simfamSP wrote...
...from the posts above I think Kirkwall could have used more colour in Hightown atleast. Lowtown and Darktown felt as it should have.
Realism has nothing to do with it, it's more about the feel the game gives....
So I can see how colour can affect the mood and feel from an area, but still, the overall effect should keep more towards 'gritty' than KoA.
I respectfully disagree concerning Lowtown and Darktown. Both locations suffered from exactly the same problems as Hightown: A location consisting of corridors (streets...) and rooms (squares...) with boxlike buildings with exactly the same textures. Random piles of debris in corners and ubiquitous scaffolding (somebody at Bioware must really, really love wooden scaffolding) and uniformly dirty wall textures do not make for grittiness. They certainly do not make for immersion: realism (and thus the need for a degree of variety and colour) is a means to an end, meaning suspension of disbelief and all that.
Not every game does it well, and Skyrim and certainly The Witcher I and II (heck, even Fable) do this better when it comes to depicting cities.
Colour has its place, so do NPC's, lighting, weather, music. It's a total package. A superficially 'dirty' look, especially an exceptionally monotonous one, is not enough. Colour can actually reinforce a dirty impression, if done well, as in HBO's Rome TV series.


A propos colour and KoA, one professional reviewer here in Europe commented that KoA's colour scheme suggested a 'kiddie' or at least kid-friendly game to him. A somewhat more generous interpretation might be that they are going for a 'fairy tale' look as in, say, the action puzzle platformers Trine I and II.
Minor addition:
One thing DA2 does well, is induce a feeling of hopelessness and ennui by virtue of the dreary monotony of Kirkwall's visual design. If that was the intention, hats off to Bioware. Maybe a questionable decision, but if this was the case they certainly succeeded.
Modifié par Das Tentakel, 21 janvier 2012 - 09:57 .