2 is directly linked to DAO in story and recurring characters, both games also fit into a defined story arc, changing in the middle of an arc should not be done. If DA2 had been a spin off set in the Dragon Age world with the only link being that world, the change would be fine.

In terms of gameplay, i thought that Origins played almost identically to Kotor so i welcomed the changes, i didn't like them but thought that they were a necessary step.


I never played KOTOR so I can't comment on that. I enjoyed the new skill trees of DA2, and the way in which your characters interact with enemies. I abhored the waves, obviously, as any sane person does.
I agree with you for the most part, T764. If it was DA: Kirkwall-- if it went clearly in the direction of being completely disconnected-- then I would have been fine with the changes. As it stands? No.

Theagg, evolution is fine, but it's a bit of a stretch to call DA2 an evolution. It's more of a re-imagining. Which is acceptable. Just be up front about what you're doing, and don't try to shoehorn your new style into an existing story arc. It doesn't make any sense.

#295
AlanC9

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Bejos_ wrote...

So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.


I didn't see an actual argument on page 10. I see that you don't like changing styles, but that's it.

Edit: you don't actually need an argument, of course. Just not liking it is a valid position.

Modifié par AlanC9, 14 juin 2011 - 06:44 .


#296
Bejos_

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AlanC9 wrote...

Bejos_ wrote...

So, no one is going to address my You-Shouldn't-Change-Artstyles-Between-Games argument?

Suppose I must be correct, then.

Page 10, for anyone who cares.


I didn't see an actual argument on page 10. I see that you don't like changing styles, but that's it.


Did you read all my posts on the page? Shrug. Either I got that provincial debating trophy for nothing, or those hip shades you're wearing prevented you from reading it all.

#297
Theagg

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Bejos_ wrote...

I never played KOTOR so I can't comment on that. I enjoyed the new skill trees of DA2, and the way in which your characters interact with enemies. I abhored the waves, obviously, as any sane person does.
I agree with you for the most part, T764. If it was DA: Kirkwall-- if it went clearly in the direction of being completely disconnected-- then I would have been fine with the changes. As it stands? No.

Theagg, evolution is fine, but it's a bit of a stretch to call DA2 an evolution. It's more of a re-imagining. Which is acceptable. Just be up front about what you're doing, and don't try to shoehorn your new style into an existing story arc. It doesn't make any sense.


Well, regarding the artistic style. Ferelden had a particular feel to it and that was one of wattle and daub. Even Denerim was largely composed of timber framed buildings. So the whole look was an 'earthy' one.

Kirkwall is a city of stone and metal, as such it takes on a starker, bolder appearance. The style reflected that perfectly in my opinion. For someone coming from an agricultural backwater, as Ferelden is, the impression of such a place to someone from there would be unreal. The more contrasty graphics pushed that feeling rather nicely in my opinion

Its a different place in a different country, it should not look like Ferelden. It should not 'feel' like Ferelden. Just as an adventure set in Paris should not look like one set in London. Or an adventure set in London should not look and feel like and adventure set in a rural agricultural community in the Shetlands. Even with the same characters.

The character Kirkwall presented was reasonably well done in that case.

The combat was fine, barring a few niggles. But there was more right with it than there was wrong. In essence its far closer to real world 'speed' than Origins was in that respect. But it still kept almost all the required tactical elements that were there in Origins.

That side of things was fine.

Character redesigns. Anders, can live with him. Isabela, not sure what happened there, a mod can probably fix that. Elves I don't like so much. Someone had it in mind to exaggerate certain features to make the point they are 'different'. It went a bit far. Though I don't mind Elves looking somewhat alien. But they have been stretched too far towards becoming twig people it seems.

The actual interface redesign. Sparser but livable with, its hardly the end of the world since the interface is merely a window through which you look at the world proper. Its a bit like Play School (BBC tv children show from a long time ago for those not in the know) in that respect. Origins was peering through the round window. DA2 took a look through the square window.

