Aller au contenu

Photo

Is there much support for a return to the aesthetics of ME1?


  • Veuillez vous connecter pour répondre
154 réponses à ce sujet

#51
Killroy

Killroy
  • Members
  • 2 828 messages
If pure role playing is all you're after then this isn't the series you should be playing. How the game makes you, the player, feel is more important than what the character might be feeling. If I get an eerie vibe then the game succeeded in delivering an eerie tone. If I feel the the immense desolation of standing on a barren world on the other side of the galaxy then the game succeeded in delivering a desolate tone. I don't care if the character wouldn't be feeling those things.
  • Addictress, Boboverlord et yolobastien6412 aiment ceci

#52
AntiChri5

AntiChri5
  • Members
  • 7 965 messages

I am honestly scratching my head at people who felt there was any real variety in Mass Effect 1's armour and weapon aesthetic.

 

Armour simply had light, medium, heavy with a thousand reskins. Three models.

 

Weapons are better but not by much. There was only one or two model's for each weapon class. AR's had three, I guess.

 

The later games offer actual aesthetic variety. Compare the Graal to the Disciple, the Phaeston to the Saber. Completely different.

 

Armour suffered a bit. There was more aesthetic variety but we did lose slimmer options.


  • Dr. rotinaj, Dirthamen, SNascimento et 2 autres aiment ceci

#53
AlanC9

AlanC9
  • Members
  • 35 624 messages

If pure role playing is all you're after then this isn't the series you should be playing. How the game makes you, the player, feel is more important than what the character might be feeling. If I get an eerie vibe then the game succeeded in delivering an eerie tone. If I feel the the immense desolation of standing on a barren world on the other side of the galaxy then the game succeeded in delivering a desolate tone. I don't care if the character wouldn't be feeling those things.

My point was that an RPG shouldn't be trying to deliver an experience that has nothing to do with the PC's experience in the first place. It should be trying to deliver the experience of being the PC. That's hard enough even without trying to convey contradictory experiences at the same time.

Edit: I'm not really complaining about ME1's UNC implementation here. Since it didn't actually convey those feelings to me, there was no RP damage. The worst I could say is that it was a dull feature and a waste of dev time, but that's hardly a big deal since it was also cheap and wholly optional
  • In Exile et Dirthamen aiment ceci

#54
Mcfly616

Mcfly616
  • Members
  • 8 988 messages

ME1 aesthetic all day. Back when my squadmates wore actual space suits on hostile planets and armor into battle. I'll take that instead of the ridiculous, sexualized comic book super-hero style they went with in the sequels.     


  • Neverwinter_Knight77, c_cat, KrrKs et 1 autre aiment ceci

#55
Scarlett

Scarlett
  • Members
  • 587 messages

I think my favourite armors are from ME2, but I also like some pieces from ME1... so... a mix of both ?

 

But, in fact, I would love to see real new designs for MEA, not recycling things we already had on previous games.



#56
Laughing_Man

Laughing_Man
  • Members
  • 3 663 messages

I would prefer the ME1 more... functional design over ME2's breathing masks and catsuits.

 

However when it comes to the graphical details of armor and weapons, I would prefer the new quality of graphics with the older style.



#57
Durack

Durack
  • Members
  • 922 messages
Is there much support for a return to the aesthetics of ME1?

 

 

 

No :)

 

I love Mass effect 1, but  lot of the armor was ugly, no relief, flat ...  The best compromise  was ME2  for me .

But what I want to see again from   :

- Light, medium, Heavy
- Diversity



#58
In Exile

In Exile
  • Members
  • 28 738 messages

If pure role playing is all you're after then this isn't the series you should be playing. How the game makes you, the player, feel is more important than what the character might be feeling. If I get an eerie vibe then the game succeeded in delivering an eerie tone. If I feel the the immense desolation of standing on a barren world on the other side of the galaxy then the game succeeded in delivering a desolate tone. I don't care if the character wouldn't be feeling those things.


But now we're really crossing the line into the uselessly subjective. If I'm terrified of spiders, DAO will automatically suceeed in being a scary game for me. But it seems worthless to say that the game is then a dark game or a game with horror elements - which are actual genre titles - because I was subjectively afraid. On the other hand, it would be strange to say RE1 isn't a horror game just because I don't get scared.

#59
Joseph Warrick

Joseph Warrick
  • Members
  • 1 290 messages
I prefer the ME2&3 system with interchangeable parts rather than the light/medium/heavy idea from ME1. We get a lot more customization at a lower cost.

If there is a little diversity in the armour parts, it will be a double win. Some parts may feel spacey while others would be more like Halo; and some may look lighter than others.

#60
Cyberstrike nTo

Cyberstrike nTo
  • Members
  • 1 713 messages

Ugh... the MEA armor looks ridiculous :(  I liked the simpler, more realistic 'wetsuit' designs. Come on, would the Alliance/NASA really splurge on these fantastical constructs? 

