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Discover The Dragon Age(New Official Videos and Screenshots)


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#851
TurretSyndrome

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Fereldans aren't crude, they're practical. They're not incapable of curves. You don't have to be an artisan from Orlais to come up with pronounced structures and  statues.  Anyway, hopefully the following is just one place in the entire game and will not repeat.

 

Behold the mother spike:

 

kHISQXV.jpg?1

 

I actually thought this was some sort of a graphical glitch the first half a second I saw it.

 

3GDQqXN.jpg

 

Freshly painted griffons?

 

Lego time:

l1fe6i4.jpg

 

qxNDp4q.jpg

Lego + Spikes?

 

EGSt9RQ.jpg

 

Spike brothers?


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#852
LPPrince

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It hurts my eyes, really. Makes me consider canceling my preorder and waiting to hear from others if DA:I is high on the spike-game, if so I might not even bother.

 

One of my biggest gripes with DA2 was its art style;if Inquisition borrows one of the worst parts of it, even after loads of fan feedback criticizing it, then eww.



#853
TurretSyndrome

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One of my biggest gripes with DA2 was its art style;if Inquisition borrows one of the worst parts of it, even after loads of fan feedback criticizing it, then eww.

 

Thank goodness I'm not the only one who hated DA 2 art style. And it seems to have stumbled into DA:I now. I bet it's the same person who designed the stuff in DA 2 worked on that stuff in the screenshots. If they say that it belongs to a region and that it's supposed to look like that, it would be such a bad excuse for these sloppy designs.



#854
LPPrince

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I'm not gonna go so far as to call it sloppy. I've just never been a fan of that particular style, whatever you'd call it.



#855
The Elder King

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It hurts my eyes, really. Makes me consider canceling my preorder and waiting to hear from others if DA:I is high on the spike-game, if so I might not even bother.
 
One of my biggest gripes with DA2 was its art style;if Inquisition borrows one of the worst parts of it, even after loads of fan feedback criticizing it, then eww.

Problem is, I'm pretty sure there was a lot of people that stated they liked that style. I'm not sure the majority of the feedbacks here was against the Spiky features, and the forum isn't the only media where Bioware takes feedback.
As far as I seem recall the Western Approach is the only area shown so far where spikes are heavily featured; I hope the majority of be areas doesn't present this artistic style. Other than the dog collar Therinfal seems safe about it (there's is the blocky stile in the fortress, but it's not a big problem for me).
I can live with the Spiky features though, as long as there are a lot of areas different from each others.

#856
Guest_Terrian_*

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Look at the screenshots in the previous page. The weapons being held by the statues, the claw like things jutting out from parts of the temple(?) and the Grey Wardens' base. There's also that damn lego like towers. It's as if the artists just can't think of creating stuff outside that look. "Hey give me a bunch of stone arrow heads and I'll make a weapon out of it" or "Hey, wanna build structures with just stone blocks?". Ugh...

 

Just read some posts from the previous pages, looks like I'm not the only one who noticed this crap. And I know the game will look better once it gets some polish, but the problem isn't just that. It's the "hexagon" art style mostly. 

 

As I said, I do agree with the blocky part. The spikes however are limited only to the Western Approach area, which is littered with Ancient Tevinter structures, and I assume that the ancient Imperium was (and still is) fond of sinister looking architecture that symbolize violence and terror. The architecture in the rest of the areas is pretty normal looking, at least in my opinion.

 

What I'm worried about is the weapons, really. The series doesn't have a good track record with those.

 

 

3GDQqXN.jpg

 

Freshly painted griffons?

 

Lego time:

l1fe6i4.jpg

 

I thought the griffons are fashioned out of metal, but maybe I'm mistaken. Those... lego... things look like tiny ziggurats to me. Maybe like Angkor Wat.

 

Anyways, the only problem that I have with this is that it doesn't look like the ancient, abandoned fortress that Adamant is supposed to be. It looks like its construction was finished just yesterday.


Modifié par Terrian, 01 juin 2014 - 04:19 .


#857
Rel Fexive

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Only those big spikes have no equivalents in the architecture of our world.  The others, I am sure, can all be found in buildings old and new across the world; the idea that using big blocks is somehow "programmer laziness" is simply ridiculous.



#858
archav3n

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I second on the black spike from the wall. It looks plain awful.


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#859
Guest_Terrian_*

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Anyways, folks have been speculating that Therinfal Redoubt is somewhere in the Tirashan Forest, but the architecture looks pretty Fereldan to me.

 

Ok, I can't believe I missed this, but in the summery of the article/codex entry on the site, it clearly says Therinfal Redoubt is an "old Fereldan fortress". I guess that settles it then.



#860
Guest_Terrian_*

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Only those big spikes have no equivalents in the architecture of our world.

 

 

I'm not terribly broken up over them myself. I like what we've seen of the game so far, including the environmental designs, enough that some spikes won't stop me from playing the game.

 

Anyways, you could sort of rationalize the upward ones. They're there to keep dragons or Archdemons from landing on top of the fortress and wreaking havoc. I don't know about the horizontal ones though.



#861
VelvetStraitjacket

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So, spikes are the new thing to complain about.

Those big, bad spikes.


