Modifié par slimgrin, 16 septembre 2012 - 05:48 .
DA2 Art Style is one of the most beautiful I have ever seen - why all the hate?
#301
Posté 16 septembre 2012 - 05:48
#302
Posté 16 septembre 2012 - 05:53

Mass Effect is far superior in art and graphics. I understand the ME games are made by a different team, but don't they all share the same artists at BioWare?
#303
Posté 16 septembre 2012 - 05:57
#304
Posté 16 septembre 2012 - 06:15
#305
Posté 16 septembre 2012 - 07:02
Cimeas wrote...
I think MotA shows that given enough time, Bioware's artists can design exceptional settings.
I agree. And Legacy showed they can make really good dungeons as well.
DA2 cannot ever shake the 'unfinished' feeling. Parts shine and too many parts look rusted and bolted on carelessly. [insert one of those random unfinished elves standing around Kirkwall with their weird unfinished hair/hats here]
#306
Posté 16 septembre 2012 - 08:03
Cimeas wrote...
Mass Effect has terribly low resolution graphics. Perhaps on console they look similar, but on PC, DA2 looks far better. And I say that as someone who owns both games.

#307
Posté 16 septembre 2012 - 08:10
That is your opinion and you're welcome to it.StElmo wrote...
As an artist myself, I have fallen in love with the DA2 art style. Sure, the assets get WAYYY overused. But the actual aesthetic itself, WOW.
[*]
#308
Guest_sjpelkessjpeler_*
Posté 16 septembre 2012 - 10:26
Guest_sjpelkessjpeler_*
Foolsfolly wrote...
Cimeas wrote...
I think MotA shows that given enough time, Bioware's artists can design exceptional settings.
I agree. And Legacy showed they can make really good dungeons as well.
DA2 cannot ever shake the 'unfinished' feeling. Parts shine and too many parts look rusted and bolted on carelessly. [insert one of those random unfinished elves standing around Kirkwall with their weird unfinished hair/hats here]
Have no idea in which thread handling the art style / graphics etc. I read this but remember that was stated that MotA would be more of the standard for the next installment.
Remember this because I thought to myself at the time
Although the current engine has its limitations MotA shows that there is more in there that was shown in DA2.
For the rest I wanted to say regarding the 'quality' I refer to Foolsfolly's and Cimeas's reply..agree on that.
Modifié par sjpelkessjpeler, 16 septembre 2012 - 10:27 .
#309
Posté 16 septembre 2012 - 11:09
#310
Posté 16 septembre 2012 - 11:17
#311
Posté 16 septembre 2012 - 11:56
Renmiri1 wrote...
MotA art was gorgeous but the Basilisk was very cheesy.
what Basilisk?
#312
Posté 17 septembre 2012 - 12:29
The Ethereal Writer Redux wrote...
I absolutely hated how the Blightlands looked in DAII. They just... didn't feel tainted. Barren yes, but black, sick, and all around a nightmare to traverse or even gaze upon?
that was supposed to be tainted land? I assumed it hadn't had a chance to be tainted yet. Otherwise, yes, I agree, it does not look tainted, just barren. I did like the fire/smoke in the background. It didn't seem like there was enough 'movement' in the backgrounds sometimes. Another touch I liked were the sounds and visuals of the birds in the sky (like near the chantry) course you have to look up to see those as well.
#313
Posté 17 septembre 2012 - 12:39
Dragon Age as a whole didn't need the near-on total reboot it got, and that applies to the art style as much as anything. DAO wasn't "generic" it was simply very typical of classic fantasy design. It was often compared to Peter Jackson's LotR I know, and in my mind that's more a compliment than an insult.
I know many will say that people who hate the DA2 art design are afraid of change and hate it automatically, but that's not the case at all. Change is fine, so long as its warranted. DA2 suddenly rebooting its visual style was an unnecessary change, just many of the other changes the game went under. And like many of the changes to DA2, it was clearly done for the wrong reasons.
#314
Posté 17 septembre 2012 - 01:09
AbsoluteApril wrote...
The Ethereal Writer Redux wrote...
I absolutely hated how the Blightlands looked in DAII. They just... didn't feel tainted. Barren yes, but black, sick, and all around a nightmare to traverse or even gaze upon?
