Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Dead State Revealed

Jora

Arcane
Joined
Mar 14, 2003
Messages
1,115
Location
Finland
Lesifoere said:
it's slapped together to approximate concepts with only the faintest idea of what actual kitchens/libraries/fastfood joints look like
Only the faintest idea? What the fuck are you talking about? They look quite realistic.
 

treave

Arcane
Patron
Joined
Jul 6, 2008
Messages
11,370
Codex 2012
Just feels a bit too clean. But maybe this is pre-zombie. I'm sure afterwards there'll be blood and shit all over the place. Also lighting is a big deal when it comes to evoking mood.

I'm waiting to see what the UI will look like, don't see it on the site yet.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Lesifoere said:
zeitgeist said:
You're misunderstanding why people are calling this Sims-like. It's because of sterile environments that evoke memories of interior design software such as Sierra Home Architect, not because you've somehow managed to perfectly capture that elusive slice of suburbia. The Sims were pretty poor in that regard too, it's nothing to be proud of.

If you can't do 3D well, but you can draw, do 2D. If you can't draw, don't bother modeling or making any kind of art assets, they won't look good. If your art assets look like they've been directly taken from one of those 3D model library DVDs, don't bother putting them into your game if you can't find a way to create a passable level of visual cohesion between them, even if you just wing it by clever use of colors and filters.

Plus one.

The art direction, or rather the lack of it, is hideous. Hideously hideous. It's not that the graffix aren't next-gen enough, they just don't seem to be done with any interest in achieving aesthetic appeal; it's slapped together to approximate concepts with only the faintest idea of what actual kitchens/libraries/fastfood joints look like, and the only way it could look passable would be if the player can zoom out really, really, really far.
edgylogo.jpg
 
Joined
Nov 1, 2008
Messages
7,953
Location
Cuntington Manor
Lesifoere said:
zeitgeist said:
You're misunderstanding why people are calling this Sims-like. It's because of sterile environments that evoke memories of interior design software such as Sierra Home Architect, not because you've somehow managed to perfectly capture that elusive slice of suburbia. The Sims were pretty poor in that regard too, it's nothing to be proud of.

If you can't do 3D well, but you can draw, do 2D. If you can't draw, don't bother modeling or making any kind of art assets, they won't look good. If your art assets look like they've been directly taken from one of those 3D model library DVDs, don't bother putting them into your game if you can't find a way to create a passable level of visual cohesion between them, even if you just wing it by clever use of colors and filters.

Plus one.

The art direction, or rather the lack of it, is hideous. Hideously hideous. It's not that the graffix aren't next-gen enough, they just don't seem to be done with any interest in achieving aesthetic appeal; it's slapped together to approximate concepts with only the faintest idea of what actual kitchens/libraries/fastfood joints look like, and the only way it could look passable would be if the player can zoom out really, really, really far.

Don't be a moron. Just don't.

The only way I will let you off the hook is if you admit to me that you have usually been more of an Adventure fan rather than a CRPG fan. I will understand the wank you carry on with then. Otherwise, there is no other answer; a moron that wants art deco toilets in their CRPG's.

Graphics/Art/Etc should always, ALWAYS be secondary in a CRPG to gameplay and mechanics. In adventure games (at least since the early 90's onwards) it is the other way round; pretty landscapes with modernistic/wanky design over any sort of solid character/party/gameplay mechanics.
 

Radisshu

Prophet
Joined
Jul 16, 2007
Messages
5,623
People who bitch about the art direction can go fuck themselves. What did you expect?
 

Lesifoere

Liturgist
Joined
Oct 26, 2007
Messages
4,071
Butthurt parade. I expected better of you, Codex (though not VD. VD never changes).

All that's been shown are screenshots, not gameplay trailers, so surprisingly enough that's what people are going to comment on. Shock horror.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I think it has more to do with lighting, and maybe with the texture tones too -part the sterility stems from a too unified and somewhat washed out range of tones I think-, than with anything else in those shots, particularly the indoor ones. I might be wrong but there doesn't seem to be much effort put into lighting.

Also, is there some dynamic light sources? Shadows of some of the seemingly static objects have particularly jagged shadows that shouldn't have been outright noticeable in a lightmap in a "modern game" (in before morons crying "LOL go play Crysis"). Anyway, hopefully so; ability to turn on/off or put out lights could be a great element.

Radisshu said:

We love you too, despite your recent nose-dive decline.
 
Joined
Nov 1, 2008
Messages
7,953
Location
Cuntington Manor
Lesifoere said:
Butthurt parade. I expected better of you, Codex (though not VD. VD never changes).

All that's been shown are screenshots, not gameplay trailers, so surprisingly enough that's what people are going to comment on. Shock horror.

Yes, I thought I had hit the nail on the head.

adin-2007-11-08-DSC-0906-hundertwasser-toilet-interior-new-zealand-kawakawa-cringel.com.jpg


treehouse-restaurant.jpg
 
Joined
May 6, 2009
Messages
1,876,731
Location
Glass Fields, Ruins of Old Iran
treave said:
Just feels a bit too clean. But maybe this is pre-zombie. I'm sure afterwards there'll be blood and shit all over the place. Also lighting is a big deal when it comes to evoking mood.