The notion that DA2 is overloaded with JRPG influence and style just doesn't stand up in my opinion. The irony is that the character most quoted as refelcting this shift towards the east, ie Fenris, actually in some ways is dressed most closely to the way that actual people living in the time Dragon Age is supposedly paralleling (the Middle Ages) that any other characters both in Origins and DA2.

His Peter Pan legwear (that black hose) and shoes (they just need to be a bit more pointy) are almost spot on for the fashionable attire for the man about town in the 13th century. Given him a puffy sleeved top rather than his armoured chest piece and he would certainly go down well

Modifié par Theagg, 14 juin 2011 - 08:22 .


#298
Bejos_

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Theagg wrote...

Bejos_ wrote...

I never played KOTOR so I can't comment on that. I enjoyed the new skill trees of DA2, and the way in which your characters interact with enemies. I abhored the waves, obviously, as any sane person does.
I agree with you for the most part, T764. If it was DA: Kirkwall-- if it went clearly in the direction of being completely disconnected-- then I would have been fine with the changes. As it stands? No.

Theagg, evolution is fine, but it's a bit of a stretch to call DA2 an evolution. It's more of a re-imagining. Which is acceptable. Just be up front about what you're doing, and don't try to shoehorn your new style into an existing story arc. It doesn't make any sense.


Well, regarding the artistic style. Ferelden had a particular feel to it and that was one of wattle and daub. Even Denerim was largely composed of timber framed buildings. So the whole look was an 'earthy' one.

Kirkwall is a city of stone and metal, as such it takes on a starker, bolder appearance. The style reflected that perfectly in my opinion. For someone coming from an agricultural backwater, as Ferelden is, the impression of such a place to someone from there would be unreal. The more contrasty graphics pushed that feeling rather nicely in my opinion

Its a different place in a different country, it should not look like Ferelden. It should not 'feel' like Ferelden. Just as an adventure set in Paris should not look like one set in London. Or an adventure set in London should not look and feel like and adventure set in a rural agricultural community in the Shetlands. Even with the same characters.

The character Kirkwall presented was reasonably well done in that case.

The combat was fine, barring a few niggles. But there was more right with it than there was wrong. In essence its far closer to real world 'speed' than Origins was in that respect. But it still kept almost all the required tactical elements that were there in Origins.

That side of things was fine.

Character redesigns. Anders, can live with him. Isabela, not sure what happened there, a mod can probably fix that. Elves I don't like so much. Someone had it in mind to exaggerate certain features to make the point they are 'different'. It went a bit far. Though I don't mind Elves looking somewhat alien. But they have been stretched too far towards becoming twig people it seems.

The actual interface redesign. Sparser but livable with, its hardly the end of the world since the interface is merely a window through which you look at the world proper. Its a bit like Play School (BBC tv children show from a long time ago for those not in the know) in that respect. Origins was peering through the round window. DA2 took a look through the square window.

The notion that DA2 is overloaded with JRPG influence and style just doesn't stand up in my opinion. The irony is that the character most quoted as refelcting this shift towards the east, ie Fenris, actually in some ways is dressed most closely to the way that actual people living in the time Dragon Age is supposedly paralleling (the Middle Ages) that any other characters both in Origins and DA2.

His Peter Pan legwear (that black hose) and shoes (they just need to be a bit more pointy) are almost spot on for the fashionable attire for the man about town in the 13th century. Given him a puffy sleeved top rather than his armoured chest piece and he would certainly go down well


Your Ferelden:Kirkwall comparison leaves me a bit uncomfortable. This goes back to my Matrix argument. In TM2, Neo ends up in that other place that's removed from the Matrix but which is still an artificial environment. The one with the French guy? Even though this is a completely different place from The Matrix, it still feels like The Matrix. They have a colonial-style mansion, and a restaurant, and a train station-- and it all still feels and looks distinctly Matrix-y. I just don't get that feeling at all with DA2. It leaves me with the impression that things are the way they are, simply because the development team wanted change. That's not a good enough reason. I understand what you're saying, but it comes across as maybe 5% of the reason for changing the visual presentation. All DA:O really needed was a tweak and stronger design thread that wasn't "Shades Of Brown".

