Modifié par axl99, 03 août 2011 - 11:15 .
DA3 must become another The Witcher
#576
Posté 03 août 2011 - 11:14
#577
Posté 03 août 2011 - 11:18
Wynne wrote...
*dreams of a universe where she could play a female human and romance Iorveth/Yaevinn* Yes, PLEASE.
I don't want the DA franchise to copy the Witcher series, but taking a look at what those games did right certainly couldn't hurt. And one of the biggest things they did right was elven rebel leaders. I would love to see the DA team's version of Robin Hood, elf-style. He or she should be bitter/sarcastic/cynical. That would make a great romance.
You think a dh'oine has any chance with an Aen Seidhe? pfff... Make it a female elf or a very hot Golden Dragon who can take the form of a very hot virgin and it may work! heh
And I guess DA has now its own mass murder/terrorist/freedom fighter, doesn't it?
Amitar wrote...
RageGT wrote...
If by that you mean, amazing graphics, mechanics, a real dark and mature game for adults, filled with really meaningful choices, clever humor, amazingly intrinsic politics, no hands holding, punitive of stupidity, no button awesome - at least until adrenaline bar is filled =) - a game which treats gamers at least as half intelligent beings who knows how to read...
All that combined with BioWare usual party-based combat and customizable protagonists (with all different races too) is certainly a winner.
I felt this comment bore repeating.
Thanks for not letting my no spot on English and arrogance put you off!
#578
Posté 03 août 2011 - 11:18
Krusty84 wrote...
@axl99
Ha ha ha
Again: fidelity doesn't equal a distinct aesthetic. I won't argue against the game being technically proficient in its visuals. Because it is, if ostensibly so. Personally, I fail to see any noteworthy accomplishment in terms of its presentation.
On a more pressing note; is that Fabio narrating?
Modifié par LiquidGrape, 03 août 2011 - 11:21 .
#579
Posté 03 août 2011 - 11:21
axl99 wrote...
You're only proving my point it's using graphics as a crutch.
Did we even play the same game? The witcher 2's Aesthetics were damn near pitch perfect. The only game that immediately springs to mind doing it better is Planescape: Torment.
Wait; immediate viseral reaction to a fundamentally self explanatory issue.
Nevermind.
#580
Posté 03 août 2011 - 11:22
#581
Posté 03 août 2011 - 11:22
Amitar wrote...
RageGT wrote...
If by that you mean, amazing graphics, mechanics, a real dark and mature game for adults, filled with really meaningful choices, clever humor, amazingly intrinsic politics, no hands holding, punitive of stupidity, no button awesome - at least until adrenaline bar is filled =) - a game which treats gamers at least as half intelligent beings who knows how to read...
All that combined with BioWare usual party-based combat and customizable protagonists (with all different races too) is certainly a winner.
I felt this comment bore repeating.
I thought this repeating comment boring, especially if this is the marketing approach DA3 will have in the PR.
Krusty84 wrote...
So what. It's medival European inspired. It's been done a bajillion times before. And Geralt can still dress like a court jester.
Modifié par axl99, 03 août 2011 - 11:24 .
#582
Posté 03 août 2011 - 11:27
axl99 wrote...
Graphics does not equal Art Direction.
.
And DA2 has bad graphics and a terrible art direction. Sand paper walls, clean city that's supposed to be ancient, ashes and fires that go on for 10 years. But yea sure keep telling yourself that DA2 had a good art direction.
#583
Posté 03 août 2011 - 11:28
Amitar wrote...
axl99 wrote...
You're only proving my point it's using graphics as a crutch.
Did we even play the same game? The witcher 2's Aesthetics were damn near pitch perfect. The only game that immediately springs to mind doing it better is Planescape: Torment.
Wait; immediate viseral reaction to a fundamentally self explanatory issue.
Nevermind.
W2's art direction is strictly utilitarian. The castle in the prologue wasn't particularly visually distinct from the castle in act 3. The siege camp in the prologue wasn't particularly visually distinct from the siege camp in act 2. The caves near Flotsam were pretty much the same as the caves in Act 2. The town of Flotsam didn't have anything in particular that made it stand out in terms of visuals or architecture from Generic Fantasy Town #314b.
That's why axl thinks that it's boring. It's entirely serviceable, and lacking any sort of real aesthetic style that distinguishes Temerians from whatever the heck the other nations are. They did a decent job with the costume design for the kings and sorceresses, but not so much for the soldiers, or environments.
If you compare it to the visual style of something like WoW, you'll be able to instantly recognize Night Elf architecture compared to Undead architecture or Orc architecture. In W2, you can't do this because the art direction is lacking.
#584
Posté 03 août 2011 - 11:31
axl99 wrote...
Amitar wrote...
RageGT wrote...
If by that you mean, amazing graphics, mechanics, a real dark and mature game for adults, filled with really meaningful choices, clever humor, amazingly intrinsic politics, no hands holding, punitive of stupidity, no button awesome - at least until adrenaline bar is filled =) - a game which treats gamers at least as half intelligent beings who knows how to read...
All that combined with BioWare usual party-based combat and customizable protagonists (with all different races too) is certainly a winner.
I felt this comment bore repeating.
I thought this repeating comment boring, especially if this is the marketing approach DA3 will have in the PR.Krusty84 wrote...
So what. It's medival European inspired. It's been done a bajillion times before. And Geralt can still dress like a court jester.
There is difference between a game made by candians(dragona age) or americans(oblivion) and made by polish or germans(gothic)... Poland and Germany existed in medieval... we have still castles, towns, villages etc.
Modifié par Krusty84, 03 août 2011 - 11:34 .
#585
Posté 03 août 2011 - 11:31
Ringo12 wrote...
And DA2 has bad graphics and a terrible art direction. Sand paper walls, clean city that's supposed to be ancient, ashes and fires that go on for 10 years. But yea sure keep telling yourself that DA2 had a good art direction.
You keep using that term.
Modifié par LiquidGrape, 03 août 2011 - 11:32 .
#586
Posté 03 août 2011 - 11:32
What you're talking about Ringo is Level Design. How assets are placed in a level. Have you tried moving your camera up and around in DA2? All the good stuff is unfortunately placed way too high above eye level. Which is a damn shame because even then the whole game isn't completely well populated with as many assets as the team would like.
And let's not forget you're comparing a game that took roughly a year to throw together with another that had 4 years of polish and iteration. Seriously what the hell is up with that logic? You wanna compare games on an even playing field? Go look at Skyrim.
Keep telling yourself you know the difference between graphics, art direction and level design.
Modifié par axl99, 03 août 2011 - 11:37 .
#587
Posté 03 août 2011 - 11:37
#588
Posté 03 août 2011 - 11:38
hoorayforicecream wrote...
Amitar wrote...
axl99 wrote...
You're only proving my point it's using graphics as a crutch.
Did we even play the same game? The witcher 2's Aesthetics were damn near pitch perfect. The only game that immediately springs to mind doing it better is Planescape: Torment.
Wait; immediate viseral reaction to a fundamentally self explanatory issue.
Nevermind.
W2's art direction is strictly utilitarian. The castle in the prologue wasn't particularly visually distinct from the castle in act 3. The siege camp in the prologue wasn't particularly visually distinct from the siege camp in act 2. The caves near Flotsam were pretty much the same as the caves in Act 2. The town of Flotsam didn't have anything in particular that made it stand out in terms of visuals or architecture from Generic Fantasy Town #314b.
That's why axl thinks that it's boring. It's entirely serviceable, and lacking any sort of real aesthetic style that distinguishes Temerians from whatever the heck the other nations are. They did a decent job with the costume design for the kings and sorceresses, but not so much for the soldiers, or environments.
If you compare it to the visual style of something like WoW, you'll be able to instantly recognize Night Elf architecture compared to Undead architecture or Orc architecture. In W2, you can't do this because the art direction is lacking.
Okay, maybe I'm biased here because I've read the books (at least the ones translated into English) but all the Northern Kingdoms are pretty similar achitecturally, it's a theme. It helps to establish their similarities when allying against Nilffgard, a Nation you'll note that has the only truely distinctive army, if only by colour scheme.
Second, Flotsam is "Generic Fantasy Town #314b," what made it stand out to me are the character interactions, the sense of bussle in the streets like this is a fantasy town that people live in, not a cardboard cutout for people to adventure through. That is good aesthetic design. Contrast: Kirkwall.
