MorrigansLove wrote...
Both DA:O and DA2 have awful art styles. They really need to get the BATTLEFIELD 3 engine from dice for DA3.
That game looks amazing.
MorrigansLove wrote...
Both DA:O and DA2 have awful art styles. They really need to get the BATTLEFIELD 3 engine from dice for DA3.
The Ethereal Writer Redux wrote...
People notice when Oghren's not wearing any pants.
In Exile wrote...
That was an example of stupid cost-cutting, because even though you'd never notice it if it was there... you notice it when it wasn't.
For example, people might not notice I'm wearing a dark grey suit instead of a black one, or that my belt is brown instead of black. But they'll notice if I'm not wearing pants.
tmp7704 wrote...
There's a fair share of cartoony things in DAO. I'd say the environments furnished in semi-realistic manner were alleviating that to some degree, though. When i open the game levels in the Toolset, it's easy to see the amount of thought that went into them -- all rooms have assigned functions, e.g. and form coherent whole.

Modifié par Aaleel, 28 juillet 2011 - 05:10 .
Brockololly wrote...
Redcoat wrote...
Look at the various details the designers have included - the piles of books haphazardly strewn about, the animal pelt hanging near the wall, what appears to be garlic hanging from a rope, some nug carcasses hanging near the fireplace, the firewood piled in the corner...it's these sorts of details, this "clutter" that gives the world verisimilitude; it creates the impression that people actually inhabit this place. If this location were in DA2, it'd likely be little more than a brown box with two or three props thrown in.
I don't know if DA2's terribly sparse environments were due to time restraints or a conscious design choice, but it makes the whole of Kirkwall feel like a ghost town.
I'm pretty sure it was a conscious design decision, based on trying to free up memory by getting rid of all that stuff that actually makes the environments look like lived in places and not desolate dioramas. Just as much as forcing "unique" companion outfits is in part due to freeing up memory since the character model can be just one piece and not made up of different bits like Origins.
Just take these quotes from Art Director Matt Goldman in a bunch of pre-release interviews:
From PC Gamer:Actually it’s a doddle to see the change between Origins’ muddy, bleary visuals and Dragon Age 2’s stark, highcontrast lines. Clearly the artistic blandness of the first game still rankles for Goldman. “Damn cheese-wheels,” he semimutters, referring to the ubiquitous hunks of Edam deployed around Origins’ dungeons. Put in place solely to fill up space in sparse areas, they – and similar cliche-fantasy ephemera – distracted from the game’s overall motif, softening the point of swordblades with down-home pointlessness. Matt snaps back from his frustrated reverie and explains: “The props are to help give context for what the area is, but overall I’d say Dragon Age 2 is a lot more minimalist looking. The intent is to create a strong personality without getting in your face and without distracting you with all these details that don’t really do anything – they just screw up your path line and make shadows a lower resolution.”
Matt’s background gives him a uniquely artistic perspective: “we’ve stripped off what’s extraneous and as a result made the environments and characters sharper. The environment is basically – in terms of a band – the bassline. You have to lay down a nice thick bassline to set the mood: it’s the backbone of the picture-making, story telling. But if it’s too detailed then you get this disrupting camouflage problem where you can’t tell what’s going on. So by stripping away things and looking for opportunities to create some more dramatic silhouettes, you can focus attention on the character.”
Or at Game Informer:Before, I think Origins was kind of like Death Dealer meets The Hobbit.
It was half really “raah, scary” and half really whimsical. We wanted
to take it into more of a desolate feel and kind of strip it down to a
hot-rod Samurai look. Not only visually, but in terms of the actual
storytelling motifs that appear in those movies. The cautionary tale was
really appropriate for DA2.
The lack of detail and life in DA2's world makes it a very boring place visually and the new art style of forcing spikes and blockiness on every single thing makes it feel not like a real world, but like a half baked game.Redcoat wrote...
I'm glad some finally noticed the lighting issue; nearly every single location in the game is what mappers call "fullbright" - i.e. no lighting variation at all.