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#862
LPPrince

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Gonna throw in some reposts mixed in with newbies

 

The Fade-

 

10382524_10152433276819367_3974803717716

10295537_10152433277469367_2080205324768

10380247_10152433277574367_3670314806401

10382518_10152433277634367_2649006428333

1956688_10152433277689367_72197438490608

 

Therinfal Redoubt-

 

1491481_10152433277789367_77355954094118

10339441_10152433277929367_8873659737440

10339299_10152433278254367_1935893565011

10338389_10152433278464367_1412591261356

10264191_10152433278659367_8073021097626



#863
slimgrin

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I'm not gonna go so far as to call it sloppy. I've just never been a fan of that particular style, whatever you'd call it.

 

Dissonant is what I call it. Unusual. Bizarre. It's like they get 80% right then they blow the last 20%. Still much better than DA2 though. Therinfal looks good.


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#864
LPPrince

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Dissonant is what I call it. Unusual. Bizarre. It's like they get 80% right then they blow the last 20%. Still much better than DA2 though. Therinfal looks good.

 

I mean seriously, what the hell is with that statue in the first Therinfal image I just posted? MY HELMET CAN FIT IN MY WEAPON HURR


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#865
Deflagratio

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I mean seriously, what the hell is with that statue in the first Therinfal image I just posted? MY HELMET CAN FIT IN MY WEAPON HURR

 

You've got a real beef with sharp angles. Are you by chance Dr. Seuss reincarnated?


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#866
slimgrin

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You've got a real beef with sharp angles. Are you by chance Dr. Seuss reincarnated?

Bad art design is a legit complaint. There are areas where the art team just goes off the rails, and they make really weird design decisions. 


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#867
LPPrince

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You've got a real beef with sharp angles. Are you by chance Dr. Seuss reincarnated?

 

If Dr. Seuss hated the way DA2 looked, I must be.



#868
Rel Fexive

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Anyways, you could sort of rationalize the upward ones. They're there to keep dragons or Archdemons from landing on top of the fortress and wreaking havoc. I don't know about the horizontal ones though.

 

I guess they could be to stop dragons or Archdemons (or trolls?) from running up to your walls and pounding on them.

 

I mean seriously, what the hell is with that statue in the first Therinfal image I just posted? MY HELMET CAN FIT IN MY WEAPON HURR

 

Without knowing what it is a statue of, it is hard to know why it looks the way it does.



#869
LPPrince

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A screw/nail, probably.



#870
Das Tentakel

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Okay, I like the Fade a bit better now. One big complaint though: It doesn't look like the Fade as described or depicted earlier, but rather has a 'lo-cost, blocky Cthulhu wannabe*' vibe. R'lyeh and environs on a budget and with blocky housing and floaty islands, rather than the fancy madness-inducing non-Euclidean geometry and weird monumental architecture and all that...

 

The statue in the castle courtyard (if it's the courtyard) looks like some leftover DA2 asset. In terms of style it totally clashes with the pseudo-European medieval castle, as well as being fugly.

The windows of the castle (which otherwise looks mostly okay, certainly good enough for generic fantasy**) also look weird. The upper ones are rather large for a tower in what I think is supposed to be a functional fortress, but it's also plain glass, rather than paned windows. Because of this, they really look 'off', and very unauthentic (modern rather than fantastical / historical).

 

Oh, and the grass (and weeds?) growing in what looks like a dungeon / cellar is a bit , erm, unusual. Grass has a tendency not to grow in the shade, and all that...

 

 

 

P.S. Since I'm criticising here, let me say that I think that the visual design is important, but that as far as I am concerned not crucial to DA:I's quality or succes as a game. It'll stand or fall by its characters, combat and plot.

 

 

 

*Cheap tentacle-faced statue included.

** Good enough, but also very boring and uninspired-looking, to be honest. This is what I mean by 'competent but generic'. There must be hundreds (and once thousands) of castles in Europe that look or looked more interesting than this. Perhaps Ferelden is the boring semi-normal 'America with Swords' place, but surely a bit more flamboyance, imagination and / or ripping off real castles should have been possible?


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#871
LPPrince

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The statue in the castle courtyard (if it's the courtyard) looks like some leftover DA2 asset. In terms of style it totally clashes with the pseudo-European medieval castle, as well as being fugly.

 

ding ding ding ding ding



#872
Hanako Ikezawa

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Only those big spikes have no equivalents in the architecture of our world.  The others, I am sure, can all be found in buildings old and new across the world; the idea that using big blocks is somehow "programmer laziness" is simply ridiculous.

Agreed.

 

mayan_pyramid_2.jpg

 

The Mayans were so lazy, building their pyramids with nothing but big blocks. :P



#873
TurretSyndrome

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I'm sorry. I wasn't informed on the artists being Mayans. I always assumed that they were artists of the modern age with access to modern day tools, my bad.

 

Iqej8Fp.jpg?1

 

:sick:  :sick:  :sick: *facepalm*

 

Cool Fade pics by the way. I'm liking the Fade more and more, with the exception of that light source. I hope they have a lore-wise explanation for that.



#874
Hanako Ikezawa

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I'm sorry. I wasn't informed on the artists being Mayans. I thought they were artists of the modern age with access to modern day tools, my bad.

Irrelevant. They are creating these structures as if they were built by people without modern day tools. 


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#875
TurretSyndrome

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Dragon Age doesn't follow our timeline and history, nor should it follow the same level of advancement we had in architecture. More imaginative constructs can be expected. Try to let go of the habit of applauding art which is either jarring or just mediocre.


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