Modifié par Yrkoon, 28 août 2011 - 08:04 .
Art Style
#201
Posté 28 août 2011 - 08:04
#202
Guest_Puddi III_*
Posté 28 août 2011 - 08:04
Guest_Puddi III_*
#203
Posté 28 août 2011 - 08:23
DA2's Genlocks are what... twice as big as Varric... at least?
Modifié par Yrkoon, 28 août 2011 - 08:26 .
#204
Guest_Puddi III_*
Posté 28 août 2011 - 08:27
Guest_Puddi III_*
DA2's regular genlocks aren't that big. And the alphas aren't any more grotesque an enlargement than ogres have compared to qunari.
#205
Posté 28 août 2011 - 08:31
I'd love to see the insects in your neck of the woods. How many people do they devour per day?Filament wrote...
Those things are totally mandibles. Insectoid, Predator, whatever you want to call it.
They're at least twice as big as any of the carta dwarves you fight five minutes earlier.DA2's regular genlocks aren't that big.
Modifié par Yrkoon, 28 août 2011 - 08:31 .
#206
Guest_Puddi III_*
Posté 28 août 2011 - 08:32
Guest_Puddi III_*
Plus, shrieks are bigger than elves.
#207
Posté 28 août 2011 - 08:36
Grow up.Filament wrote...
Don't try to sidestep it. They're insectoid mandibles you liar.

How many times do we have to post this very clear picture of a Shriek, with its 2 rows of teeth, a fully defined jaw, and even hints of a tongue inside the mouth?
Again, is that what insects look like that where YOU live?
Modifié par Yrkoon, 28 août 2011 - 08:46 .
#208
Guest_Puddi III_*
Posté 28 août 2011 - 08:40
Guest_Puddi III_*
I hope that smiley was sufficiently clear to establish it as light banter this time.
Look at more than just one picture of a shriek. It will become pretty clear what you are missing.
#209
Guest_Sareth Cousland_*
Posté 28 août 2011 - 08:42
Guest_Sareth Cousland_*
That is why the new Qunari are well-accepted, while the new elves meet with a mixed response. The former are true to the spirit of DA:O, could have appeared that way in the first game, while the latter are/could not. Some of the new elves look fine - Merrill and Marethari come to mind. Others are utterly ill-fitting, like FF Fenris or many random NPC elves. The new darkspawn did not work particularly well either. I think the new genlocks and the ogre are okay, at least they look like living things that may have been born of broodmothers, but the new hurlocks look like undead and the emissary is just hilarious. The old emissaries looked way more intimidating.
I think if you want to stick with the new art style, take the extremes out of it. Model the elves more carefully so they are on a level with Merrill, modify the hurlocks so they resemble their DA:O appearance a little better, make everything a little less colorful so the whole game does not feel like a cartoon, and - most importantly - remove the weightless 10' swords and exaggerated combat. Yes, that is a part of the art style, as it helps to set the mood of the game. Visceral combat is fine, but it should not look and feel like Dungeon Siege.
Modifié par Sareth Cousland, 28 août 2011 - 08:45 .
#210
Posté 28 août 2011 - 08:43
I don't have to look at pictures. I've been playing the friggin game itself for almost 2 years now. There's nothing "insectoid" about Shrieks in the slightest. If anything, they verge on Reptilian. But that's to be expected. The Arch Demon itself is the epitome of a reptile.Filament wrote...
Look at more than just one picture of a shriek. It will become pretty clear what you are missing.
#211
Guest_Puddi III_*
Posté 28 août 2011 - 08:46
Guest_Puddi III_*
#212
Posté 28 août 2011 - 08:53
Modifié par Rixxencaxx, 28 août 2011 - 09:04 .
#213
Posté 28 août 2011 - 08:56
Big_Chief wrote...
I don't disagree that having a more distinctive art style is a good goal, but the art style for DA2 was very much a mixed bag. The Qunari were great. Maybe a third of the elves looked fine. Merril and Fenris, for instance, looked good. Some of the other elves just looked weird or deformed. And the darkspawn...good lord, the darkspawn looked awful. I cannot express how much I dislike the new darkspawn.
The genlocks looked fine. It's the Hurlocks that need a little retouching here and there. Just something to give them creepier look.
And I can see that the Ogres actually look like Qunari now, which I believe is the goal.
And I do agree, some of the elves look bad, but for the most part I like that they have a distinct look and not just humans with pointy ears.
#214
Guest_Puddi III_*
Posté 28 août 2011 - 09:06
Guest_Puddi III_*
The Ethereal Writer Redux wrote...
Just so this doesn't get lost in the shuffle
hmmm... I might approve of the new Hurlocks if they had these traits:
1) More bloody, dirty, and less shiny white
2) Had different noses (some being torn or ripped), and have some who have the original Hurlock type nose
3) wore armor that actually looks like the original Darkspawn armor, or something that looks half-assed.
4) had sharp teeth again
5) had monstrous tattoos again
6) lose their hair. That made them look more like Uruk-Hai for me.
7) appeared in that level of detail on all platforms.
and to go even further
For Ogres, they need:
1) Less mushed up face
2) Completely gray or completely purple
3) Soulless eyes
4) A return to the DAO teeth that they had. There is a difference between the two sets of teeth
For Genlocks:
1) Tinker around with the color scheme. Most people would like them to not be beige. Me? I couldn't care less about their color. I love the new design. The Genlocks in Origins were the only ones that needed an overhaul, and the new design works
2) Make the Genlock Alphas taller than regular Genlocks like they are now, but smaller than Hurlock Grunts
For Shrieks:
1) a return to the DAO style (color scheme and sharp teeth included)
2) drop the protrusions from the old style
3) move the ears down
4) give them a more elf-like body. Looking at the old design, they seem to have pointed feet, while the new design has more normal-esque feet.
5) make their heads more narrow and have less of a giant forehead.
I think these are all good ideas. Except I think the size of Genlock Alphas is fine. Hurlock alphas are pretty big too. I hope this is a trend we'll see in ogre alphas eventually.
#215
Posté 28 août 2011 - 09:37
Modifié par Helekanalaith, 28 août 2011 - 10:33 .
#216
Posté 28 août 2011 - 09:38
Yrkoon wrote...
They do NOT have insect mandables. They have sharp pointed teeth, as Darkspawn have in the books.

