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Post by Redogan on Jun 11, 2017 13:13:20 GMT -6
I used to feel the way TC feels, but now I realize that the shader isn't as important as I originally thought. As it turns out, the illustrated-look shader is doing a good job. The game looks great in motion, and I find very little to complain about (and I've been playing CV games for a LOOOONG time). Everything in the E3 2017 footage looks amazing! They need some physics effects on small platforms that aren't solid (ropes on Galleon Minerva, chandeliers, etc), and I would like a more straight-forward whip attack as opposed to the downward smack we have now. Other than that, Bloodstained is looking pretty great.
I really want to hear more of Bloodstained's OST now. I think they have the visual look where it needs to be.
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Post by purifyweirdshard on Jun 11, 2017 16:07:57 GMT -6
So, let me fully add my voice into this, and no I don't think this post will be what you expect it to be ;p We need threads like this. After all, TC felt like he was alone, and I like to avoid having people feel the way Ciel does about the place being an echo chamber. We need criticism to be effective as a community behind the game, me and Mike talk about this on the inverted bloodcast: (there's a good bit before that timestamp too, it was several minutes talking about feedback etc) Thing is for me, I am a certain degree of disappointed by how the game looks. I still have a feeling that is the 3D aesthetic that give you guys these "out of place" feeling on several matters, because it is a COMPLETELY different way to produce an igavania compared to previously 240p pixel-art, probably because before everything was so unrealistic and super undetailed/undefined that most things you used your imagination and know things are so much detailed that it feels wrong (think about how Pokemon would be on an realistic 3D engine for instance ) i truly belive that this is the main problem for the people who disliked it so far, and i really don't see any way around it, no matter what you do 3D will never have that perfect contrast and tweaked colours from the previous games because of the nature of 3D models and the high-resolution experience It's been done, and in Unreal 3...: edit: LOL right after I post this, a trailer goes up of them doing it again with a new game: I've been playing Guilty Gear for about 14 years with a good degree of seriousness, and I easily forget that I'm playing a 3D game when I'm doing a match in Xrd. The camera will pan or zoom in for a super and I will still have a moment of "...what woah" as I'm playing it. The way key frames of animation were used really solidified this feeling as well as the ridiculously strong shader work, but yeah...this game proved to me that it's possible for me to move on from feeling "2D only" is best for my favorite games. The Bloodstained Kickstarter name drops Xrd in its FAQ about the graphics and about the 2.5D choice. That got me perhaps unreasonably hyped about the possibilities, lol. I knew even then that it couldn't look like THAT, there's just no way, it was an above and beyond amount of work for the Xrd team to get the game to look that way with just a couple of characters on screen with 20-ish set backgrounds - applying anything similar to a giant Castlevania game would be an insurmountable task. Even so, I had hope that a certain manner of stylistic cel shading would persist in the characters and backgrounds, and the concept art did lend toward that idea. Feeding further into this hype for me was the character shader choice we were given for Miriam's model, and it still looks pretty much ideal to me. The thick lines, colors, the deception of "flatness" at multiple angles - it's there. The backgrounds though have went in a whole different direction than I thought was ideal though, i.e. they are indeed essentially realistic 2.5. For me, a 2D painting-ish looking shader for the environment SOUNDS like it would have been better. I don't know though the technical specifics of if that would have even been possible, or beneficial to the gameplay design. It seems in my mind to be something that works absolutely or fails absolutely - either you capture the 2D feeling wonderfully in an overarching sense, or it just ends up looking like worse 3D with flat, bland textures. IGA early on was excited about the possibilities 2.5 were going to give (such as with the scrolling in that lava area, the Vepar fight, many others yet to be seen), as that's new ground for him and it sounds neat to me too. What we have now doesn't even per se look bad to me - it's not 2D or Xrd 2.5, but it is expressing unique design ideas and I think it's capable of fitting a darker gothic aesthetic that would be harder to capture in a drawn medium. To picture what I mean, those of you that are familiar with Bloodborne, I don't think that game would have been as able to accurately portray the feelings it wanted its environments to give you if it was all cel shading...at all. The 3D plays well into the visceral details and the abstract, unsettling thought it provokes. An IGAvania game could invoke similar perceptions by using its surroundings in a similar way, but certainly more of that like...energetic, explorative positive feeling mixed with the dark, gothic and macabre. It's a potentially strong avenue to take. And now, it's on him to prove to me it can be done. I think he can do it. Lord knows the pressure is on him to. Would I have rather it be/look more 2D overall? Of course, obviously, but he has what it takes to make something great out of limitations, even known to thrive in it. The limitation in this case may even be expectations of questionable possibility, yet regardless I can't shake them, yet further regardless still I think that Bloodstained can loose them.
