Well, with " It's still pre-alpha ", I mean that judgement on the visual state of the game should be reserved until we get much closer to release. I.e. all judgement on the game, not just the negative criticism.
New screens?
#151
Posté 29 avril 2014 - 06:53
- iqueefkief aime ceci
#152
Posté 29 avril 2014 - 06:59

the way those rocks just look like stacked blocks really bothers me
the edging is too precise and it doesn't look natural. way too clean. i think maybe that's what it is? everything is very clean.
#153
Posté 29 avril 2014 - 07:08
They are supposed to be stacked blocks and not rocks. The screenshot shows ruins and the clean cut is not that out of the ordinary if you compare it with Inca masonry.
the way those rocks just look like stacked blocks really bothers me
the edging is too precise and it doesn't look natural. way too clean. i think maybe that's what it is? everything is very clean.
- Deflagratio, Bowen Askani, TheLittleBird et 1 autre aiment ceci
#154
Posté 29 avril 2014 - 07:13
They are supposed to be stacked blocks and not rocks. The screenshot shows ruins and the clean cut is not that out of the ordinary if you compare it with Inca masonry.
I wonder if that was a sarcasm post originally... You can even see some detailed and worn carvings in the cut stone. They're very obviously "Ruins" and not rocks.
#155
Posté 29 avril 2014 - 07:44
I did not say anything for the game less realistic than I want it to be. That was not the point. Certain aspects of the assets do not match across presented material - e.g.- textures are great, but the models are blocky, not enough polygons it seems and in some cases complete lack of bump mapping. That is not a design/artistic choice, that is a flaw imo.
I'm not gonna get into this arguement, and i find it amusing that you basically keep saying the same thing.
All i really got out of any of this was: your avi seems to match your personality.
#156
Posté 29 avril 2014 - 07:47
the way those rocks just look like stacked blocks really bothers me
the edging is too precise and it doesn't look natural. way too clean. i think maybe that's what it is? everything is very clean.
The dragons were playing tetris with it ?
- Silver Moone et TheLittleBird aiment ceci
#157
Posté 29 avril 2014 - 08:06
The dragons were playing tetris with it ?
Dragon Tetris is the best kind of Tetris.
- Dio Demon et TheLittleBird aiment ceci
#158
Posté 30 avril 2014 - 11:51
I see the same problem with the new screens... another quick example - look at the missing stones in the "ruins". They all look the same, sharp as never before. Someone constructed those ruins 5 minutes ago it seems. The murble interior (she-mage screen) looks like fibreboard.
So are you blaming Frostbite 3 or the devs?
#159
Posté 01 mai 2014 - 12:00
So are you blaming Frostbite 3 or the devs?
Unless the engine has suddenly become self aware and constructed those ruins itself, I'm gonna go with the devs.
#160
Posté 01 mai 2014 - 12:05
There seems to be a ballet dancer among them, that bald dude in tights.
#161
Guest_simfamUP_*
Posté 01 mai 2014 - 02:04
Guest_simfamUP_*
Are you ****** kidding me?! That is EXACTLY what an artist needs to be if he is or wants to be an artist. Its called OBSERVATION. Otherwise its like I said, some silly Joe, randomly planting plants on the desert tile set.
SON OF MAN LOOK TO THE SKY!
LIFT YOUR SPIRIT SEND IT FREE!
SOMEDAY YOU'LL WALK TALL WITH PRIDE!
SON OF MAN A MAN IN TIME YOU'LL BE!
hoomdaeeyeyo
hoomdaeeyeyo
hoomdaeeyeyo
SON OF MAN
SON OF MAN'S A MAN FOR ALL TO SEEEEEE
F*CK YEAH! TARZAN!
- Teddie Sage, Dio Demon et TheLittleBird aiment ceci
#162
Posté 01 mai 2014 - 10:53
SON OF MAN LOOK TO THE SKY!
LIFT YOUR SPIRIT SEND IT FREE!
SOMEDAY YOU'LL WALK TALL WITH PRIDE!
SON OF MAN A MAN IN TIME YOU'LL BE!
hoomdaeeyeyo
hoomdaeeyeyo
hoomdaeeyeyo
SON OF MAN
SON OF MAN'S A MAN FOR ALL TO SEEEEEE
F*CK YEAH! TARZAN!
... I love you.
#163
Guest_simfamUP_*
Posté 01 mai 2014 - 10:56
Guest_simfamUP_*
... I love you.
Awww :'-)
I love you too Orlesian xD
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- Teddie Sage aime ceci
#164
Posté 01 mai 2014 - 11:05
They are supposed to be stacked blocks and not rocks. The screenshot shows ruins and the clean cut is not that out of the ordinary if you compare it with Inca masonry.
It looks pretty unnatural to me, to be honest. It's not the quality of the masonry, it's the fact that it looks like random pieces of ashlar blocks on top of each other, rather than an actual ruin. Look at the right and left pile, for instance. The top right stone looks like some kind of topstone or lintel, but you see no sign of a similar block on the left pile, even though the two piles are about the same height.
'Random ruin syndrome', if you ask me.
In this context, the piles are also pretty straight and the blocks are rather neat given that erosion in a desert environment (unless the blocks are buried in the sand) can be a real problem.
Some comparisons:

Inca fortress of Sacsahuayman. It's not that old (give or take 5 centuries), not in a desert, the construction's ashlar blocks support each other and it's well-maintained because it's a major historical / tourism site. Compared to Sacsahuayman, those pillars in DA:I both look too neat and too random.

Portal of the Sun, Tiahuanaco. Much older than Sacsayhuaman, you can see that time wasn't very kind to it, but it has been repaired since. Broken lintel, sagging right pillar. Time's a b...h.

Ashlar masonry at Siwa, Egypt. This is actually pretty late work, done by Greek masons and just a bit over two millennia old. Note the eroded and broken state of the masonry.
Again, what ruins we see in DA:I, but also in many other videogames, tend to feel or look unnatural.
It's not a biggie and I agree that BioWare's games mostly rely on characters and story (mainly characters and subplots, less on main plot or sidequests). It's a relatively minor immersion issue and probably only for a minority of people, but hey, I personally like believable ruins.
This is more a design than a graphical fidelity thing, though. Back to graphics
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