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Which DAIII Environments Are You Most Hoping For?


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#276
brushyourteeth

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sjpelkessjpeler wrote...

Not just because I loved the game, here are some interieur pictures of Ultemicia castle that have a real
'fade-ly' feel I think:

Image IPBImage IPBImage IPBImage IPB

And all that in a game that's allready 12 years old Image IPB.


WOW! See this, to me, is exactly what the inside of the Baroness' mansion in Awakenings should have looked/felt like (if we had been able to go inside) -- and it would have meshed perfectly with the fade version of the village outside. I can definitely see this inspiring a fade sequence or some place that's ensorcelled like the Harriman's estate in Hightown -- something is definitely wrong when you first walk in but not quite wrong enough to just explain it to the guards - LOL.

#277
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Lol Image IPB! Me too! When something creepy is going to happen in a movie I always have to use
the bathroom. And when a game is scary I set the volume to zero which makes it less bad
for my poor heart Image IPB.
Changed one of the pictures. Hope it works now.....

edit: and if you click on the last ones I posted you should be able to enhance them.
edit (again): removed the cursed things Image IPB. To creepy for BSN maybe?

Modifié par sjpelkessjpeler, 02 mai 2012 - 02:13 .


#278
ReallyRue

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sjpelkessjpeler wrote...

Not just because I loved the game, here are some interieur pictures of Ultemicia castle that have a real
'fade-ly' feel I think:

Image IPBImage IPBImage IPBImage IPB

And all that in a game that's allready 12 years old Image IPB.


Reminds me a little of the Sorceress' Mansion in Lost Odyssey.


Image IPB
Image IPB
Image IPB

Modifié par ReallyRue, 02 mai 2012 - 02:31 .


#279
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@ReallyRue that looks cool Image IPB! Do not know the game so haven't seen it before. Also like how they played with the light. Missed that kind of thing in DA.

These are some pictures of the exteriour of Ultimecia castle:

Image IPB Image IPB Image IPB 

Here you can see better how big it. Image IPB You can click on the pictures to enhance them.

Image IPB here they did make really good use of the incoming sunlight I think.

Modifié par sjpelkessjpeler, 02 mai 2012 - 02:40 .


#280
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@Begemotka,

Like the picture/painting 'The Solitary Cedar by Hungarian painter Csontvary-Kosztka Tivadar'. The idea behind it is great. Something living inside a tree being intertwined with it lurking in a dark wood to attack bypassers.............(think I'm getting to carried away with my thoughts)

#281
Leoroc

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 I wanna see thematically different cities, especiallya Nevarran one. I imagine it very gothic and orderly.

#282
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sjpelkessjpeler wrote...

@Begemotka,

Like the picture/painting 'The Solitary Cedar by Hungarian painter Csontvary-Kosztka Tivadar'. The idea behind it is great. Something living inside a tree being intertwined with it lurking in a dark wood to attack bypassers.............(think I'm getting to carried away with my thoughts)


I am glad you like the painting:) I loved your thought about the entity within the tree.Just as I enjoyed the Ultimecia castle photos,though I never played any of the FF games,sadly.
I,too,think the Fade should be more varied in atmosphere. Creepy,yet becoming. It should have a dreamy quality-but a nightmarish one,too. OK,not nightmarish,but really creepy<_<

Have you noticed the cat in Avejajed`s photo of the dam?The photo which,as brushyourteeth pointed out,looked like Amaranthine (with the cat being Ser Pounce-a-Lot)? I never noticed the cat...That really  MUST be the great Ser,free from the confines of the backpack. Great catch,brushyourteeth,thank you:wizard:

edit : Ultimecia castle

Modifié par Begemotka, 02 mai 2012 - 09:00 .


#283
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As many people mentioned before on this thread,more dynamic interplay of light / shadow could add tons of atmosphere...as would more immersive ambient sound /music. Thief was a stealth action game where the shadows were actually co-stars,whereas they are obviously less important in a game like DA.It was not bad in DAO (around the campfire comes to mind),but the effects still felt "detached" somehow,not part of the world.To me,anyway.
I would still welcome some more of this:
(Pics are from Thief 3 :Deadly Shadows,2004  - oh and the audio dept. was top-notch there,too).

Image IPB

Image IPB

Image IPB


Image IPB

Modifié par Begemotka, 02 mai 2012 - 08:39 .


#284
Sylvius the Mad

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Open ones. I'd like open environments that don't limit us to narrow corridors all of the time.

And if there are narrow corridors (say, underground) don't have just one path we can follow. Give us a cross-crossing network of tunnels, or a labyrinth.

#285
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Sylvius the Mad wrote...

Open ones. I'd like open environments that don't limit us to narrow corridors all of the time.

And if there are narrow corridors (say, underground) don't have just one path we can follow. Give us a cross-crossing network of tunnels, or a labyrinth.


Agree completely,Sylvius. And I am saying that as someone who is "geographically challenged" and for whom getting from A to B feels like an achievement=] Ok,I am not THAT hopeless,but imagine if even I find my way easily...
Yes,more open and exciting maps,if possible,please BW.<3

#286
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@begemotka,

Especially the first two pictures are really really well regarding the implementation of (sun)light for me. It makes the whole scene look alive and vibrant. This can tribute to a more creepy scene but also to a very 'happy' scene so to speak. Good find there!

And of course music and sounds (like thunder or even the just the sound of rain) make the finishing touch in the experience!

#287
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@sjpelkessjpeler : Yep,the sound of rain and distant thunder! <3 those sounds.
Thief has great night sounds - night insects,floorboards creaking at the docks,water slushing,footsteps,metal clinking,guards snorting...the whole thing feels so alive,it is so immersive...and the whole game is set in...wait for it...one city:lol:

Seriously...do you have any suggestions for games where the audio is remarkable?