I don't really have a comment on character designs. Some looked good, others looked bad. Fenris is disliked for many more reasons than his appearance ;) He's one of the very few characters I like, actually. [Edit: But that's mostly because of his VA.)
One legitimate complaint springs to mind. Flemeth. If anything was at all indicative of the route DA2 would go, it was the sexification and cliche-isation of that terrifying DA:O character. Making her like every other tween action cartoon mystery baddy resulted in her just becoming banal as pigeon s***. I sound like a broken record whenever she comes up: They broke her!
The character designs don't aim to be completely in the anime style. But I don't think you can look at them, either, and not see the anime influence. If they weren't aiming for anime, they would have just gone for another cartoon style. Cf Team Fortress 2.

Interface is mostly very user friendly, with a few caveats (e.g. not being able to compare loot on the ground with what you have equipped; the star ratings system). It looks terrible. DA:O had much more character in this regard. The interface really is very indicative of a move away from WRPGs. And I don't know whether they intentionally ended up at JRPG Island with this design decision, but they certainly ended up there.
More accurately, they created the equivalent of a simplified FF8 interface.

There is a definite JRPG-ness but if you don't see it by now, I don't think all of my pointing it out is going to make it apparent to you. It's noteworthy, however, that a lot of people are comparing DA2 to JRPGs. There are some people whose opinion I very highly value with respect to video games (not because they always agree with me, but because they articulate their analyses so well), and they almost all say the same thing: DA2 moves away from being a WRPG and towards the JRPG genre, without capturing what is so fun about JRPGs (tactical depth and good design, mostly).

I don't know what else there is to add. If you don't see it, you don't see it. This whole thread is really beside the point, though. ;D Whether it's a JRPG shouldn't factor into whether it's any good as a game.

Modifié par Bejos_, 14 juin 2011 - 11:32 .


#299
AlanC9

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Bejos_ wrote...
Did you read all my posts on the page? Shrug. Either I got that provincial debating trophy for nothing, or those hip shades you're wearing prevented you from reading it all.


Page ten, right?

I count two posts of yours there. Post one -- "I would not hold my breath ..." -- is more about your personal taste, and if anything makes it sound like the art style is relatively trivial.

So I guess the post about the Matrix -- " Matrix 1 has very little sci-fi?" -- is supposed to have the actual argument in it? I discounted that since much the post is about how the Matrix did have a consistent art style and the sequels failed anyway.

You are arguing that changing art styles is a bad thing, right?

Modifié par AlanC9, 15 juin 2011 - 06:10 .


#300
Theagg

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AlanC9 wrote...

Bejos_ wrote...
Did you read all my posts on the page? Shrug. Either I got that provincial debating trophy for nothing, or those hip shades you're wearing prevented you from reading it all.


Page ten, right?

I count two posts of yours there. Post one -- "I would not hold my breath ..." -- is more about your personal taste, and if anything makes it sound like the art style is relatively trivial.

So I guess the post about the Matrix -- " Matrix 1 has very little sci-fi?" -- is supposed to have the actual argument in it? I discounted that since much the post is about how the Matrix did have a consistent art style and the sequels failed anyway.

You are arguing that changing art styles is a bad thing, right?


Hmm, I missed that one. Thanks for pointing that one out, as you say, read fully the first post quoted does sound like he has little problem with changes in art style ( to quote.."The artstyle should really be the least of the complaints") and in fact, that he would have been fine with it had they just been more blatant about the changes. His problem then doesn't seem to be one of a lack of consistency but that they were not dedicated enough to making the changes more concrete.