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Is it me or Bioware art seems to have no flair?


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76 réponses à ce sujet

#1
SnowHamster

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They have great concept art mind you, its just the execution of the art can be very BLAH

#2
Amberyl Ravenclaw

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Examples?

#3
xguild

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its you ....

#4
pathenry

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They have the minimum of 15 pieces of flair.

Modifié par pathenry, 02 décembre 2009 - 01:18 .


#5
AngryFrozenWater

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I just wished that the textures had a higher resolution and that the character and facial animations were more smooth. The placement of the flowers/bushes in "nature" seemed to be a little cartoonish. Other than that, I think they have done a good job. :)

Modifié par AngryFrozenWater, 02 décembre 2009 - 01:19 .


#6
Big Mabels Diet-Plan

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tell me about your father

#7
Boeresmurf

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examples ftw.




#8
Serenity84

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Concept art always looks better. I've rarely seen things that live up to it

#9
interesting03

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Maybe it was just me, but i thought Jade Empire looked very good in comparison to most other games produced around the same time.

#10
Errel

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It's you.

#11
Lucy Glitter

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The art direction in this is stunning. It is definitely you.



Have you SEEN the desire demon? Amazing design right there.

#12
Aratham Darksight

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I would agree that the art direction for Dragon Age plays it a little bit too safe for my tastes, but I like the game's look nevertheless and I don't think you can say the same thing about Bioware games in general.

#13
SheffSteel

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No problems here.

I was a little surprised by the style and layout of the Korcari Wilds and Brecilian Forest at first, but I got used to it, and Orzammar has provided me with several new vistas that I was really impressed by.

#14
Kalcalan

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I think that the art is great, it's the graphics quality (textures) that look a bit "old" (and by that I mean Dragon Age would have been stunning if it had been released a few years ago).



That being said in a story driven game like this graphics aren't that important.

#15
cylriasilver

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I agree. Though the art in the game is very high quality, it's mundane at times when is shouldn't be.



Armor is a good example. It's very nicely done, but the main character and most of his party (Shale and Morrigan being exceptions) look too much like the guards and bandits they're fighting, even while wearing magic armor pulled out of a 500 year old ruin.



In picture of a hero of a story fighting a dozen or so enemies, the hero should be obvious at a glance, not belnd in like a fantasy version of Where's Waldo.



Just my opinion though...

#16
Kimberly Shaw

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First, the graphics are not top notch. But its an RPG, and a good one at that, so who cares.



Second, for art design, I am on board with most of it except that the human residential areas (Lothering, Denerim, Red Cliff) feel very uninspired and same-old, and their layouts seem really poorly concieved too. Maybe it was on purpose and maybe not, I just find them not very well designed and not nice to look at. Haven was well done, on the other hand, great village!



The other part I really really dislike is the Fade, I find it drab, colourless, and totally boring and insipid to be in. Which I think should not have been what they were going for in a "dream world" at all...why is everything murky BROWN? Isn't this the point where you should go for vivid colours and rainbows and things?



Mage tower didn't really work for me, but its a "low magic" world, I just thought it could have been more magical looking/feeling.



But I'm okay/loving Haven, Ozrammar, Deep Roads, Brocari Forrest, Lake Calenhad Docks, and lots of other places.


#17
Suilebhain

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Definitely you.

#18
Sibelius1

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If this were Bioware Austin's The Old Republic forums I would agree, wholeheartedly. The art direction for that game is awful.

I think they have done a very good job on Dragon Age though.

I particularly like the surrealism in The Fade, and I think Redcliff looks great too.

#19
Catsith

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Sibelius1 wrote...
If this were Bioware Austin's The Old Republic forums I would agree, wholeheartedly. The art direction for that game is awful.


Yes, it's baffling to me too. I was hoping they'd go for a KOTOR/KOTOR2 style, not a blend of World of Warcraft and the Clone Wars. 

In Dragon Age it's like they went for a mix of WoW and Final Fantasy with some random celtic knots and splotches of dried blood thrown in. I much prefer the style in games like the Witcher to this.

#20
grimeyhippy

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Battle system could have been revamped



not being able to wade through water bothers me - having an invisible wall around avery lake and stream is so 2 generations ago

#21
grimeyhippy

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^not really art direction related but still I would call this "flare"

#22
slash197

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Light armor agrees with the OP. Especially light armor that shows the midriff but just put skin textures over the normal light armor body.

#23
RPGmom28

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Lucy_Glitter wrote...

The art direction in this is stunning. It is definitely you.

Have you SEEN the desire demon? Amazing design right there.


She's cool looking, but I would love to have had a male equivalent.  Incubus, anyone?

#24
Kimberly Shaw

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Agree grimeyhippy about the water barriers. It does feel old school but I think some people are happy about that (not me, I'm used to being a free bird in my RPGs now!)



Bad art design I forgot about : helmets and hats. When tons of the community is asking for an invisible helmet/hat mod or option and all your cinematics have them taken off, you have an art FAIL. ("Oh we wanted to show their expressions" doesn't cut it).



The other one I question is the blood splatters during the cut scenes. This is pretty much the most widely ridiculed aspect of the game from reviews I've seen, its unintentionally funny/disturbing in a lot of cinematics that the helmets come off but you've got blood all over your face/body while discussing/doing something mundane and nobody notices or cares about it or mentions it?



"Eh, Warden, you've got blood and guts all over your face, can you please wipe that off? Thanks!"


#25
Endurium

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The art direction is pretty good and there are myriad details. The problems are in lack of model diversity and technical implementation (texture resolution, LOD thresholds, etc.)



I agree about the leather, especially the Dalish female leather chest. I have a feeling they didn't even look at the result on a character before okaying it to ship. I'm getting tired of seeing skin painted onto armor rather than armor being overlayed onto a base model with transparent surfaces where skin should be visible. It's almost 2010 for crying out loud; 3D graphics (art/models) has been around for 25 years (give or take, the earliest games were wire-frame) and we're still seeing 2D shortcuts.



Granted, gameplay brings me back to a game more than graphics in many cases (played Zork in school), but still I expect more from a game rendered in 3D. It should at least look good and give me that feeling of "you are here." DA:O is pretty good at this but, for example, seeing Dalish leather on a female is like Christopher Reeve finding a 1980s coin in his pocket while visiting his love in the past (Somewhere in Time) - jarring!