It was just pretty much the first thing I noticed. The area looks pretty cool though and I like the design on the building to the right, could make for a great city to explore. I agree that the bridge does stick out like a sore thumb.That the least you found? Almost all projections of objects that tilt in any angle to the horizontal plane are terrible. Look at those stairs! Not to mention the stark contrast between different objects which just fail to blend in with the picture and look like were added as a later thought. THE FUCKING BRIDGE FOR EXAMPLE.
The Codex will have to come out in force to make Turn Based happen for this game.
Hey, man. According to Swen of Larian's blog, as of today this place has a whole 6 more pledgers than the watch. But they did donate more overall. It's pretty close.The Codex will have to come out in force to make Turn Based happen for this game.
We can't even beat RPGWatch on the Divinity Kickstarter. Somehow I doubt we're going to outweigh 60,000 Bioware RTwP fans.
Hate to nitpick ANOTHER screenshot especially since this one looks much better and more interesting. What is up with the perspective though? It's messing with my brain or I'm just looking at it wrong.
Hey, man. According to Swen of Larian's blog, as of today this place has a whole 8 more pledgers than the watch. But they did donate more overall. It's pretty close.The Codex will have to come out in force to make Turn Based happen for this game.
We can't even beat RPGWatch on the Divinity Kickstarter. Somehow I doubt we're going to outweigh 60,000 Bioware RTwP fans.
I think you might be surprised here. I think turn-based might still be more popular overall. You'd hope that people who are purchasing a "thinking man's" game rather than a dungeon hack would be more inclined to like slower, more tactical combat.Just saw that! And was like, "Someone is going to call me out on that". But I really feel like the masses of people who played the Infinity Engine games are going to outweigh us massively on the combat system. Especially considering even here there are quite a few people who are fine with RTwP, too.
lol combat fags
I think you might be surprised here. I think turn-based might still be more popular overall. You'd hope that people who are purchasing a "thinking man's" game rather than a dungeon hack would be more inclined to like slower, more tactical combat.
I just hope I'm right.
Hate to nitpick ANOTHER screenshot especially since this one looks much better and more interesting. What is up with the perspective though? It's messing with my brain or I'm just looking at it wrong.
Oddly, my reaction is the opposite. The first mockup was a straight-up 3d brushover, while this would actually be passable even for 2d sprites. Even the stairs make sense. Poor reality but descent isometry.
I feel bad saying this, but I find this screenshot really quite off-putting. For me, a key component of the Dying Earth genre -- which Numenera is clearly trying to evoke; key examples would be the Dying Earth series itself by Jack Vance, the New Sun series by Gene Wolfe, and the Viriconium series by John Harrison (how odd, incidentally, that all are tetralogies) -- is the uncanny, alien, and vaguely off-putting quality that infuses them. While the last screenshot may have been over-the-top in that direction, and is somewhat derivative of a variety of other game environments (the Sanitarium one immediately popped out to me), it did at least feel genuinely alien. The idea that humans would inhabit such an environment is part of what infuses, I'm groping for the right word, the tragic displacement of Dying Earth fiction: humans once had a home suited to them, it's been ruined, but there's still something of it left that you can see, enough to remind you of what they lost.
The Sagus Cliffs concept art had that feel because the intense vertical configuration (sort of a hyper-Sorrento), the unnervingly transparent and unreflective water, the not-quite-seagulls, the giant cobwebbing, and even the crappy shanty-town look to some of the buildings. Now, I realize this screenshot is just one thing. But, even considering the force-field bridge, there's nothing that either conjures Earth's lost past (which is to say, our present) or Earth's uncanny future. This could easily be the Forgotten Realms. I do realize that you need some less strange places to offset the strange places, but couldn't the less strange places be more like our world and less like a generic fantasy setting?
Maybe I'm looking a the Numenera world the wrong way, though. For what it is, it's a very pretty screenshot. Would look great in Project: Eternity.
The more I've seen of Numenera, I get the feeling that aesthetically they're trying to do more science fantasy than science fiction, even though Monte talks a lot about sci-fi. (Monte also talks about how science fantasy IS sci-fi, but I'd argue that there's a very strong aesthetic difference between the two.)
He was a hero. During his lifetime, he untied the tribes, drove the Northmen into the mountains and tundra beyond Glenluce, and built the city-fortress of Duirnish on the edge of the Metal-Salt Marsh where rusts and chemicals weather-washed from the Great Brown Waste collected in bogs and poisonous fens and drained into the sea. Thus, he closed the Low Leedale against the remnants of the Northern regime, protecting the growing Southern cities of Soubridge and Lendalfoot.
But straight ahead among the bracken and coarse grass at the mouth of the valley ran a narrow track. Fifty yards from the road, the heather failed, and the terrain became brow, faintly iridescent bog streaked with slicks of purple and oily yellow. Beyond that rose thickets of strangely shaped trees. The river meandered through it, slow and broad, flanked by dense reedbeds of bright ocher color. The wind blew from the north, carrying a bitter, metallic smell.
. . .
In the water thickets, the path wound tortuously between umber iron bogs, albescent quicksands of aluminum and magnesium oxides, and sumps of cuprous blue or permanganate mauve fed by slow, gelid streams and fringed by silver reeds and tall black grasses. The twisted, smooth-barked boles of the trees were yellow-ocher and burnt orange; through their tihgly woven foliage filtered a gloomy, tinted light. At their roots grew great clumps of multifaceted transulcent crystal like alien fungi.
Charcoal gray frogs with viridescent eyes croaked as the column floundered between the pools. Beneath the greasy surface of the water, unidentifiable reptiles moved slowly and sinuously. Dragonflies whose webby wings spanned a foot or more hummed and hovered between the sedges: their long, wicked bodies glittered bold green and ultramarine; they took their prey on the wing, pouncing with an audible snap of jaws on whining ephemeral mosquitoes and fluttering moths of April blue and chevrolet cerise.
Over everything hung the heavy, oppressive stench of rotting metal. After an hour, Cromis's mouth was coated with a bitter deposit, and he tasted acids. He found it difficult to speak. While his horse stumbled and slithered beneath him, he gazed about in wonder, and poetry moved in his skull, swift as the jeweled mosquito hawks over a dark slow current of ancient decay.