that was supposed to be tainted land? I assumed it hadn't had a chance to be tainted yet. Otherwise, yes, I agree, it does not look tainted, just barren. I did like the fire/smoke in the background. It didn't seem like there was enough 'movement' in the backgrounds sometimes. Another touch I liked were the sounds and visuals of the birds in the sky (like near the chantry) course you have to look up to see those as well.
To me it looked like some WW1 Western front battlefield. It even had a trenchlike feel.
#315
Posté 17 septembre 2012 - 02:12
AbsoluteApril wrote...
I did like the fire/smoke in the background.
Yea, that was a nice touch I'll admit.
It didn't seem like there was enough 'movement' in the backgrounds sometimes. Another touch I liked were the sounds and visuals of the birds in the sky (like near the chantry) course you have to look up to see those as well.
It was nice to see the birds, though the extreme lack of any sort of non-enemy wildlife -- deer, squirrels, rabbits, etc. -- in the environments bugged me.
Though that was more of a complaint towards the Sundermount area and more so MotA.
And by God, I don't know why seeing Orlesians using Mabari hounds bugged the hell out of me. On the one hand, I expect them to be hypocritical.
But for them all to be using Mabari and no basset hounds, or poodles, or any other type of dog bugged me a bit.
Though now I'm going off-topic.
#316
Posté 17 septembre 2012 - 02:16
I much preferred the gritty, realistic style of DAO.
#317
Posté 17 septembre 2012 - 02:27
Close up, they still looked like cardboard cutouts. Worse, they looked like cardboard cutouts that simply shifted depending on your view.
The only time trees didn't seem like that was in the Brecilian Forest. But then, I also have issues with how the Brecilian Forest looked, though that's another matter.
DAO's art style wasn't bad -- nor would I call it great, or generic, or realistic, or anything. It just... was. Nothing special, but not exactly the best.
At least in DAII, the trees look like trees. Sometimes plastic trees -- which could just be a lighting issue -- but trees nonetheless.
#318
Posté 17 septembre 2012 - 04:28
The Ethereal Writer Redux wrote...
I find it hard to call DAO's look realistic or even gritty. One of the things I despised about DAO's look were the trees. In the distance they looked like cardboard cutouts.
Close up, they still looked like cardboard cutouts. Worse, they looked like cardboard cutouts that simply shifted depending on your view.
The only time trees didn't seem like that was in the Brecilian Forest. But then, I also have issues with how the Brecilian Forest looked, though that's another matter.
DAO's art style wasn't bad -- nor would I call it great, or generic, or realistic, or anything. It just... was. Nothing special, but not exactly the best.
At least in DAII, the trees look like trees. Sometimes plastic trees -- which could just be a lighting issue -- but trees nonetheless.
I don't get how people say DA2 was too plastic and then they say DA:O was great...
ಠ_ಠ
DA:O looked hella plastic
DA2 at least has skin tones that look real.
#319
Posté 17 septembre 2012 - 04:48
StElmo wrote...
DA2 at least has skin tones that look real.
On characters that didn't even look the same as they did in DAO. <_<
#320
Posté 17 septembre 2012 - 08:28
StElmo wrote...
The Ethereal Writer Redux wrote...
I find it hard to call DAO's look realistic or even gritty. One of the things I despised about DAO's look were the trees. In the distance they looked like cardboard cutouts.
Close up, they still looked like cardboard cutouts. Worse, they looked like cardboard cutouts that simply shifted depending on your view.
The only time trees didn't seem like that was in the Brecilian Forest. But then, I also have issues with how the Brecilian Forest looked, though that's another matter.
DAO's art style wasn't bad -- nor would I call it great, or generic, or realistic, or anything. It just... was. Nothing special, but not exactly the best.
At least in DAII, the trees look like trees. Sometimes plastic trees -- which could just be a lighting issue -- but trees nonetheless.
I don't get how people say DA2 was too plastic and then they say DA:O was great...
ಠ_ಠ
DA:O looked hella plastic
DA2 at least has skin tones that look real.
YES! These certainly looked real........

