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lolaldanee

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Everything posted by lolaldanee

  1. i'm pretty sure they will negotiate with a distributer somewhere down the line, i'd say the boxed marked is still too strong to be ignored
  2. oh my god, it is wearing a helmet that makes it impossible to see me, but still it attacks me, and i can't see it's face, surely it must be a terrible monster, i better run away
  3. i always wonder how they can see anything with those helmets
  4. only shoulder and up portraits instead of full body are my biggest disappointment so far and lack of extensive voice acting, but thats something i knew from the start, so it doesn't really count
  5. these are very cool designs, but once again: the vailians are not african, because there is no africa in PE and they are not "inspired by africans" either.... they merely happen to have black skin i hope there will be a naginata-like weopon in the game, a cipher wielding a big 2handed polearm, and throwing spears, that's my character if possible
  6. thanks adam, nice to "see your face" around here more often, it's always great to see one of the devs leaving a comment here or there btw, are all you guys working so late in the evening? get some rest! regarding the "not enough updates" thing: one example for odd communication: we usually get at least bi-weekly updates, but stuff like the vertical slice being finished and the team entering production isn't mentioned on the fora for some weeks at all, but rather is made known in some small side comment regarding a completely different topic, by i think it has been Josh in my book, milestones like this warrant a big shout out...
  7. i agree as much as the updates on the game so far have convinced me that obsidian is developing a game that i will not regret having backed, they sometimes can be very shy on giving out information about stuff they are doing Josh giving detailed answers in the forums every now and then is a great exception from that though however, in regards to giving out information, i've seen much better from other kickstarters (stonehearth developers being an example), what i have not seen is that this more open approach ever had caused any damage to any of those projects, quite the opposite in fact i guess it all comes down to obsidian being a relatively established and big player, and being very used to having to shut up embrace your freedom folks, just let it all out
  8. characters, it's all about characters and their dialogs
  9. here are two questions that are really naggin me Josh/Kaz, would be great if you (or someone else who knows) could answer them 1. in the case the portraits are originally drawn in bigger size than the one they are going to be in the game, like it has been the case with some of the IWD ones, do you think it would be possible to get our hands on those larger ones in some way? 2. are there any more of these superb portrait-style concept arts like the one of the dwarven ranger or the godlike around? (or are planned for the future) if so, could those be posted at some point after the game is finisched? chances are, people would love to see them, and since you have given the impression that those won't be used in the actual game at all, i think it would be such an incredible shame to see them "wasted" that way i for one will possibly like those concept arts quite a bit more as portraits, rather than the actual portraits, if those are shoulder up only as you say *goes down to his knees* pleaaaaaaase *plea* *beg* it may look a bit weird, that i care so much about this, but the chance to see more art in the style of IWD had been one the major factors for me to back this project, i just care
  10. agreed, dwarven origin was something completely new and very cool
  11. you're such an evil evil person although, with dlcs the endings are somewhat bearable, especially the new refusal ending is quite ok i don't think any character has ever annoyed me as much as godchild though.... even more annoying than the ending are those dream sequenzes with godchild... HATE.. PURE HATRED thank god i've read everything about the endings before playing the game, at least i didn't have any expectations that way
  12. flowers and rainbows people, flowers and rainbows games without at least semi-happy endings always make me sad flowers and rainbows!