Maybe it's me but I genuinely found the Seige of Vergen very distinct to that of La Valette Castle.
Modifié par Amitar, 03 août 2011 - 11:40 .
#589
Posté 03 août 2011 - 11:38
#590
Posté 03 août 2011 - 11:39
So, they need to look like every cave ever?Aaleel wrote...
All I know is that if future DA games go back to the Deep Roads, they need to be like the Vergen Mines in TW2.
#591
Posté 03 août 2011 - 11:45
Atakuma wrote...
So, they need to look like every cave ever?Aaleel wrote...
All I know is that if future DA games go back to the Deep Roads, they need to be like the Vergen Mines in TW2.
No, just realistic, like caves because caves are dark places.
#592
Posté 03 août 2011 - 11:46
Atakuma wrote...
So, they need to look like every cave ever?Aaleel wrote...
All I know is that if future DA games go back to the Deep Roads, they need to be like the Vergen Mines in TW2.
I must play different games then everyone else. I haven't walked through too many caves with this setting, and sounds in other games I've played. <_<
Modifié par Aaleel, 03 août 2011 - 11:47 .
#593
Posté 03 août 2011 - 11:47
axl99 wrote...
If I find myself stuck in a cave full of rabid Nekkers that come at me in waves again I'm going to throw Geralt off a cliff into an Endrega's nest.
Use bombs and traps and cat potion or just read the manual.
#594
Posté 03 août 2011 - 11:50
Amitar wrote...
Okay, maybe I'm biased here because I've read the books (at least the ones translated into English) but all the Northern Kingdoms are pretty similar achitecturally, it's a theme. It helps to establish their similarities when allying against Nilffgard, a Nation you'll note that has the only truely distinctive army, if only by colour scheme.
That seems like a copout to me. French architecture is really different from German architecture, and that's different from British architecture too. This is why you see so many tourists visiting the old buildings in Paris, Berlin, London, etc. They look really different inside, because they were built by different people in different times and in different places, with different materials available. Even in a single nation, things look different based on their purpose. The Louvre looks very different from the Bastile, which looks totally different from Versailles.
Homogenizing the look like that just takes away from their believability as separate and distinct nations, or even separate and distinct locations.
Second, Flotsam is "Generic Fantasy Town #314b," what made it stand out to me are the character interactions, the sense of bussle in the streets like this is a fantasy town that people live in, not a cardboard cutout for people to adventure through. That is good aesthetic design. Contrast: Kirkwall.
Not really. It's generic fantasy town #314b, but that's because the art director chose for it to be so. It could just as easily have been a town made up of river-going traders with bamboo houses, or with treehouses built into the huge trees connected by rope bridges between. It could have been a bunch of houseboats slung together along narrow docks, or it could have been an ancient ruin that had some common areas carved out of it. It could have been any number of a thousand different things, but it wasn't. It was generic fantasy town #314b, because of uninspired art direction.
Maybe it's me but I genuinely found the Seige of Vergen very distinct to that of La Valette Castle.
Vergen was a little different, sure. But I didn't really find myself noting any particular visual style associated with either place aside from "Castle", nor did I find Loc Muinne sufficiently different either. The color of the stones was different, and that's about it.
#595
Posté 03 août 2011 - 11:51
Screw the manual and its lack of context. Its UI was inorganized to boot.
Modifié par axl99, 03 août 2011 - 11:54 .
#596
Posté 03 août 2011 - 11:52
It's a mine. You've never played a game with a mine in it?Aaleel wrote...
Atakuma wrote...
So, they need to look like every cave ever?Aaleel wrote...
All I know is that if future DA games go back to the Deep Roads, they need to be like the Vergen Mines in TW2.
I must play different games then everyone else. I haven't walked through too many caves with this setting, and sounds in other games I've played. <_<
#597
Posté 03 août 2011 - 11:53
Atakuma wrote...
So, they need to look like every cave ever?Aaleel wrote...
All I know is that if future DA games go back to the Deep Roads, they need to be like the Vergen Mines in TW2.
No, they need to look Dark and Claustrophobic.
#598
Posté 03 août 2011 - 11:55
At this point, we're no longer on the topic of DA2. And I think this thread has reached the end of its useful lifespan.
Locking.




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