MisterStone
Arcane
- Joined
- Apr 1, 2006
- Messages
- 9,422
After looking at those Stasis screenshots, I'm thinking: they've got 3 million dollars ffs, couldn't they just hire that dude to do their maps for them? Oh hwait, Unity...
So you actually expected to see a pixel to pixel, 3D recreation of that concept art? You're insane. Maybe my question seemed more general to you, but my expectations are "a bit" more realistic, so i didn't think you expected Crysis 2 level of detail.First, style isn't about content, therefore lack of certain content does not prevent stylistic comparision. Second, your question was clearly more general.
A typo. Big fucking deal. You wrote comparision. Lolz.You used phrase "anyway" twice there
I was talking about the cover art all the time. Because, in all honesty, i wouldn't expect anyone to think that the whole game will be as detailed as those two pieces of concept art. For fuck's sake, that would require years of development, a bigger team and an eight digit budget.taking it out of context yourself and then not putting it back by mentioning cover art. Now I know what you meant, but still - learn English, dude.
You don't like the art style. Yeah, i got that. So what else are you trying to prove here?Tell me then - why so many indie games are pixel-art? Because it can look good while being cheap. Same with cartoonish 3D - less detailed environment, less detailed textures, wacky animation doesn't need motion capture, etc. and it still looks like a coherent art style.
Funny thing with low polygon models in this case.Tell me then - why so many indie games are pixel-art? Because it can look good while being cheap. Same with cartoonish 3D - less detailed environment, less detailed textures, wacky animation doesn't need motion capture, etc. and it still looks like a coherent art style.No, i shouldn't, since i think it's fucking obvious. Lower budget = less polys per model, less detail, crappy textures, less animations, no fancy-shmancy effects etc. Art style has nothing to do with money.If you dismiss any connection between budget and art, you should have stated it back then. Now you just seem to look for any argument to counter with, as your position isn't consistent.
The thing is that I don't think that anybody argues technical graphics.
A game like this one doesn't need 16xAA to achieve something , the problem is that this shot is showing a large shift from the concept.
Mostly concept art is meaningless unless being a basic guideline , however their comments where that the game will depict rich vegetation made possible by the awe inspiring Unity, for example, and I don't want to see how blood sausage explosions look on this .
Nearly everyone got a new torn for dropping any critique on the engine choice , and now there's something that depicts Van Buren as advanced.
It isn't even about that, but the deadline for me personally implies EA problems, I don't believe Fargo's cooperation speech , how EA is nice , maybe with a price, if it bombs it bombed, if not EA publishes console.
The never ending hunt for IP's even among the former old school members now strangely reminded me on EA's comment that they will revive old school stuff despite bombing with Syndicate, and suddenly Wasteland 2 is in the making .
This shouldn't be some kind of mindless bashing but generally this looks like console versions will be made a few months after , and no it wasn't them but EA or another company marketing comment thrown our ways .
Right now they need to learn their dependence on the positive mouth propaganda , after so many fails Obsidian could use it to, and stop posting stuff like this . In Exile is a fully staffed studio, what are they doing, ah yes next gen is on the way.
Generally a TB game doesn't need shiny graphics , but this is 2012 , and if this is a RPG than the player will need some kind of world interaction , personally I like it , but there is 0 reason why a game that is good shouldn't sell- Yes Captain Obvious.
And it will get better , but they shouldn't shrug off people that dislike the general direction , because currently it is very uninviting for a close interaction, to explain- opening a chest on this type of ground -just no, but again like the slightly cartoonish colorful vibe, but it needs more tech, better mapping and a slightly higher poly count.
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Holy mother of god, how come this looks so fugly now ? I be poppin moles
Suppose we had a fully animated fully working toy story rpg in this environment - it might well feel very lively and plausible as in consistent with the internal logic of the game.
I asked the same question, but HUD-stuff isn't finalized yet. Obviously. There will be visual indications of the amount of distance you're covering/shooting over, but a visual grid might not be the method they choose.