Another thing that struck me is how much worse the face textures are for NPCs...they have have this bleached, washed-out look to them, as if no shader effects are being applied at all. Hair and beards look particularly bad:
Yup, the crappy lighting makes for a much less atmospheric game IMO. Just look at most any scene from Amnesia: The Dark Descent or go out at night in a lightning storm in STALKER- the lighting (and sound) is what makes those games so absorbing and immersive and atmospheric. Supposedly the lighting is something they really worked on in DA2, but its mostly a side step and in cases like the faces, they look horrible in many lighting conditions. I don't know if thats a lighting, texture or shader issue, or just DA2's ugly face morph system.
KnightofPhoenix wrote...
What I find weird is that Mass Effect 2, despite all its flaws, was very attentive to details, more than ME1. Sometimes to absurd levels (the garbage disposal system...who uses it?). But things like that helped make it feel more alive.
Instead of improving on the original, it stripped it down "so we don't get confused and focus on the character"? Really?
That's par for the course in games which don't use first person perspective. Since there's external camera, the rooms need to be bigger to accomodate for that. Bigger rooms require bigger props to be filled in a manner that doesn't set our brain off.In Exile wrote...
Besides, the environment being furnished doesn't mean the furnishing themselves aren't cartoony (in DA:O the scale on everything was really off).
Why? Is there anything more bland than modern concrete-filled cities rendered with full realism and entirely in shades of beige? I can just look out of window to get my fill of that.MorrigansLove wrote...
Both DA:O and DA2 have awful art styles. They really need to get the BATTLEFIELD 3 engine from dice for DA3.
FieryDove wrote...
The Ethereal Writer Redux wrote...
People notice when Oghren's not wearing any pants.
Now the nightmares return, thanks a lot.
The Ethereal Writer Redux wrote...
FieryDove wrote...
The Ethereal Writer Redux wrote...
People notice when Oghren's not wearing any pants.
Now the nightmares return, thanks a lot.
I imagine John Epler's been having constant nightmares ever since he saw that pic of naked Oghren in battle
Aaleel wrote...
What is this? A Mantle piece, some bookshelves and a table in the middle of a cave. And once again the room is just huge and empty. You may not have needed 10k books all over the floor, but where they went was just awful.
Edit: And once again that ugly limestone, granite, sandstone whatever it was pasted everywhere.
tmp7704 wrote...
That's par for the course in games which don't use first person perspective. Since there's external camera, the rooms need to be bigger to accomodate for that. Bigger rooms require bigger props to be filled in a manner that doesn't set our brain off.
There's a cool article out there on the intrawebs which used Max Payne environments to demonstrate this, but i can't find it now, it was years ago.
Modifié par In Exile, 28 juillet 2011 - 05:19 .
The Ethereal Writer Redux wrote...
I imagine John Epler's been having constant nightmares ever since he saw that pic of naked Oghren in battle
this one?JohnEpler wrote...
The Ethereal Writer Redux wrote...
I imagine John Epler's been having constant nightmares ever since he saw that pic of naked Oghren in battle
I think Joseph Conrad said it best
tmp7704 wrote...
Why? Is there anything more bland than modern concrete-filled cities rendered with full realism and entirely in shades of beige? I can just look out of window to get my fill of that.MorrigansLove wrote...
Both DA:O and DA2 have awful art styles. They really need to get the BATTLEFIELD 3 engine from dice for DA3.
In Exile wrote...
Double post...
bingo.Taldira wrote...
What this have to do with an art style, or that an engine and the game made on that engine are two completely different things, is beyond me.
tmp7704 wrote...
this one?JohnEpler wrote...
The Ethereal Writer Redux wrote...
I imagine John Epler's been having constant nightmares ever since he saw that pic of naked Oghren in battle
I think Joseph Conrad said it best
"Facing it, always facing it, that's the way to get through. Face it."
Sorry; it just fit so well, i couldn't resistJohnEpler wrote...
I really ought to be less ambiguous, as this sort of thing tends to happen a lot
FieryDove wrote...
You ninja'd me.
Weapons are the same size and there is massive armor that is just as massive if not more in DA2 so the camera excuse is just that. imho
JohnEpler wrote...
The Ethereal Writer Redux wrote...
I imagine John Epler's been having constant nightmares ever since he saw that pic of naked Oghren in battle
I think Joseph Conrad said it best
Modifié par The Ethereal Writer Redux, 28 juillet 2011 - 05:34 .