See? There are in fact mandibles on the original shriek design.
Here's a screenshot of a darkspawn pack.

The only darkspawn that didn't make it in time for the photograph was the ogre, which I think is a shame as its necessary to make my point. At any rate, compared to DA I think the darkspawn fit together a lot better in DAII right now. Their overall style doesn't conflict any longer, it's more coherent; we don't have green genlocks teaming up with muddy hurlocks and purple ogres. Neither do they look like zombies or gremlins anymore (in before skeletor and gorilla references), which I can only cheer on.
My own critique with the new art style isn't so much the style itself, but I think they should work on adding some more details here and there. The hurlocks in particular look like they could use some love, especially when you put one besides a genlock or sharlock (refr. picture above).
And, of course, the style of weapons is something I think they should revise. Make human crafting look different from dwarven and elven, because at the moment aside from one or two weapons I wouldn't be able to distinguish a human-made sword from a dwarven. It'd also be appreciated if the weapons looked more practical than they currently do. Don't get me wrong, I like stylized weapons with flair as much as the next person, but I always thought Dragon Age was supposed to be a "grounded" fantasy game with less over-the-top elements.


I simply can't get over how painful it must be to carry around a staves like these; they look extremely heavy, despite their awesome looking designs. While I know this is a fantasy franchise at heart, I had thought that the original weaponry defined the base on which the art direction would continue forward. Staves such as the Staff of Parthalan or Malcom's Honor look significantly more useable than Freedom's Promise or Hawke's Key. And that's just my comments on the staves... out of the two-handed swords I can currently (from the top of my head) only express my appreciation for the designs of Asala and Yusaris (ignoring their disproportionate appearances).
In general I'd say that I like the path the art team has chosen for Dragon Age and hope they continue to surprise us as they did with Legacy.
Modifié par Helekanalaith, 28 août 2011 - 11:03 .
#217
Posté 28 août 2011 - 10:01
...Are those.... dead cats tied to that staff?Helekanalaith wrote...
#218
Posté 28 août 2011 - 10:33
Sabariel wrote...
...Are those.... dead cats tied to that staff?
I had assumed those were long-tailed dogs -- being of Ferelden make and all.
#219
Posté 28 août 2011 - 10:52
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.
And while you were all sitting there together, nodding 'he seems to think it's good idea.. and he too... yea it must be a good idea... distinctive Yeay...' Did anyone raise the voice to ask: "What is the actual cost that we will pay for this?" or "Yes, this may be according to EA marketing religion, but... What exactly are we trying to achieve here? Like in real benefits for the gamer?" or "Wouldn't it risk backfiring, to completely change something that already has such a great mindshare? From Origins?"
Did anyone say: "...But this looks butt-ugly!"
And if anyone did, what did the rest of you say then? "Beauty is in the eye of the beholder"? Or "You know, butt-ugly may not be such a bad thing..." Group nodding around the room. '...yea... butt-ugly good...' Or: "We'll just make the colours more vibrant."?
And did anyone question why a disjointed missmatch of rippoffs from Japanese styling elements would suddenly be distinctive? Instead of just a bland, uncohesive clash of obvious rippoffs? (That is distinctive, I suppose, but why would you want it?)
My opinion is that DA:Origins owned its look. You can call it 'generic' until you get blue in the face, but there's no other game looking quite like it. There is fantasy illustration art looking like that, but no games. And there would really be a point to owning that particular 'generic' look for games. Much like BG did.