Yeah, it's clean, but there's no reason for blood to spontaneously appear all over the place if people fled long ago. Maybe things should be scattered around since they were in a fucking hurry, but meh.

women said:
hilarious stuff

Never change, codex. Premise seems nice, gameplay seems nice, nice this, nice that...OH YEAH THE ART DIRECTION IS SUBPAR AND DOESN'T HAVE AESTHETIC APPEAL.

Jesus Christ. Your Art degree is cool, we get it.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
If they went for a more cartoonish look with higher-contrast colours, these same shots (and the end product if these accurately represent what the game will look like in the end) might have looked much better and actually appealing as well. A little cartoonish vibe with lively colours won't take anything away from the tension.

In fact, now that I think about it, all the TB games that I've played and have had that tension, were pretty cartoonish. X-Com, JA1/2, Silent Storm, uh, some more games I can't remember atm. Silent Storm in particular, for being a 3D game and having a seemingly similar poly-count and still looking awesome for the most part (to me at least). These look utterly non-distinctive, no homo graphicswhore.
 

latexmonkeys

Augur
Patron
Joined
Apr 6, 2010
Messages
233
Location
Walmart Land
Steve gets a Kidney but I don't even get a tag.
Lesifoere said:
Butthurt parade. I expected better of you, Codex (though not VD. VD never changes).

All that's been shown are screenshots, not gameplay trailers, so surprisingly enough that's what people are going to comment on. Shock horror.

Gameplay elements have been discussed, but I'm sure it goes without saying that compelling game mechanics hold little interest for you.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Don't be such a woman, Lesi.

You've claimed that "the art direction, or rather the lack of it, is hideous. Hideously hideous." and that " it's slapped together to approximate concepts with only the faintest idea of what actual kitchens/libraries/fastfood joints look like".

The first statement is an obvious exaggeration aimed to show your edginess and overall coolness. "Look at me. I'm not like other sheeple here who praise the visuals mindlessly. I'm an educated woman with like taste and shit and I know what kitchens look like, mkay?"

The second statement is just plain fucking stupid. Only the faintest idea of what actual kitchens, school libraries, and fast food joints look like? Seriously? Care to explain how did we manage to fuck it up beyond recognition?

It's a fucking school library. What kind of art direction, pray tell, Brian & Co could have applied there? I really want to know. Be a doll and explain.

Now, had you said "Guys, why the fuck am I looking at the screens of fucking kitchens and libraries? Who gives a fuck what a kitchen looks like in the game?", I would have completely agreed with you, but bitching about the kitchen's art direction?

:retarded:
 

tunguska

Liturgist
Joined
Jul 19, 2004
Messages
227
In general I don't care for cartoonish looking games, but you may be right in this case. Only a highly stylized cartoonish look and a whole lot of DOF can save it. Haha. :P Actually I think WoW had just the right amount of cel-shadedness. Any more than that and we could end up in Final Fantasy land. Thank god this game will not have shiny eye candy. Otherwise it wouldn't give us anything to complain about when talking about this game. And that would be unacceptable.
:mob:
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I wasn't suggesting cel-shading or anime-style at all. Likewise, none of my examples had outlines or cel-shading except for object/target selection.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
denizsi said:
In fact, now that I think about it, all the TB games that I've played and have had that tension, were pretty cartoonish. X-Com, JA1/2, Silent Storm, uh, some more games I can't remember atm. Silent Storm in particular, for being a 3D game and having a seemingly similar poly-count and still looking awesome for the most part (to me at least). These look utterly non-distinctive, no homo graphicswhore.
I wouldn't say that SS was cartoonish.

silentstorm1.jpg
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
That looks bad. Did they have any idea what a military office was supposed to look like? Feel straight out of The Sims, it does.
 
Joined
Nov 1, 2008
Messages
7,953
Location
Cuntington Manor
Gragt said:
That looks bad. Did they have any idea what a military office was supposed to look like? Feel straight out of The Sims, it does.

Well, I could legitimately step forth about now and say how I personally know what a military office should look like and how hideously hideous it is....

Unfortunately for the artistes however, I prefer being able to play a decent game than stare at the very model of a modern military office. :smug:
 

tunguska

Liturgist
Joined
Jul 19, 2004
Messages
227
Those pics don't look intentionally cartoonish to me. Just old gen with low res textures. They don't seem stylized like a hand drawn cartoon would be. Maybe CGI cartoons look like that though. The only CG cartoons I've ever actually seen are anime.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I don't know about the intentions in art direction but I think a great deal of old games were made to look at least a little bit cartoonish by default to, you know, look good.

Anyway, all I'm saying is maybe a little more vibrancy and higher contrast will make it look better for those of us who obviously bitch for the sake of bitching instead simply appreciating the hidden beauty of visual sterility and discussing how compelling the game is.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Blackadder said:
Gragt said:
That looks bad. Did they have any idea what a military office was supposed to look like? Feel straight out of The Sims, it does.

Well, I could legitimately step forth about now and say how I personally know what a military office should look like and how hideously hideous it is....
I don't think you have the faintest idea of what an actual military office - or even a desk for that matter - looks like. I do agree that whatever place this screen shows is hideously hideous.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom