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Post by Scars Unseen on Dec 5, 2015 11:40:15 GMT -6
I just saw so many people in the KS comments that seemed to be under the impression that the game was supposed to be 2D with sprites. It makes me wonder if people even read the campaigns they fund money to,
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Post by Scars Unseen on Dec 5, 2015 11:46:30 GMT -6
First: some people seems lost on kickstarter comments and some here, since day 1 we all knew it wouldn't be a 2D game (sprite based), there are serveral reasons for that most obvious their skills are into unreal engine, so... i always expected it full 3D and that's not a problem. About the screenshots, i am not sure if we should discuss the graphics style yet (beyond shader i mean), that was not the point here, also i don't feel like i can judge it from a single room screenshot, i need to see her walking on a corridor to debate about how the graphics feels and also on different room archictectures. And no i never spected something near a true sprite-based game, cut off the comparison with GGX, they are another team and have pretty different skills, what if inti creates has no experience with that kind of graphics, do you guys really want them to 'lose' time learning it and risk the game graphics on a completely new way to do graphics? it seems pretty risky. Also it still pretty earlier you cannot just assume the rooms will have that style, nobody said it. However as it is now i can imagine her walking around with that 3D-ish style with no problem, it seems fine, but as i stated we need to see other rooms and real movement to say anything. Well at least i guess it is good backers and fans are saying what they want and what they don't, it may helps the developers to have a better idea of what people expect. Just thought I should point out that IGA is the one that made the Guilty Gear reference in the KS FAQ. So comparisons to that are certainly fair game.
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Post by Apollonian on Dec 5, 2015 11:46:37 GMT -6
They don't. I'm still waiting for the disappointed first person shooter fan. lol
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Post by fatsnake on Dec 5, 2015 11:52:30 GMT -6
I am very disappointed simply because the angle is too tilted compared to the early developmental video, and this looks exactly like Castlevania dxc which the overall graphic is shocking bad......
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Post by Apollonian on Dec 5, 2015 12:08:11 GMT -6
I am very disappointed simply because the angle is too tilted compared to the early developmental video, and this looks exactly like Castlevania dxc which the overall graphic is shocking bad...... You'll probably get some hate for that but I agree with the Castlevania dxc thing to some extent. It really doesn't look much better but I am hoping they are just mocking up a room to show off the shaders. I think it is safe to say that the 4k thread is irrelevant now.
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purifyweirdshard
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Post by purifyweirdshard on Dec 5, 2015 12:27:27 GMT -6
2.5D can mean different things, certainly. Maybe people were expecting something like...Strider 2 on PS1? Characters are 2D sprites, everything else 3D. That can look kind of...mismatched, probably especially now in this generation, but I'd have been fine with that lol. Just from reading this thread, the thought of a Mighty no. 9: 'Vania edition snuck into my head and that is really, really not what I want to be looking at. IGA knows what's he doing/trying to achieve, and knows the feel of his games better than anyone, obviously. Looking forward to seeing how they achieve this.
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Post by Astaroth on Dec 5, 2015 12:46:52 GMT -6
well, a couple things, they may be using a deeper angle so they can better see how the game transitions into the background, i think a slightly shallower angle would look better stylistically, but im torn because then youd lose some of the cool details like the light streaming through the windows on the floor, i dont know yet if theyll use parallax for objects in the background so platforming further in may reveal those details if a shallower angle is used. the way this room is set up actually makes me wonder if the background areas may actually be traversable ^_^
i like the way colors pop and the brushstroke look in shader 2, and that her skin isnt super shiny, but i like the color balance and reflection in her armor/leather and the glow of her curse and the darker atmosphere from shader 1 more, in both the texture and bumpmapping on her dress are beautiful, and shader 2 reminds me a lot of samurai jack in the full pic, i like the marbling and that the stairs look like actual stairs, im curious to see the other 2 shaders, i think theyre very close to achieving a good balance of dark atmosphere and vibrant colors, and id love to see how these play out once the higher poly objects start being made, kudos guys
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Post by LordKaiser on Dec 5, 2015 13:29:37 GMT -6
First: some people seems lost on kickstarter comments and some here, since day 1 we all knew it wouldn't be a 2D game (sprite based), there are serveral reasons for that most obvious their skills are into unreal engine, so... i always expected it full 3D and that's not a problem. About the screenshots, i am not sure if we should discuss the graphics style yet (beyond shader i mean), that was not the point here, also i don't feel like i can judge it from a single room screenshot, i need to see her walking on a corridor to debate about how the graphics feels and also on different room archictectures. And no i never spected something near a true sprite-based game, cut off the comparison with GGX, they are another team and have pretty different skills, what if inti creates has no experience with that kind of graphics, do you guys really want them to 'lose' time learning it and risk the game graphics on a completely new way to do graphics? it seems pretty risky. Also it still pretty earlier you cannot just assume the rooms will have that style, nobody said it. However as it is now i can imagine her walking around with that 3D-ish style with no problem, it seems fine, but as i stated we need to see other rooms and real movement to say anything. Well at least i guess it is good backers and fans are saying what they want and what they don't, it may helps the developers to have a better idea of what people expect. Well IGA mentioned GGXrd so he is now responsible. And yes I want them to take their time to learn the needed skills and I want Inti Creates to watch the GDC videos from other developers. They have a lot to gain if they can fulfill hard expectations as it will give them a significant boost. Not only this game will be compared to GGXrd but also from titles that are 2D 1/2 regardless of engine like Ubisoft's Rayman Legends or Wayfoward's Shantae 1/2 Genie Hero. This is a hard situation for inti Creates but they have to do something about it.