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Post by Enkeria on Jun 11, 2017 16:11:35 GMT -6
I am happy to say, that the only thing that comes to mind that are in need of a fix, are Miriam seems to "float" a bit over some platforms. Textures needs to even out too on many areas. But since I know these things will be fixed.. I have no issue atm.
I would suggest a semi-transparent familiar with a tint color over, not a fully colored blue one perhaps. I am not really annoyed about how it looks now, but if people that do not like the familiar would like this, how about telling the devs about it with that kind of feedback.
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Post by Deleted on Jun 11, 2017 16:55:45 GMT -6
I think almost all kinds of criticism / comments / feedback on the game are valid as long as it's not some bullsh*t like "this visuals sucks, I want muh 2d side-scroller" or "this MN9 all over again gg wp no re". The team is not gonna abandon the 2.5D graphical style this far on development and the comparisons with MN9 are pure fearmongering and THAT can definitely be contagious and spread paranoia, escpecially since I see more and more people saying that every time a new Kickstarter update comes out.
That said, so far I have no complaints about how the game is turning out but I completely understand the points some people have made here and I think they're valid.
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Post by exile on Jun 11, 2017 21:51:39 GMT -6
About Miriam's hair as you guys stated, well realistic hair is probably the hardest thing to do on a 3D game, both from the dev team skills and time as the impact on performance, but who knows maybe we could separate her hair on just a few segments and these whole segments moves instead of more detailed hair strands, but it's hard to expect such advance features from an indie, so i won't bother on asking for it and i am sure the dev team knows that it would be much better if they could do that, we will see. Valid, to an extent, except that they already did a more than serviceable job doing precisely what you suggested for the boss battle (Bloody Umbrella Lady). I'd be thrilled if they could just do the same for the main character. I should think it would be even simpler, as that boss had quite a lot of hair with various strands. Miriam's hairstyle is simpler and honestly just requires a little motion to it when she's running/falling. It doesn't require anything as demanding as individual strands. That would be an unrealistic expectation.
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Post by Scars Unseen on Jun 11, 2017 23:28:16 GMT -6
purifyweirdshard That pretty much captures my sentiment on the issue of art direction. I think what we have seen so far works from a design standpoint, but - to me - the realistic shading just makes it look nothing more than functional. It gets the job done, but that's it. And I've seen similar comments elsewhere: that the visuals as they stand lack identity. There's nothing that makes it pop out and let you clearly see an artist's fingerprints. It's somewhat unfair to make the comparison, but there are a number of 2D metroidvanias that have come out recently, and there's one thing that they all have in common: you can immediately tell the game from the art direction. But while it's easier to achieve that with hand drawn visuals, a good combination of textures and stylistic textures and shaders can accomplish this as well, and I think that Miriam's character shaders are proof that IGA and co. are more than capable. If what we have is what we're getting, then fine. I'll enjoy the game just the same. But in my opinion, what we have seen in the environment so far won't be looked at as having the same timeless beauty that Symphony of the Night does, and I would push for the team to do better if I could. Astaroth I can't agree that waiting is better. A change in shaders would possibly require a change in textures as well, which means that the longer that any hypothetical change is made, the more work has to be redone. At 20% of project completion, such a change is still viable. At 80%? not so much.
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Post by Elfina Ashfield on Jun 12, 2017 0:10:30 GMT -6
purifyweirdshard That pretty much captures my sentiment on the issue of art direction. I think what we have seen so far works from a design standpoint, but - to me - the realistic shading just makes it look nothing more than functional. It gets the job done, but that's it. And I've seen similar comments elsewhere: that the visuals as they stand lack identity. There's nothing that makes it pop out and let you clearly see an artist's fingerprints. It's somewhat unfair to make the comparison, but there are a number of 2D metroidvanias that have come out recently, and there's one thing that they all have in common: you can immediately tell the game from the art direction. But while it's easier to achieve that with hand drawn visuals, a good combination of textures and stylistic textures and shaders can accomplish this as well, and I think that Miriam's character shaders are proof that IGA and co. are more than capable. If what we have is what we're getting, then fine. I'll enjoy the game just the same. But in my opinion, what we have seen in the environment so far won't be looked at as having the same timeless beauty that Symphony of the Night does, and I would push for the team to do better if I could. Agreed. The game is beautiful in detail, but somewhat lacks impact (lack of identity in another word) from the first sight. And as I've mentioned in another thread, some foreground objects (actual platforms for you to stand on) are kinda bland, like those wooden slopes shown in E3 live stream. It's like "yes this is definitely good and promising as for now but let's make it even better".
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Post by Astaroth on Jun 12, 2017 0:55:32 GMT -6
I can't agree that waiting is better. A change in shaders would possibly require a change in textures as well, which means that the longer that any hypothetical change is made, the more work has to be redone. At 20% of project completion, such a change is still viable. At 80%? not so much. not necessarily 80% like i said, test areas for all the stages, that could be now since they obviously have quite a few rooms set up for testing and to show off, it could be soon, but i think having a complete picture of what said changes might affect is better than having one or two rooms ready like they showed off a few months ago with the entrance hall bits
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Post by ghostpepper on Jun 12, 2017 1:46:08 GMT -6
Disappointed? Not in the least, I can understand some concerns but all I wanted was a call back to the great igavania days and so far this is delivering on all fronts plus more. My fears were laid to rest a long time ago, I really enjoy the art direction as it makes the everything I need to see easy, controls and movement looked extraordinarily precise and responsive. Difficulty seemed fair and well planned and nothing looked repetetive or uninspired. As for bloodless I'm even more excited because to many bosses just follow the boring old wait for an opening tactic but the battle was exciting and fluid. Overall it's proving itself to be an amazing entry in this genre and if a few art tweaks are most of the complaints then I would consider that a compliment because that's nowhere near the amount of flak some other games recieve. Congrats on an awesome showing guys and I hope to see more soon!
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Post by Enkeria on Jun 12, 2017 6:04:04 GMT -6
Note: The beauty of gaming today is patches. Post-launch fixes of both textures, functions, animations and more. Just a thought.
Edit: Glitches, bugfix, new skins, more weapons, balance-issues, hacks, spelling, lore, addons..
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Post by freddythemonkey on Jun 12, 2017 6:07:45 GMT -6
Note: The beauty of gaming today is patches. Post-launch fixes of both textures, functions, animations and more. Just a thought. Can't say I agree with that. I feel that too often the possibility to patch a game means that it's okay to launch it full of problems, balancing issues, bugs and whatever. The possibility is there and it can be useful, but a game should come out complete and as polished as intended. I personally tend to boycott games that come out in an unacceptable state, even if with a lot of patches they end up great. It's just something you shouldn't do. The release date for the complete product must mean that the game is, obviously, complete. Obviously it's okay to iron out some bugs that for valid reason were left in the first version of the game (for example in really big games, or open worlds), but it should be not okay to "correct" glaring problems AFTER the release. That should be done in due time, with delays to the release date if necessary.
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Post by Enkeria on Jun 12, 2017 6:45:20 GMT -6
Note: The beauty of gaming today is patches. Post-launch fixes of both textures, functions, animations and more. Just a thought. I personally tend to boycott games that come out in an unacceptable state Me too, but if its acceptable and the patch have been adding more of the fun for free, its cool. And all those speedrunner glitches must be fixed too.
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Post by freddythemonkey on Jun 12, 2017 6:50:00 GMT -6
Yes Enkeria, those kind of patches are absolutely welcome but so are minor corrections, juast as long as they are not, as I was saying, a justification to put out an unfinished game just because "we can patch it" (I absolutely do not think this will be the case)
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Post by Enkeria on Jun 12, 2017 6:53:00 GMT -6
Yes Enkeria , those kind of patches are absolutely welcome but so are minor corrections, juast as long as they are not, as I was saying, a justification to put out an unfinished game just because "we can patch it" (I absolutely do not think this will be the case) I agree. Having an unfinished game is a tinder that dies out fast. That trap isn't something that will occur for Bloodstained however. I am pretty sure they will push it further if needed instead. Which is okey. I have been waiting longer time for Chasm than this. hehe.