Will movement be grid-based? That I don't know.
Not a fan of the look. It's not the color palette that bothers me, but the lack of any real visual flair. This doesn't scream Wasteland to me at all; in fact it looks like any of the slew of post-apocalyptic indies that were streaming out of Eastern Europe a few years back. No style whatsoever. Sure, it's a little too early to pass judgment, but if this is in any way indicative of the stylistic angle inXile wants to take...I'll be disappointed, but not surprised that they aren't going with a late 80's/early 90's retro-future aesthetic. Fargo wants to win big on this one, be the first to successfully go big with Kickstarter, and he's not going to forsake ambition to satisfy a bunch of us CRPG bros.
Fallouts (1,2) look better, so does Fallout Tactics. Can someone say something positive about the screenshot? What exactly looks good there?
Stylistic coherence doesn't mean a pixel to pixel recreation. If you can't grasp it, there's no point in further discussion.So you actually expected to see a pixel to pixel, 3D recreation of that concept art? You're insane. Maybe my question seemed more general to you, but my expectations are "a bit" more realistic, so i didn't think you expected Crysis 2 level of detail.First, style isn't about content, therefore lack of certain content does not prevent stylistic comparision. Second, your question was clearly more general.
Here's a protip. Some or even most of the detail will be lost in translation to 3D graphics. Because of the engine's limitations, budget constrains, tight schedule and the fact that's it's a top down isometric game anyway.
I made a typo. You used a word with a wrong meaning, proving you don't know it's actual meaning - "anyway" then (twice!) and "typo" now.You used phrase "anyway" twice there
A typo. Big fucking deal. You wrote comparision. Lolz.
No one thinks like that. It's just you dichotomising.I was talking about the cover art all the time. Because, in all honesty, i wouldn't expect anyone to think that the whole game will be as detailed as those two pieces of concept art. For fuck's sake, that would require years of development, a bigger team and an eight digit budget.
You should've quoted me like this, so it's clear (especially for you...) what we are actually talking about. Because you didn't, you replied like a fucking idiot.Tell me then - why so many indie games are pixel-art? Because it can look good while being cheap. Same with cartoonish 3D - less detailed environment, less detailed textures, wacky animation doesn't need motion capture, etc. and it still looks like a coherent art style.No, i shouldn't, since i think it's fucking obvious. Lower budget = less polys per model, less detail, crappy textures, less animations, no fancy-shmancy effects etc. Art style has nothing to do with money.If you dismiss any connection between budget and art, you should have stated it back then. Now you just seem to look for any argument to counter with, as your position isn't consistent.
You don't like the art style. Yeah, i got that. So what else are you trying to prove here?
In short, given the budget, it looks pretty damn cool in times when characters otherwise look like this.
Oh no something is not exactly like something in reality. Aspie Conformity Crew, assemble!
They don't have to be coherent with those 2 pieces of art. Why? Because it's not actual concept art.Stylistic coherence doesn't mean a pixel to pixel recreation. If you can't grasp it, there's no point in further discussion.
Oh, i'm sorry. I don't know how you classify unintentional word repetition. An error is an error. It's all the same where i come from. Do you feel better now?You used a word with a wrong meaning, proving you don't know it's actual meaning - "anyway" then (twice!) and "typo" now.
Yeah, yeah. All you're trying to say is how you're disappointed by the discrepancy of the art style presented by their artist and their dev team. But i don't remember anyone saying the game is going to retain the exact same look or feel of those painted pictures. Yet you feel cheated somehow. Well, deal with it. It's not my problem.You should've quoted me like this, so it's clear (especially for you...) what we are actually talking about. Because you didn't, you replied like a fucking idiot.
They're in pre-production now until October. The plan is to be in production for 12 months. Fargo was always transparent about this.Wait...this releases in Q4 2013 or Q1 2014 and they haven't nailed this down? Isn't this type of stuff that's typically covered in the design documents written up pre-production? Pretty glad I didn't donate at this point.