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Apollonian
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Post by Apollonian on Dec 5, 2015 13:38:15 GMT -6
Anyone know the background of the individual team members for inti creates? As in their work history?
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Post by XombieMike on Dec 5, 2015 13:44:20 GMT -6
For those talking about cell shaded or gritty, check this out. I just made the edges of everything black. What do you think? Does it look more SotN?
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Post by ChucklesTheJester on Dec 5, 2015 14:08:02 GMT -6
For those talking about cell shaded or gritty, check this out. I just made the edges of everything black. What do you think? *pictures* Can you try and do that with the third picture please, the one with the closeup of Miriam's face? I want to see if it makes her facial features stand out more.
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Post by XombieMike on Dec 5, 2015 14:13:12 GMT -6
Can you try and do that with the third picture please, the one with the closeup of Miriam's face? I want to see if it makes her facial features stand out more. Sure, ChucklesTheJester Missed ya, buddy. (Nevermind the black roses...)
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Post by ChucklesTheJester on Dec 5, 2015 14:18:47 GMT -6
Yeah man, that works. There's still the issue of her breast being too shiny, but it certainly makes her face and hair stand out more while taking away that plastic effect. I'm not sure about this kind of filter being over everything, but the game definitely needs something like this on Characters' faces to make their noses, mouths, and the lines on their face in general stand out more. Missed you too, but was kinda busy. School and stuff.
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Post by Apollonian on Dec 5, 2015 14:23:47 GMT -6
XombieMike That looks a little better. The Miriam close up looks like she is out of Borderlands 2 though. lol I can't shake the feeling that the character model doesn't look like it "exists" in the level. With DCX it looked like Richter and Maria were in the environments but right now it looks like Miriam is a ghost or something.
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Post by ChucklesTheJester on Dec 5, 2015 14:28:47 GMT -6
The Miriam close up looks like she is out of Borderlands 2 though. lol Is that a bad thing?
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Post by Apollonian on Dec 5, 2015 14:34:09 GMT -6
The Miriam close up looks like she is out of Borderlands 2 though. lol Is that a bad thing? Depends on the person, but I didn't think 2 looked as good as 1 . I would explain more but I think Mike might slap me if I start ranting about Borderlands here so I'll be quiet.
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Post by XombieMike on Dec 5, 2015 14:43:53 GMT -6
Here is another of shader one but with the colors of 2 and I changed the crystals to look less like a tattoo.
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Post by Dangamer on Dec 5, 2015 14:51:48 GMT -6
Re: the discussion about the prototype, it was specifically created as an animation sample (I think we mentioned that in the backer update, but I might not have.) The backgrounds in the video, so far as I can tell, are nothing more or less than the flat concept art that was available at the time. The feedback about the viewing angle, etc., is really interesting; we'll be passing it on to IGA along with everything else.
Related note: As one of the people who's tasked with reading every bit of feedback, summarizing it, and passing it along to the dev team, I wanted to thank you guys for just how thoughtful and civil all the feedback (positive, negative, and neutral) has been. I've never seen anything like it on a Kickstarter project of this size, and it's really impressed me.
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Post by Apollonian on Dec 5, 2015 15:21:31 GMT -6
That is good to hear, I didn't think they would consider that a finished room (as I said elsewhere). I don't expect this level of detail but I am sure the crew is capable of great things if they put their hearts in it.
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Post by Astaroth on Dec 5, 2015 15:48:49 GMT -6
im curious about the extra pieces to the mantle, how do they extend to the back, is it an example of multiple mantle designs or is this the new design, can the crystals on her tiara change color?
the outline shader is pretty interesting, it does make things look grittier and more pitted, i think it loses a lot of the architectural detail but it both make the closeup of miriam pop and it makes her features really defined and really brings out the textures of her clothing, i think the second one though gives that extra definition without making it harsh, wonder what that one would do for making the cool design on those chairs stand out?
i wonder what direction theyll take with the curse, will it be textured like skin, glass, paint, tattoo, or will it glow like flourescent paint or the petals on the cursed theme?
sotn had a great use of the color palette and actually crammed a lot more detail into a space because of its lack of outlines around everything, even though we now have 3.5ish x the screen resolution of the ps1 i think that same focus on color and detail still stands true
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