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Post by purifyweirdshard on Jun 12, 2017 9:25:50 GMT -6
purifyweirdshard That pretty much captures my sentiment on the issue of art direction. I think what we have seen so far works from a design standpoint, but - to me - the realistic shading just makes it look nothing more than functional. It gets the job done, but that's it. And I've seen similar comments elsewhere: that the visuals as they stand lack identity. There's nothing that makes it pop out and let you clearly see an artist's fingerprints. It's somewhat unfair to make the comparison, but there are a number of 2D metroidvanias that have come out recently, and there's one thing that they all have in common: you can immediately tell the game from the art direction. But while it's easier to achieve that with hand drawn visuals, a good combination of textures and stylistic textures and shaders can accomplish this as well, and I think that Miriam's character shaders are proof that IGA and co. are more than capable. If what we have is what we're getting, then fine. I'll enjoy the game just the same. But in my opinion, what we have seen in the environment so far won't be looked at as having the same timeless beauty that Symphony of the Night does, and I would push for the team to do better if I could. Agreed. The game is beautiful in detail, but somewhat lacks impact (lack of identity in another word) from the first sight. And as I've mentioned in another thread, some foreground objects (actual platforms for you to stand on) are kinda bland, like those wooden slopes shown in E3 live stream. It's like "yes this is definitely good and promising as for now but let's make it even better". Identity is a great point. Having a clear and recognizable art direction would be a great boost for sure. Using fighting games as an example again, look at Marvel vs. Capcom Infinite:
a.dilcdn.com/bl/wp-content/uploads/sites/28/2016/09/55959ad508e9e.jpg
Kidding, that's a shot from Marvel's mobile game, but it looks almost the same visually. A slight bump in fidelity is all that separates them in my mind, and that's a big problem for the draw of the game, especially now with the new Dragonball game being a 3v3 and looking how it does. The older Marvel games and even 3 had their own respective styles (3 looked quite western comic book with its shading).
For Bloodstained, I think they're too far for something like this to change though, and I'm mostly fine with that. The details and atmosphere might get me there as it is, we'll have to see, and it helps that Miriam's character model looks great and has its own style. For the other characters though, I haven't felt quite as strongly for them. Maybe the character shader was tuned mostly for Miriam's sake and the others aren't benefitting as much from it or something, or perhaps we just haven't had as good of a shot of them as with her.
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Post by Silver6986 on Jun 13, 2017 7:49:10 GMT -6
I remember making comments back then when we got to vote on the shaders that Miriam looked like she was ripped straight out of GTA (or something to that effect) because the style of shading is very similar, I also made comment that it was jarring against the background. Seems very similar in line with thoughts of OP. However, there's no way I would say that the creative minds behind this project have created a "Frankenstein's Monster" because those shaders were picked by Iga himself according to the Kickstarter update and it was put to a vote and those of us who felt this way were in the minority so... yeah, creatively I think they have pushed forward with what people wanted at the time. What's interesting for me at least is to see this sort of commentary creeping back in, not that's it's a good thing or anything like that but, well, yeah, it's still jarring (the characters against the backgrounds), like two different styles being put together in the same game. I think I also mentioned back then( (and I see it reflected in the comments here) that when you look at other games or hell even any other Iga game, the characters look like they are right at home in the environments that they are put in. This does not 100%. However, in saying that, truth be told the style chosen for the character art (the enemies included based on what I've seen recently) looks really awesome, maybe I've mellowed because I've had all this time to digest it since the shader feedback was taken. If I look back on the below** now I would rather out of the four to have what was picked, but it still doesn't fit quite right... is it too late to chuck a filter on the environments? ** bloodstainedfanforums.com/thread/857/update-igas-brand-background-shadersAlso, looking at the art of Miriam in the inventory screen, there's no way I could now pick the other one, it's too 'bland'. Either way, I personally don't feel it's as big of a niggle as I once thought it was and in reality I think that will be reflected in reviews once the game comes out (considering there is plenty of time for tweaking and polish to be applied). Yeah, I used to think this was a bigger deal like OP, but there more I watch the latest gemaplay vids I'm just no longer convinced it is... Silver
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Post by CastleDan on Jun 14, 2017 12:33:50 GMT -6
I think the game just needs some color. When the above image was posted, mostly everyone was positive even people at neogaf who seem to be the most critical of it visually. Compare the above to this ( granted we've seen an updated look of this area with more color but still) .... Notice the flag in the background, notice the far background doesn't have that motion blur look to it. It's all very without personality compared to the original look. I guess the best way to say it is the original picture evoked mood, the latter evokes a certain coldness. The far backgrounds in the first pic look very detailed whereas the second pic look way less detailed. Is it a time issue? A budget issue? who knows....but one certainly looks more inviting visually. Color, detail, and the little touches is what will make or break the game visually. It doesn't need to be a stunner but it needs to pop. When I first saw the castle entrance in motion I thought well the area looks beautiful but it almost looks like they forgot to put color in there. It's the same issue I had with Curse of Darkness. Curse had bigger locations but it didn't matter because they tend to lack color/vibrancy/detail like Lament's.