#321
Posté 17 septembre 2012 - 09:34
DA:2's had it's moments (Flemeth, the new Qunari look) but overall it just felt so weak - the emo elf screamed "token emo guy designed to appease that audience" and that set the tone for the whole game. The elves themselves looked awful, truly awful, and the fact that nearly every woman in the game had perfect breasts was just off-putting.
#322
Posté 17 septembre 2012 - 10:15
Too much blergh...
#323
Posté 17 septembre 2012 - 11:30
In short it was just too anime/cartoonish.
Everyone looked too smooth. As if they still carried around their baby fat on their cheeks. The faces where too smooth, and lacked a sense of having lived in a harsh environment. Some should look healthy with round faces - but not all. Also the standard body type, didn't add to the atmosphere. Everyone looked beyond healthy.
The new elves design was not to my taste. Huge disturbing eyes. Weird noses and bodies. The elves in Origins was not good either though. I want elves to be pretty. I actually just want them to look like humans but with pointy ears. I think elves could be inspired by people who have a mix of asian and white blood. Like Kristen Kreuk
www.imdb.com/media/rm944538880/nm0471036
Just add some pointy ears and that would be great elf.
The new qunari design looked pretty good. But everyone was copy pasted and that made them look like boring goons. They should look different from eachother. Like elves, humans and dwarfs all have each of their own faces, so should the qunari.
The Darkspawn looked absolutely terrible. Such a bad design choice since they looked great in Origins.
The weapons look stupid. Huge, clunky and extreme.
The armors look stupid as well. Clunky, spiked and extreme.
The environments. Kirkwall looked lifeless and boring. And running around in the same environment all the time, made me notice even more, how boring it looked. If I was just a handfull of hours in the place, and then something new, then it would not have felt so boring I think. Perhaps if the city had crumbled and been rebuild during the 10 years, it would have been interesting.
Modifié par Sejborg, 17 septembre 2012 - 11:37 .
#324
Posté 17 septembre 2012 - 11:41
#325
Posté 17 septembre 2012 - 01:04
Mr Fixit wrote...
AbsoluteApril wrote...
The Ethereal Writer Redux wrote...
I absolutely hated how the Blightlands looked in DAII. They just... didn't feel tainted. Barren yes, but black, sick, and all around a nightmare to traverse or even gaze upon?
that was supposed to be tainted land? I assumed it hadn't had a chance to be tainted yet. Otherwise, yes, I agree, it does not look tainted, just barren. I did like the fire/smoke in the background. It didn't seem like there was enough 'movement' in the backgrounds sometimes. Another touch I liked were the sounds and visuals of the birds in the sky (like near the chantry) course you have to look up to see those as well.
To me it looked like some WW1 Western front battlefield. It even had a trenchlike feel.
Well, I couldn’t find a better picture at short notice, but here’s the Blightlands in DA2:
I had something of that same feeling.
It also sort of reminded me of Mordor, the Jackson version:
http://t2.gstatic.co...Kpzv4-UIPC6qFHg
'Walking through Mordor' clip: www.anyclip.com/movies/the-lord-of-the-rings-the-return-of-the-king/5BtLbbum7Yhtmm/
All that was missing was a volcano and a big whoppin’ Tower of Evil.
In itself it is not a bad idea to let the landscape influence the mood, and a devastated landscape certainly does not exactly induce cheerfulness. The problem here is continuity with DA:O and, even worse, inconsistency within the setting itself. Mordor is the Empire of Evil, used and abused by the forces of darkness for a very long time. The land was used up to fuel Sauron’s war machine, and there is also a suggestion that it has sickened under his influence.
In contrast, the Blight (a vaguely defined sort of corruption) has just arrived in Ferelden. There is no reason why it should be more devastating than the German army at Verdun. I always envisaged its initial impact to be somewhat like the Plaguelands in WoW, a sickened land that is slowly dying (if I remember correctly, the Western Plaguelands are clearly sick and dying, in the Eastern Plaguelands the corruption is further along and you also have mutated plants etc.) The end result might be a lifeless desert, but not so fast. Certainly not looking like a mix of Verdun 1916 and 2003 Jackson’s Mordor.
.Goldman referred to Kurosawa and Bruegel as influences. One of those influences may be the prominent presence of the color red, but another one that was indicated was landscape.
Here’s Bruegel’s ‘Triomf van de Dood’(The Triumph of Death’)

Like Jackson’s Mordor, the landscape itself looks a bit surreal. That’s because Bruegel (and other Netherlandish painters) deliberately painted fantasy landscapes; they are always clearly 16th century Netherlandish (Belgian/Dutch), but they have odd things in them like mountains and rocks. We have a bit of that here in the SE corner of the Netherlands and eastern Belgium, but it’s not exactly common. The lifeless landscape itself here may be inspired by the sandy plains that existed (and still exist) in parts of the Low Countries where the topsoil eroded due to agricultural (overgrazing) and industrial (woodcutting, mining of iron ore-holding soils) activities in medieval times.
(Here’s a picture from (northern Brabant), in the same historical province in which Bruegel lived most of his life - he may have been born not far from here, but it’s not certain)

(And a shameless little plug for the Bruegel movie with Rutger Hauer, ‘ The Mill and the Cross’ :
www.youtube.com/watch Now that is art style…)
Anyway, if Goldman & Co were inspired by Bruegel and Kurosawa, fine. But it may have been wise to take a good look at the totality of their work, and why particular elements work. They never operate in isolation, and that's why I think you have to be careful how you use those elements. Always keep an eye on the total context.
I think that art style, in the sense of ‘visual presentation’, is more than just a place on a sliding scale indicating degree of stylization or realism, and things like color choice and perspective. It’s also the totality of the composition. Wulfram mentioned that the game’s design should have taken things like the camera into consideration, and I agree completely. DA2 does a bad job of providing 'picture opportunities' (there are a few, but they are not very common, you have to look for them and even then they are not that outstanding), as Goldman himself put it. And this is unlike Skyrim, The Witcher II, and quite a few other RPG's and MMORPG's (Final Fantasy XII, WoW, Age of Conan, The Witcher I and II, Skyrim, Oblivion-with-mods etc. etc.
It is sometimes asserted that the absence of people is not ‘part of the art style’. Like heck it is, especially from the point of view of us, the consumers. we look at the totality of it, for anything between 20 and 40 hours or more, if we take our time or do one or more replays.
To illustrate this, here’s some more Bruegel. A couple of years back, Dutch artist and art historian Michel van Dam did an experiment. Bruegel’s paintings are famous for the large numbers of people in it, with lots of detail. Van Dam digitally removed the people and the end result was this:
Before:

After:

Before:

After:

There may be a lesson here but I can't put a finger on it...
The visual presentation of a game should be more than just borrowing Stalinist Gothic architecture left, Art deco stuff right and using the color red. And you really, really should look at the evolving total picture.
In the case of Kirkwall, I think the relative absence of people (and their clutter) actually drew more attention to the bland, lifeless, repetitive nature of the architecture of the city. Bruegel's paintings without people are much diminished, but there is still some interesting stuff to see.
Kirkwall? Not so much:(.
The more you can't put enough people (and their clutter) into the city because of technical limitations, the more interesting your city has to look...more, not less.

(...and if this looks melancholy, that's because it is meant to be. This is a city which was in serious decline at the time of the painting. But people carried on regardless...This is the weight of history)
Oh, and that's completely ignoring the issue of style as cultural style, as in architecture, dress, arms, armour etc.
Oooh boy
Modifié par Das Tentakel, 17 septembre 2012 - 01:24 .





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