  13. Because the cipher is focusing more on damaging/draining the target's mind/soul than actually causing physical harm. wouldn't an increased rate of full-hit misses better reflect that? if you fully hit,well, you fully hit -doesn't make much sense you deal less damage than anybody else to gaze more often than usual when not fully focused on dealing physical damage to the body of your enemy sounds more reasonable to me.. i like the class very much, this will most likely be my class of choice
  14. well, MotB is a world shattering game if ever there was one, with slaying gods and attacking the city of the dead and almost tearing down the wall of the damned (in my opinion it's one of the most epic games ever, and one of the very few that ever did epic right, that's what makes it so damn great), although quite personal at the same time, there is no denying that the same is true for Alpha Protocol what about New Vegas? didn't play that one i don't think BG was much less personal than an obsidian game either, it's mostly the story of the Bhaalspawn, everything else is coming later the only game that's really personal through and through is Torment
  15. the turks conquered constantinople that day (check the date on top of the drawing) so, it's the last day of the eastern roman empire
  16. i'd like to know this too the more people who worked on Betrayer work on Eternity, the better
  17. I personally wouldn't say that I exhibited hate for Bioware but every depiction of characters they make are sickeningly dependant on the protagonist, or possessed of little to no motivation. Take Aveline for example, incompetent at her job which we see from the bandit fights every ten feet in Kirkwall, knowingly abandons her duty and fellow guardsmen to adventure with an old acquaintance, is too stupid to ask for pay putting her life on the line for this person, as a grown widow woman needs help in courting a man, etcetera. This doesn't strike me as a good representation of a character whether male or female, if the interviewer had brought up Kreia, Cass or Jeyne Kassynder as a good representation of a female character then that would have been far more appropriate I believe. Obsidian characters in my view are without a doubt far more nuanced and independent than the set dressing caricatures of Bioware. wat aveline is one of the best examples for a competent and strong female character you could possibly find in any game sure, there are even better ones, but that doesn't change that dragon age 2 as a whole has got some of the most competent characters i have seen in video games, each with it's own agenda and lifes this is still a video game, you just have to make some compromises on character independence, or they simply wont work as campagnions any more
  18. Soul Reaver - Legacy of Tim Cain?
  19. this thread is pure gold so far :D Eternity Protocol: The Stick of Drywood
  20. +1 The BG1/2 portraits were okay too, but not nearly as cool as the IWD1/2 ones. I get that, but wouldn't it be possible to partially mitigate that by creating multiple variations of the same portrait with different weapons and other small differences? The artists will work digitally anyways, so if they use different layers etc. then shouldn't this be possible with minimal overhead? I've never seen this done in a game before, but I imagine it could be an effective way to increase the "coverage" of the shipped portraits (i.e. make them cover as many different character builds as possible), without making them less expressive. Interestingly, I've never seen anybody mentioning portrait matching problems until Josh brought it up. Why I regret the decision to get rid of full body portraits the most is, because I feel that IWD portraits show not just what character's face looks like, but rather what the character is like. And I don't mean the class and proficiencies (anyone can hold a mace for the photo and nobody is walking bare shouldered through the winter); I mean the stance and the poise. It gave you something much more to choose from than just the prettiest face. exactly
  21. and you can see that, every damn pixel of the portraits screams MASTERPIECE in your face, Polina's and Kaz' portraits shown for PE are the first ones to rival them as far as i'm concerned still not happy with the decision here and while i get the "not enough manpower/money" thing, i still think the IWD portraits are far far more inspiring for different and cool character concepts than the BG ones .... i'd take 10 awesome portraits over 40 good to very good ones any time of the day oh well, the die is cast, all i can do is to cry *crys*
  22. Josh confirmed the portraits will be shoulder up, so this probably wont end up being a portrait which is a shame! this picture is an amazing piece of art by Kaz and would more than deserve to end up in game it's up there with the very best pieces of art in icewind dale 1 and 2, and those are probably the best ever created for a video game the godlike "portrait" we have seen is also very good (but is Polina's work, isn't it, her work is great too!) artwise, this game really could rock the nation
  23. so true, if anything the icewind dale art did allow for way more imagination - i have to say this is the first time i'm really disappointed by a decision of the team time for custom portraits then i'd say, i was SO getting my hopes up by looking at the concept art of characters that we have seen so far, really hoped this would be the style of portraits too
  24. ROAAAAAAAAAAAR!!!! i very much like your work so far Kaz, keep up the good work
  25. i think you are being funny here, but in which way i wonder i just don't quite get it yet, this looks completely legit to me and still, there is this gnawing inside you are not serious about serious stuff
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