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Post by Enkeria on Jun 14, 2017 13:57:35 GMT -6
I think the game just needs some color. When the above image was posted, mostly everyone was positive even people at neogaf who seem to be the most critical of it visually. Compare the above to this ( granted we've seen an updated look of this area with more color but still) .... Notice the flag in the background, notice the far background doesn't have that motion blur look to it. It's all very without personality compared to the original look. I guess the best way to say it is the original picture evoked mood, the latter evokes a certain coldness. The far backgrounds in the first pic look very detailed whereas the second pic look way less detailed. Is it a time issue? A budget issue? who knows....but one certainly looks more inviting visually. Color, detail, and the little touches is what will make or break the game visually. It doesn't need to be a stunner but it needs to pop. When I first saw the castle entrance in motion I thought well the area looks beautiful but it almost looks like they forgot to put color in there. It's the same issue I had with Curse of Darkness. Curse had bigger locations but it didn't matter because they tend to lack color/vibrancy/detail like Lament's. Might be an "area issue". That area will be warm, while second area will be cold. All about lightening. And being 30% finished, blur is something they add almost last to any area. But hopefully we could get updates on same areas later on, so we can compare.
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Post by CastleDan on Jun 14, 2017 14:18:39 GMT -6
I think the game just needs some color. When the above image was posted, mostly everyone was positive even people at neogaf who seem to be the most critical of it visually. Compare the above to this ( granted we've seen an updated look of this area with more color but still) .... Notice the flag in the background, notice the far background doesn't have that motion blur look to it. It's all very without personality compared to the original look. I guess the best way to say it is the original picture evoked mood, the latter evokes a certain coldness. The far backgrounds in the first pic look very detailed whereas the second pic look way less detailed. Is it a time issue? A budget issue? who knows....but one certainly looks more inviting visually. Color, detail, and the little touches is what will make or break the game visually. It doesn't need to be a stunner but it needs to pop. When I first saw the castle entrance in motion I thought well the area looks beautiful but it almost looks like they forgot to put color in there. It's the same issue I had with Curse of Darkness. Curse had bigger locations but it didn't matter because they tend to lack color/vibrancy/detail like Lament's. Might be an "area issue". That area will be warm, while second area will be cold. All about lightening. And being 30% finished, blur is something they add almost last to any area. But hopefully we could get updates on same areas later on, so we can compare. Maybe the blur will be added later but it's not just the blur it's just the detail itself. There's shadows, there's contrasts of light and dark in the background, it looks less flat and grainy and manages to have a grand feel to it. The latter image the background scrolling elements almost looks Dracula X Chronicles quality ( it looks very grainy and small ) . Maybe it's because there's very small windows and it makes it look silly compared to the first image where the window is HUGE and the flag is giant which makes it feel grand. It has a smoother more grand look to it, and certainly the blur helps and shadows+lighting help it more.
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Post by dareka on Jun 14, 2017 15:15:39 GMT -6
I think that one thing we have to understand is that no single game has ever pleased everyone as far as the visuals are concerned. This is especially true for series that started back in the good ole days of 2D (see: Street Fighter series). I personally love the visuals as they are, but given a choice, I would definitely like to see how they'd look with Arc System's 2D-using-3D engine but ... I'm aware that's not feasible... not now, anyway.
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