#288
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Then you should really play The Witcher Image IPB. In that aspect absolutely freaking fantastic.
Das Tentakel recommended it and I just can not progress through the game because of all the little things that happen in there (sounds/graphics etc.) and that keep me walking a bit aimlessly around in there Image IPB.

But we are of topic here. Have some other great suggestions regarding the thread?

edit: although the fighting is slow and a bit dull and you need a ps1, Koudelka is a classic imho. And the story unfolds in just a monestry and the walled surroundings.

Modifié par sjpelkessjpeler, 02 mai 2012 - 09:30 .


#289
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@Sjpelkessjpeler : Thanks for the suggestion - I have been toying with the idea,but thought The Witcher would not be my world,you know? :huh:But of course,will never know if I never try... Need to find the time though;)

We were not that off-topic,were we?We are looking for environment insprations after all,and sounds/music are a big part of that:innocent: Only jesting,sorry for hijacking the thread.
Will try and dig up more stuff,but I really look forward to seeing/hearing more of others` ideas:O

#290
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@begemotka, you can always send me a message by BSN mail :).

#291
nubbers666

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id say tvinter *how ever its spelled* and orlesian area
since those 2 sections have been a big part of the side story line

#292
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sjpelkessjpeler wrote...

@begemotka, you can always send me a message by BSN mail :).


Thank you:happy:You are also most welcome to msg me. Did not want to intrude^_^

On the topic of environments we want to see - if it ends in a "WOW!That Next Thing ™ is breathtaking!" moment,
I would rather Bioware used the weapon also known as "The Element of Surprise".
As someone poignantly illustrated here :

Image IPB

#293
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OOOOHHHH!

I want to be surprised in a game! (On the note that it does not becomes a soap Image IPB)

Let's look into the other provinces like Nevarra and Tevinter some more. I'll start digging up some stuff.

Modifié par sjpelkessjpeler, 02 mai 2012 - 11:12 .


#294
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When I think of Nevarra I see a combination between the Tevinter and the Anderfells.
They are though, unshakable people as I see them. Their architecture could look a bit like this maybe:

Image IPBImage IPB

Strong, tough, but elegant like Cassandra and maybe a bit Russian?

Image IPB 

Modifié par sjpelkessjpeler, 02 mai 2012 - 11:44 .


#295
Dakota Strider

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Image IPB

This is an example of what was done with the Bioware NwN toolset on a player created mod.  It would be great to see some scenes like this in wilderness areas.  Of course with technology that is about 10 years more advanced, it could look even better, right?

#296
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@ Dakota Strider I play DA2 on ps3 so do not have any mods but this looks so beautifull....
(I'm a sucker for these kind of things so pretty biased) It looks like Kingdoms of Amalur.

#297
Dakota Strider

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It is actually NwN 1 toolset. And the module was called Untold Tales of Tolkien....they had some people with very incredible skills building it. The Mines of Moria looked almost as good as in the movies.

#298
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Dakota Strider wrote...

It is actually NwN 1 toolset. And the module was called Untold Tales of Tolkien....they had some people with very incredible skills building it. The Mines of Moria looked almost as good as in the movies.


Do not want to privateer this thread (again) but I really love Tolkien. Really devoured his books already years ago. Now I'm reading George R.R. Martin. Different but just as captivating.

DA3 should really get some (more) inspiration out of both of them in terms of story, people and environment Image IPB.

#299
Das Tentakel

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brushyourteeth wrote...

Avejajed wrote...

Image IPB

I have officially decided that this is a picture of Amaranthine, and that lone figure on top of the dam is Ser Pounce-A-Lot.
I am the high commander -- make it so! Image IPB


Heh, I didn't notice the cat the first time.
The way the little beastie takes centre stage makes it look as if it is the imperious master of it all, so very much like a cat;).

By the way, while I thought that Amaranthine in Awakening did not feel like a busy port at all - too small, no harbour to see - and its architecture was...weird (walls ridiculously high, battlements that were not functional, a completely non-sensical gate that was waaaaaaaaaaaaay too big - inviting for attackers, though), it did succeed in looking a bit 'painterly'.

I have recently been looking at the work of the late Anton Pieck, a famous Dutch illustrator, as well as pictures of De Efteling fairy tale amusement park, which stylistically is based on his work (he was intimately involved with its design).
And I've been wondering, hmmmm...

Here's Amaranthine:

Image IPB

Image IPB

Here's some pictures of De Efteling::

Image IPB

Image IPB

Image IPB

(some work by Anton Pieck; this is how Fable would have looked like if a Dutch or Flemish studio had made that game :))

Image IPB

Image IPB

The colour scheme and stylisation are very similar, though De Efteling is prettier and has more of a fairy-tale atmosphere. And notice how in both cases the castle walls are plastered.

Pieck, of course, was inspired by old houses and towns in the Low Countries, Germany and Great Britain. Regardless of whether I'm on to something here, the architecture of marine and riverine ports in the Low Countries and Germany  would be a great fit for a drastic visual retcon of Amaranthine.
And they can keep something of the Anton Pieck fantastic flavour, including the more horror-ish bits;)

Image IPB

Modifié par Das Tentakel, 03 mai 2012 - 08:06 .


#300
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Sylvius the Mad wrote...

Open ones. I'd like open environments that don't limit us to narrow corridors all of the time.

And if there are narrow corridors (say, underground) don't have just one path we can follow. Give us a cross-crossing network of tunnels, or a labyrinth.


I agree.

Modifié par PurebredCorn, 03 mai 2012 - 03:17 .