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Kasumi reveal thread - All info regarding Kasumi


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#51
Siansonea

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The hood is there so that they don't have to give her hair. Hair is so tricky to get right. Kelly's Donald Trump hair is a case in point.

#52
SpideyKnight

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Siansonea II wrote...

The hood is there so that they don't have to give her hair. Hair is so tricky to get right. Kelly's Donald Trump hair is a case in point.


I always find it funny when people say this.  Hair physics have come a long way, an extraordinarily long way.  This is one of my artistic gripes with ME, they take the absurd easy way out in a game that supposedly pulls out all the stops.  It's highly annoying.  Case in point, look at Venetica, from a small developer, the main characters hair is animated properly, waves in the wind, goes over the characters shoulder when she moves too much, is longish, etc...  Now tell me how can a small developer make sure hair is appropriate but not Bio where everyone has metallic hair that never moves and is always short?  It irks me, but it is what it is, just a personal gripe.

#53
Kosmiker

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SpideyKnight wrote...

Siansonea II wrote...

The hood is there so that they don't have to give her hair. Hair is so tricky to get right. Kelly's Donald Trump hair is a case in point.


I always find it funny when people say this.  Hair physics have come a long way, an extraordinarily long way.  This is one of my artistic gripes with ME, they take the absurd easy way out in a game that supposedly pulls out all the stops.  It's highly annoying.  Case in point, look at Venetica, from a small developer, the main characters hair is animated properly, waves in the wind, goes over the characters shoulder when she moves too much, is longish, etc...  Now tell me how can a small developer make sure hair is appropriate but not Bio where everyone has metallic hair that never moves and is always short?  It irks me, but it is what it is, just a personal gripe.


Maybe because that small developer isn't using the same engine (unreal engine) as mass effect?

#54
GlassRain

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in Mass effect they have hair products which prevent hair from moving. Its not metallic, its just stylishly solid!

#55
nel e nel

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Atranes wrote...

Re Parasini - they may very well be different groups to each other, but to you, they are the same group (both employed, either directly or indirectly, by some component of synthetic insights). It is the relationship to the second person that determines the address.

Re the ramen guy, it's that his laziness is actually a different word. Irasshaimas (what it sounds like) is a colloquial pronunciation of the honorific irasshaimasu, which means "to honorably exist." Same root verb (irassharu), but very different meaning.


This is assuming that language is static and never changes, which is not true. ME2 takes place almost 200 years in the future, after we have made contact with at least 6 or 7 other different alien races, not to mention the globalization of Earth's communities as well. 

Take Blade Runner for example, everyone speaks this hybrid language that is a melding of english, spanish, japanese, hungarian, etc. Same thing in Clockwork Orange, Firefly/Serenity, etc. You know, in some parts 'dude' is considered an honorific. 

#56
SpideyKnight

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Kosmiker wrote...

SpideyKnight wrote...

Siansonea II wrote...

The hood is there so that they don't have to give her hair. Hair is so tricky to get right. Kelly's Donald Trump hair is a case in point.


I always find it funny when people say this.  Hair physics have come a long way, an extraordinarily long way.  This is one of my artistic gripes with ME, they take the absurd easy way out in a game that supposedly pulls out all the stops.  It's highly annoying.  Case in point, look at Venetica, from a small developer, the main characters hair is animated properly, waves in the wind, goes over the characters shoulder when she moves too much, is longish, etc...  Now tell me how can a small developer make sure hair is appropriate but not Bio where everyone has metallic hair that never moves and is always short?  It irks me, but it is what it is, just a personal gripe.


Maybe because that small developer isn't using the same engine (unreal engine) as mass effect?


You think the unreal engine can't do hair?  Are you kidding?  Do I need to point out all the games that use the unreal engine?  Lost Odyssey being just one in a long line of Unreal games that have no problem with long hair?  Don't blame it on the engine, it's not that, even attempting that just proves how little you know.

#57
nenri

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probably hair simulation too straining in term of game scope for available production capacity. If bioware implement hair simulation on main characters (squaddies) then people will complain and notice that the npcs do not have hair sim. Implementing hair simulation for all characters may be too much time for little added value.

