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Yes, it's horrible. Still, a bad character portrait doesn't change the fact that Avernum 3 is one of the biggest and most ambitious combat-oriented TB RPGs out there.
Avernum 3 was awesome. Monster attacks on towns were brilliant. I wish he hadn't switched to modified Geneforge engine in A4; that feeling of vastness was lost. I'm still looking forward to this one.
Phil's the man. He illustrated most of the covers of my favorite fantasy series, not to mention there's no Magic card not worth playing as long as it's illustrated by Foglio.
Yes, it's horrible. Still, a bad character portrait doesn't change the fact that Avernum 3 is one of the biggest and most ambitious combat-oriented TB RPGs out there.
The Avernum games are real fun turn-based dungeon crawlers set in an enormous underground cavern filled with all sorts of interesting things. The graphics are perfectly functional.
The interface, the dead spaces on it, and the clutter of the icons are not.
The graphics of Avernum games are far better than what people give it credit for, but take a good look at the portraits. It leaves alot of empty space which is not occupied by the image, for example. Let alone how crudely drawn the portraits are, they are like thin strips on big white boxes.
And then, you have endless icons placed on the same screen. I personally find it unnecessary, when all those things should be accessed from a seperate window. Look at how Neverwinter Nights 2 does it: All the function-related icons are opened up easily with a small button on the lower left of the screen, and more particular functions are kept within windows opened by those few functions. Unlike Avernum which puts everything on the same screen.
Not that it matters, because he started taking care of these things starting from Geneforge V.
In Avernums 1-3 the only thing that bugged me was why he didn't fix the stacking items bug (suppose your inventory was full and you had 7 arrows, but your encumbrance would allow you to pick up one arrow more. Than you had to drop one item, pick up the arrow so it would stack, and pick up the item again. Annoying.).
Phil's the man. He illustrated most of the covers of my favorite fantasy series, not to mention there's no Magic card not worth playing as long as it's illustrated by Foglio.
Once again Vogel proves that he is a lazy and incompetent fucktard that relies on the idiocy of his fanbase( that basically buys the same shitty product over and over again) to support himself and his family.
After he openly admitted that he has no joy in developing his shitty games, this was next on the disappointment line: another game with shitty graphics that were probably made by a school boy. Oh, and guess what: it's probably a lame rehash of the previous avernum titles. Just business as usual.
Once again Vogel proves that he is a lazy and incompetent fucktard that relies on the idiocy of his fanbase( that basically buys the same shitty product over and over again) to support himself and his family.
After he openly admitted that he has no joy in developing his shitty games, this was next on the disappointment line: another game with shitty graphics that were probably made by a school boy. Oh, and guess what: it's probably a lame rehash of the previous avernum titles. Just business as usual.
Once again Vogel proves that he is a lazy and incompetent fucktard that relies on the idiocy of his fanbase( that basically buys the same shitty product over and over again) to support himself and his family.
After he openly admitted that he has no joy in developing his shitty games, this was next on the disappointment line: another game with shitty graphics that were probably made by a school boy. Oh, and guess what: it's probably a lame rehash of the previous avernum titles. Just business as usual.
but still, i finished Avernum 1 and am now playing Avernum 2 and it is still the same gameworld with the caves/furries and all, will there be sunshine and green forests in the later titles or is it all grey caverns?
but still, i finished Avernum 1 and am now playing Avernum 2 and it is still the same gameworld with the caves/furries and all, will there be sunshine and green forests in the later titles or is it all grey caverns?
Just like everyone else says, the tile art is OK/passable but the portraits and related artwork looks utterly horrible. It's not that it's crude or ugly, it looks embarrassingly amateurish, as if draw by Napoleon Dynamite in his little sketch book or something. Geezus man, just spend a few hundred bucks for some half-assed portraits by a real artist. If the game is going to require 1.6mhz processor to run well, might as well get some decent art up in that biatch.
Just like everyone else says, the tile art is OK/passable but the portraits and related artwork looks utterly horrible. It's not that it's crude or ugly, it looks embarrassingly amateurish, as if draw by Napoleon Dynamite in his little sketch book or something. Geezus man, just spend a few hundred bucks for some half-assed portraits by a real artist. If the game is going to require 1.6mhz processor to run well, might as well get some decent art up in that biatch.
I was going to mention the furries, but kc beat me to it. Suddenly, even mentioning them didn't seem like a good idea in the first place.
I think the graphics are passable for someone who likes combat-oriented games. It's purely functional. Of course if you want a storytelling RPG with an atmosphere and everything that goes with it, graphics need to work accordingly. But in this case I'd say it's ok.
Talk about a decline thread. At least half the codex are graphic whores of one stripe or another. Pathetic.
If someone had said "I really wish Vogel would turn up the heat and better the combat engine with more options, etc" (which he is doing to a lesser degree) then I could see where they were coming from, but artwork...portraits...colours...