 

Yes, they would. 



#61
Wulfram

Wulfram
  • Members
  • 18 948 messages
I liked ME1's areas. Even the open areas at least had some awesome sky boxes.

Armour wise I liked some of ME3's options the best, though ME1's medium was OK. I was never especially keen on the default N7 stuff.

I don't like the MEA armour we've seen.

#62
Markus

Markus
  • Members
  • 107 messages

On one hand, I agree with the aesthetic where all of our teammates wore actual armor on missions, and not skin-tight bodysuits with breathing masks (especially on worlds where the atmosphere would burn they eyes out of your sockets).  That...is weird...to say the least.  So I'm all on board with having our team wear armor on the field.

 

As for the rest of the aesthetic?

I didn't really like the look of ME1.  The armor looked dull and slimy (best way I can describe it), and the whole aesthetic felt very much dated and kitschy--80s inspired is a very good way to describe it.  I guess it's just a consequence of growing up in the 90s and early 00s, but I prefer my Sci-Fi to either be grungy and used (like a good portion of ME2), or bright and clean and rounded (like Asari architecture).

 

That's not to say I don't like kitsch.  I just prefer it more in both my fantasy games, be they classic or urban-flavored.



#63
RZIBARA

RZIBARA
  • Members
  • 4 066 messages

I liked the colour usage and the fact that all soldiers actually wore armour (squadmates werent wearing catsuits, heels and that type of garbage into combat). 

 

Aside from that though, I actually prefer the armour designs of the new games (ME3 in particular) more, and would even like the armour to look more bulkish and soldierish than before.

 

The armour in the previews look very good.


  • StringerBell aime ceci

#64
Commandr_Shepard

Commandr_Shepard
  • Members
  • 86 messages

But it's not. Because you're not "actually" on an empty planet with nothing but the Mako and your two companions and the sound of the wind. You're part of an intergalactic crew you're actively in radio contact, making the equivalent of a trip to the country-side. This is a purely personal experience on your part, but I absolutely contest that there's anything existential about it. 

 

From the point of view of the characters, this is an incredibly mundane phenomena in a world absolutely rife and teeming with non-human life. From our player perspective, again, same thing. 

 

I don't disagree that dread can be existential. I just disagree that ME1 comes within a hundred thousand feet of an existential theme. The closest we see is the absolutely brilliant "I remember me". Now that is a dark scene, but it's a rare moment, and it's dark precisely for the reasons I point out: it's all about disempowering the protagonist, and everything about that scene is about powerlessness and abuse. Shepard's lack of power is stressed - careful approach, repeated all done by dialogue, constant stories of abuse and a lack of power, etc. 

 

Never thought what Killroy was describing would fly over anyone's head. A feeling is a feeling. Sorry you didn't feel this way about ME1. You've missed out.


  • yolobastien6412 aime ceci

#65
Drakoriz

Drakoriz
  • Members
  • 383 messages

Man this post about going back to the old are getting old =P.

 

Anyway hell no ME1 at the time was a good game aesthetic wise, but ME 2 and then ME3 improve the aesthetic, and for what i saw from the little concepts we get from Andromeda they bring the aesthetic to a new level, improving forward.

 

When it come to art guys, getting stuck on something old, is always bad. Bc ppl get use to it faster, yeah it bring nostalgia back, but u get over it quick, and when something is new ppl tent to attach to it longer.



#66
Commandr_Shepard

Commandr_Shepard
  • Members
  • 86 messages

Man this post about going back to the old are getting old =P.

 

Anyway hell no ME1 at the time was a good game aesthetic wise, but ME 2 and then ME3 improve the aesthetic, and for what i saw from the little concepts we get from Andromeda they bring the aesthetic to a new level, improving forward.

 

When it come to art guys, getting stuck on something old, is always bad. Bc ppl get use to it faster, yeah it bring nostalgia back, but u get over it quick, and when something is new ppl tent to attach to it longer.

 

So you can't imagine ME1 with updated current gen graphics? Pity.



#67
N7M

N7M
  • Members
  • 11 436 messages

Where did ME1 use negative space? The game was definitely less detailed than the others, but I wouldn't describe that as an effective use of negative space.

 

ME1's story line used it well throughout the game in the negative space of the narrative that the defined rested upon. Those elements that require intellectual reasoning and emotional understanding to gauge consciously but can, even if not consciously understood, move unconscious thought and create a sense of discomfort that something unspoken is taking place. The Feros mission and the colonists of Zhu's Hope is a great example of this. 