#58
SpideyKnight

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nenri wrote...

probably hair simulation too straining in term of game scope for available production capacity. If bioware implement hair simulation on main characters (squaddies) then people will complain and notice that the npcs do not have hair sim. Implementing hair simulation for all characters may be too much time for little added value.


If this was someone other than Bioware I could see that.  But if you look at any of the viddoc's they focus heavily on how bioware tried to make the eyes in every scene just right.  The movements, the motion, don't think they havne't gone out of their way to make this feel as motion-picturesque as possible.  And yet to go all that way and then put the glossy wigs on the top of everyone's head is just selling yourself short, and for no real reason.  Perhaps you guys aren't artists, so you don't know but hair templates are a dime a dozen nowadays.  Able to be fully implemented at the drop of a hat, particularly in a Unreal engine where resources can be found at the turn of every corner.  And this wouldn't have cost them anything but implementation times.  No artwork needed since the hair styles/templates come complete, just put them in the game and bam done.  Long flowing hair from seductive vixens inside the hour.  It's laziness, there is no other excuse.

Modifié par SpideyKnight, 17 février 2010 - 12:08 .


#59
nenri

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SpideyKnight wrote...

Perhaps you guys aren't artists, so you don't know but hair templates are a dime a dozen nowadays.  Able to be fully implemented at the drop of a hat, particularly in a Unreal engine where resources can be found at the turn of every corner.  And this wouldn't have cost them anything but implementation times.  No artwork needed since the hair styles/templates come complete, just put them in the game and bam done.  Long flowing hair from seductive vixens inside the hour.  It's laziness, there is no other excuse.


Interesting. Work in 3d animation and FX, have no experience with unreal engine. I understand Bioware focusing on eyes as they are the first thing you will look at in any image, hair, less important and if animated wrong (too wavy, too flowy, secondary motion can be annoying/surprising if left to a sim, and time consuming to tweak per shot) can distract from the intent of the shot. 

But spideyknight you speak the truth, haircuts in mass effect not difficult to animate convincingly and sim can do the job, suggesting hair movement rather than fully simulating it.  Character haircuts clearly  designed at the concept art stage with that limitation in mind.

I remember Bioware saying for ME1 they had to learn the Unreal engine while in production, and ME2 benefitted from now working with an already tested and known engine. Maybe now that they seem to have it right, they'll play with adding more cosmetic features. Hair sim in ME3 would be nice. 

#60
KadeMisae

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I'm betting she's shotgun/sniper rifle, her special ability will be explosive ammo, good against a unique combination like shields and barriers but not armor, or shields and armor but not barriers (Making it a foil for warp ammo), and bonus damage to knocked down enemies. Orange highlights.



Other powers would be Incinerate and Shockwave.



Money's on a human spectre following in Shepard's footsteps, you pick her up on the citadel, as is already suspected. Udina/Anderson introduce you, and gives you an excuse to go talk to them/the council, as there's currently never a real gameplay reason to do so. Perhaps the Spectre is sent with you to investigate Shepard's alignment with Cerberus, and her loyalty mission relates to her decision to support Cerberus instead of the council, so you have to make a judgement call on her mission as with Zaeed, and just like with Zaeed, if you pick the wrong option you have to make a charm/intimidate check to secure loyalty.



Her passive would be Spectre > Demolitionist/Spy, Squad cooldown bonus and Power/Weapon damage, Demolitionist is power/weapon damage focus, and Spy is squad cooldown focus.

#61
KadeMisae

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I suspect the real reason is that biotics and certain environments affect the actual weight of characters, making hair realistic would mean various different characters would have wildly fluctuating processing loads, making it look just right when you tag a human woman with a throw so that her hair spills out perfectly is just a lot of process for something that I honestly didn't even notice.



What I was constantly aware of, though, was Miranda and Jacob's unusually large/weird shaped teeth. Everyone else's seemed perfect, especially the turian's, but Jacob looks like he's wearing denchers OVER TOP of his teeth, and Miranda's jaw structure reminds me of ... maybe a frying pan?

#62
Kosmiker

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SpideyKnight wrote...

