Chris Priestly wrote...
And I disagree. While the art for DAO was good, it was not distinctive. DA II had a distinctive style.
To illustrate, think of cosplay. For DAO pretty much the only cosplay we had was Morrigan. The reason being, she was pretty much the only defineable character. The man, unless you happen to look like Alistair or whomever, were just guys in suits of armor. They could have been DAO, they could have been LotR. Hard to say. Now we get Isabelas and Aveines and Flemeths, but we also get Hawkes, Varrics, Fenrises... Fenri... a bunch of Fenris.
YOU may not like it as much, and that always comes down to "beauty is in the eye of the beholder", but the art was changed to make it destinct from other fantasy games, and it accomplished that very well.

I would think the lack of diversity in cosplay would be attributed more to the fact that Morrigan was the only character I can easily recall, besides Duncan, who had unique armor. I've heard the LOTR thing before to explain the new art style when it was announced and I still don't get it. I mean, if we're just talking outfits here, nothing in Origins even came close to resembling the material from the LOTR movies and the EA games based from them. Was this a notion that came up in a focus group or something?
miraclemight wrote...
I'm one of those who isn't satisfied with DA II's art style, or more accurately, how it is implemented.
As
an artist, I always considered 'art' to be something capable of
conveying a (desired) message to its viewer. What do you want to tell to
the players? You want to tell them a dark fantasy story, filled with
death, misery and conflictions. What are you showing? Bright
environments, monsters that are not revolting, character equipment and
designs that can't be taken seriously (fighting in a corset comes to
mind)...
It might be distinctive, but doesn't have the necessary
'wow' factor. There are interesting designs in DA II. The Arishok, the
Champion armour, Flemeth, Merrill's second armour. And you know why I
think they stand out? Good amount of detail, and the correct use of
artistic elements.
You can't show a clean darkspawn with a ":D"
expression, which explodes into pieces of gore like a grenade, and tell
your audience to 'fear it'. That's close to impossible. Especially when
the sun is shinning brightly overhead, and there's ocean to my right
with soothing waves (yes, this is exactly where you go to attain
Ironbark).
Looking back at the concept arts, I'm going to say the
quality we have in DA II is either caused by the engine or the level
designers not staying close to the what was initially drawn.
I
admire the idea of introducing a new style of art in a game, but let's
keep this in mind that your players are humans, and humans have
unconscious physiological reactions to what they hear or see in a work
of art. The fairly-well lit expanses of the Bone Pit is more than likely
going to remind them of a cloudy day on a serene seashore, instead of
the ominous resting place of a thousand dead slaves.
This. So much. I'm not an artist but this sums up my feelings pretty well.
The Deep Roads is by far my favorite setting in the DA series. I loved it in the books, I loved it in Origins, but not so much in DA2. DA2's version didn't create any sense of foreboding or tension that Origins did with Bownammar in particular. It was all so...clean. The art style seems to favor bright environments with sparse details.
When I think of the Deep Roads I picture something dark and gruesome. I thik of like Dead Space. DA2's Deep Roads was more like Blackrock Spire...if that makes any sense.
Modifié par OnionXI, 01 septembre 2011 - 06:30 .