Plaintiff wrote...
DeathDragon185 wrote...
If you want realism then look outside the ****ing widow!!!.
I prefer the over-top animations as it makes the battles better to look at and makes the game feel less of a drag. I am still amazed people want realism in a FANTASY game.
What amazes me is that their idea of "realism" is being able to call wild animals out of thin air and make it rain arrows.
Sure. Because you can't do that in DA2. Plus a lot of things you couldn't do in DA:O...
But this thread is about the visual design, anyway.
I wouldn't call the DA2 art style a conscions design choice. Everything is smooth, flat and... simple. I suspect they got a ridiculously early deadline for delivery from EA and just went with what was the easiest way to finish the design in time.
THEN they called it "design choice". Which, btw, is not in the least "unique". (Same "unique" color palette as Assassin's Creed 2, by the way. If not more than the colors.)
When I saw the out-of-town scenes I realized where I had seen this "style" before:
Myst and Riven. Actually, Riven was richer in detail. And these games were made in 1991 and 1997, respectively. The rush job shows in every aspect of DA2.
Plaintiff claimed...
Brecillian Forest was the same as the Korcari WIlds, Redcliffe was just a
bigger version of Lothering and Amaranthine is just Denerim with a
coast.
Well, you have just disqualified yourself as a judge of anything visual. Thanks for doing the job yourself. This statement is so inane (especially compared to DA2's "unique" environments) that it doesn't warrant further comments. I'm sure you can top yourself easily with your next post.
Modifié par Marvin_Arnold, 02 décembre 2011 - 06:03 .