Kosmiker wrote...

SpideyKnight wrote...

Siansonea II wrote...

The hood is there so that they don't have to give her hair. Hair is so tricky to get right. Kelly's Donald Trump hair is a case in point.


I always find it funny when people say this.  Hair physics have come a long way, an extraordinarily long way.  This is one of my artistic gripes with ME, they take the absurd easy way out in a game that supposedly pulls out all the stops.  It's highly annoying.  Case in point, look at Venetica, from a small developer, the main characters hair is animated properly, waves in the wind, goes over the characters shoulder when she moves too much, is longish, etc...  Now tell me how can a small developer make sure hair is appropriate but not Bio where everyone has metallic hair that never moves and is always short?  It irks me, but it is what it is, just a personal gripe.


Maybe because that small developer isn't using the same engine (unreal engine) as mass effect?


You think the unreal engine can't do hair?  Are you kidding?  Do I need to point out all the games that use the unreal engine?  Lost Odyssey being just one in a long line of Unreal games that have no problem with long hair?  Don't blame it on the engine, it's not that, even attempting that just proves how little you know.


I just said "Maybe", never pointed out that as a certain thing. Save the hate for someone else.

#63
ODST Steve

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I hope her move is some kind of assassination type thing for my Infiltrator. The Melee still is useless even with Assassination cloak.

#64
Shizly

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She's a human thief that steals art and had stole a omni-gel converter. You can hear that in the news reports.

#65
mundus66

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KadeMisae wrote...

I'm betting she's shotgun/sniper rifle, her special ability will be explosive ammo, good against a unique combination like shields and barriers but not armor, or shields and armor but not barriers (Making it a foil for warp ammo), and bonus damage to knocked down enemies. Orange highlights.

Other powers would be Incinerate and Shockwave.

Money's on a human spectre following in Shepard's footsteps, you pick her up on the citadel, as is already suspected. Udina/Anderson introduce you, and gives you an excuse to go talk to them/the council, as there's currently never a real gameplay reason to do so. Perhaps the Spectre is sent with you to investigate Shepard's alignment with Cerberus, and her loyalty mission relates to her decision to support Cerberus instead of the council, so you have to make a judgement call on her mission as with Zaeed, and just like with Zaeed, if you pick the wrong option you have to make a charm/intimidate check to secure loyalty.

Her passive would be Spectre > Demolitionist/Spy, Squad cooldown bonus and Power/Weapon damage, Demolitionist is power/weapon damage focus, and Spy is squad cooldown focus.

Not that this means anything but the in game videos we seen of her select screen, suggests that she has overload and ai hacking. Plus a sniper and assault rifle as weapons. Her unique abilty is probably tech oriented. And she is a thief, there is already a news report about her in game.

#66
Shizly

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Kelly says about Kasumi:
That Kasumi is an interesting addition to the crew. I can see why she's good at her work... she never reveals anything meaningful about herself. It's all on the surface. It'll be a challenge getting to know who she really is.

Modifié par Shizly, 18 février 2010 - 11:51 .


#67
akseltestdrive4

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Interesting. I heard some of the voice myself. She really looks like a sith though. Hopefully she has more conversations then what they did with Zaeed. Possible LI?



And I wouldn't know about putting attention in the eyes, I could swear there are some moments in the game the characters look cross eyed. I don't really mind the metallic hair but PLEASE make better hair meshes for the default femShep in this DLC. All of it looks bad, just make Nef, Jentha and probably Kelly's hair available at least.

#68
mattp420

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Taken from another thread:

www.onelastcontinue.com/13272/new-mass-effect-2-kasumi-video-appears-online/

  • She cannot be added to the party (prior to the suicide mission).  If you
    attempt to do so, the game will remove her with a warning message but
    will still allow you to continue.
  • Being a tech expert, she can successfully navigate the pipeline during
    the suicide run. She can also be used to escort the remaining Normandy
    crew back to the ship.
  • It is possible for her to die during the suicide run if you do not
    upgrade the Normandy’s armor.

Although this is still speculation, it is interesting that Bioware may have given such a large role in the suicide mission to a DLC character.