  • Commandr_Shepard aime ceci

#68
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

ME1's story line used it well throughout the game in the negative space of the narrative that the defined rested upon. Those elements that require intellectual reasoning and emotional understanding to gauge consciously but can, even if not consciously understood, move unconscious thought and create a sense of discomfort that something unspoken is taking place. The Feros mission and the colonists of Zhu's Hope is a great example of this. 

But in a purely visual aesthetic sense, the game did not use negative space. The props and scenes in Mass Effect 1 were not created in such a way that their observable negative space created another image.



#69
HenkieDePost

HenkieDePost
  • Members
  • 178 messages

Meh. I wasn't really a great fan of the aesthetics of ME1. I just don't like the overal design choices they made when it comes to armor and environment. It just isn't my style. I think (not including Miranda's suit and things like that) armor in 2 and 3 looks alot more like actual sturdy armor instead of the goofy looking ME1 designs. Take the picture of the first post for example, I'd take ME 2 and 3 N7 armor over ME1 every day. About the environment, like people said before, it's just too sterile and empty, although I know limitations of the time played a large role in this. I just like the more diverse, modern modern look of the environment in 2 and 3 a lot more than the '80's style sci fi ME1 look'. The same goes for music. People on this forum have commented on how they liked the electrical soundtracks of ME1 so much. I personally think they are okay, but not really more than that. The more 'orchestral and epic' soundtracks of ME2 and 3 are way more my style.

Although I recently re-played ME1 and immensly enjoyed the experience, I don't think ME:A should go back to the looks of that game.


  • ZipZap2000, blahblahblah et StringerBell aiment ceci

#70
Killroy

Killroy
  • Members
  • 2 828 messages
A lot of people are confusing mechanics for aesthetics. Light/medium/heavy armor vs swappable parts for armor is a mechanic, not an aesthetic. And reusing assets is also not an aesthetic choice, just a developmental one.
  • Grieving Natashina et Addictress aiment ceci

#71
StringerBell

StringerBell
  • Members
  • 30 messages

Definitely not in the lighting, ME1 lighting drove me nuts. I wouldn't mind if they made the armor for companions more sensible like it was in ME1 (I don't care how good your genes make you at fighting, they should also make you smart enough to know not to where high heels in combat)


  • Hanako Ikezawa, Han Shot First, Grieving Natashina et 2 autres aiment ceci

#72
Addictress

Addictress
  • Members
  • 3 172 messages

Yes, they would.



...what? Are you just saying this out of willful delusion?

#73
N7M

N7M
  • Members
  • 11 436 messages

But in a purely visual aesthetic sense, the game did not use negative space. The props and scenes in Mass Effect 1 were not created in such a way that their observable negative space created another image.

 

There could be some instances. More to the OP: Aesthetically, in terms of armor and visuals, sometimes less visuals gracefully says more about the technology in the fiction in terms of the overall aesthetic than garishly adding visual elements.

Looking at that ME:A armor image it's surprising the artist's manager didn't tell them to stop goofing around and get to work. The image seems like a "he's making himself look big" or peacock joke.



#74
Raizo

Raizo
  • Members
  • 2 526 messages

If we're talking about armor then I say no. I know it's not a fair vote since ME1's graphics have aged poorly ( and they weren't that good to begin with ) but I have always believed that most if not all of ME1 armors looked awful. I do like the idea of light, medium and heavy armor designs although I can do without them if it means a return to ME1's cluttered inventory system.

 

I do however miss some of the minimalist designs of ME1 as well as some of the more retro looking designs. A lot of environments in ME1 had a interesting clean and sparse look to them ( think 2001 Space Odyssey ). The later games were better looking and a lot of the environments were more detailed but I feel that that I was getting much of Hi Concept Sci Fi feel from any of the hub areas or combat levels. Their was very little in the later games that wouldn't have looked out of place in the last 2 Call of Duty games.



#75
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

There could be some instances. More to the OP: Aesthetically, in terms of armor and visuals, sometimes less visuals gracefully says more about the technology in the fiction in terms of the overall aesthetic than garishly adding visual elements.

Looking at that ME:A armor image it's surprising the artist's manager didn't tell them to stop goofing around and get to work. The image seems like a "he's making himself look big" or peacock joke.

While there may be some instances of visual negative space in ME1 (though I can't imagine where), I think it's safe to say that use of negative space is not a component of Mass Effect 1's overall visual aesthetic. Simplicity, however, is.

 

I think it's unfair to describe the extra visual elements as garish. In fact, looking at modern examples of combat armor and space suits, ME:A's suit design makes total sense; it has a lot of layered and protruding armor elements enclosed around a more flexible material. The muscular "Halo" look probably comes from an effort to be more ergonomic. ME1's armor looks more like a stormtrooper's than a potential future soldier. That's a valid design philosophy, but not more so than ME:A's.

 

Also, the person in the ME:A image looks like he's showing off because he is. The best way to show off as much of the armor as possible is to puff out the chest and splay the arms a little.