You may call DA2's look 'distinctive' until you get blue in the face, but it will still be a butt-ugly clash of elements that only will make peoples' minds go off on: 'yea, right, they got that from... must be lots of jrpg-fans in Bioware these days'.
The really big question here is: What were you trying to achieve? In real tangible benefits for the players. "Distinctive looks" doesn't answer that. It only leads to: What were you trying to achieve with distinctive looks?
Don't give me any more of that cos-play because it has nothing to do with this.
Modifié par bEVEsthda, 28 août 2011 - 01:25 .
#220
Posté 28 août 2011 - 10:59
Helekanalaith wrote...
Sabariel wrote...
...Are those.... dead cats tied to that staff?
I had assumed those were long-tailed dogs -- being of Ferelden make and all.
That looks like Schmooples! What did they do to him?!
#221
Posté 28 août 2011 - 11:03
Sabariel wrote...
...Are those.... dead cats tied to that staff?Helekanalaith wrote...
I don't even know what the hell that is.
#222
Posté 28 août 2011 - 11:07
Helekanalaith wrote...
At any rate, compared to DA I think the darkspawn fit together a lot better in DAII right now. Their overall style doesn't conflict any longer; we don't have green genlocks teaming up with muddy hurlocks and purple ogres. Neither do they look like gremlins or zombies anymore (in before skeletor and gorilla references), which I can only cheer on.
They might fit together artistically, but for taint-ridden monsters I don't understand why we have to be so concerned with uniform and oddly clean-looking designs.
My own critique with the new art style isn't so much the style itself, but I think they should work on adding some more details here and there. The hurlocks in particular look like they could use some love, especially when you put one besides a genlock or sharlock (refr. picture above).
There definitely needs to be some variety. I was looking at the hurlocks in Awakening the other day, and the differences between tattoo designs alone between monsters gave them more personality than the ones in DA2. And to argue your first comment at the beginning, I think they look more like zombies in DA2 than DA:O. XD Hooray for differences in opinion!
#223
Posté 28 août 2011 - 11:12
Helekanalaith wrote...
Here's a screenshot of a darkspawn pack.
They look like the king's mutated leftover army from Braveheart. The only thing left out, is the Donkeyspawn on the right not having a barrel to throw down at someone .
In general I'd say that I like the path the art team has chosen for Dragon Age and hope they continue to surprise us as they did with Legacy.
In general, I have to disagree. I want dark terrifying creatures, not a mutated Disney cast with horned frog armors.
Modifié par Tommy6860, 28 août 2011 - 11:12 .
#224
Posté 28 août 2011 - 11:14
Shadow of Light Dragon wrote...
Helekanalaith wrote...
At any rate, compared to DA I think the darkspawn fit together a lot better in DAII right now. Their overall style doesn't conflict any longer; we don't have green genlocks teaming up with muddy hurlocks and purple ogres. Neither do they look like gremlins or zombies anymore (in before skeletor and gorilla references), which I can only cheer on.
They might fit together artistically, but for taint-ridden monsters I don't understand why we have to be so concerned with uniform and oddly clean-looking designs.My own critique with the new art style isn't so much the style itself, but I think they should work on adding some more details here and there. The hurlocks in particular look like they could use some love, especially when you put one besides a genlock or sharlock (refr. picture above).
There definitely needs to be some variety. I was looking at the hurlocks in Awakening the other day, and the differences between tattoo designs alone between monsters gave them more personality than the ones in DA2. And to argue your first comment at the beginning, I think they look more like zombies in DA2 than DA:O. XD Hooray for differences in opinion!
What Shadow said^ completely.
#225
Posté 28 août 2011 - 11:20
alex90c wrote...
I don't even know what the hell that is.
I think it might be the root of Mandragora officinarum.





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