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Tuco Benedicto
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Lefties
Tuco Benedicto replied to DAWUSS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm left-handed and yet I agree that it would be quite pointless. That said, I also doubt it would require any relevant effort, especially inf they are actually going to use 3D models for characters and monsters. -
I don't think you understood what he's talking about. You are speaking about how each area was populated. He's talking about the "overworld map" that linked all these areas together. That one with a bunch of hotspots where you had to click to reach each specific zone once you knew about them. That in comparison with games like Fallout or Darklands, where you could move on every single spot of the map even if there wasn't necessarily an interesting location to reach.
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Honestly, I would be fine with pretty much any art style that looks pretty enough. Hyper-realistic, over-stylized, cartoony, gothic... I don't mind the art style too much as far as it's well executed. of course I have my personal preferences, but nothing is a deal breaker. And while I don't care for fancy visual tech, I surely am not ashamed to say that I'm hoping for this game to look as nice and pretty as possible. Which leads me to the the main point I want to make: I'm not really concerned about the backgrounds of Project Eternity. If they are actually going to use 2D scenery, I'm very confident they can make these look beautiful with very little effort. What I'm far more concerned about -especially considering Obsidian's track record (sorry guys! )- is how well they are going to nail characters's models, creatures and all their animations. Animations for me are a big deal in the visual appeal of a game. I would probably pick a wireframe game with excellent, smooth animations over fancy graphics with clumsy ones. in fact, I'm tremendously fond of games with over-stylized graphics like Another Wolrd and Darklands:
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Yeah, the discussion wasn't much about tiny details, more about the overall design of armors and weapons.
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Well. This... This is exactly the kind of stuff that I hate. To me? It sucks. Badly. It's not just hardly believable and totally unrealistic. It's also silly-looking, cheesy, clumsly. And it's going to looks even worse when you will turn the concept art in an actual 3D model. That design just doesn't allow any natural movement for a human being. EDIT - This, on the other hand, is the kind of "fancy", not-exactly-realistic and yet not-completely-senseless armor I can easily appreciate:
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Well, that's pretty much what many of us are asking here, isn't it? No one wants the characters to look *bland*. And I can easily guess that we all want them to look "cool". As I already argued, the problem at this point is to decide what's "cool" for Obsidian. To be honest nothing exceedingly over the top is ever going to look cool for me. When I see an armor with shoulders of the size of a well leavened souffle in Dragon Age... ...I don't think "Wow, that's SO cool!". What I think is "Jeebus Christ, that looks like a goddamn walking stove" (and that's not even the worst in the game).
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Because the issue here isn't about having options, but about having visual consistency. My problem with over-the-top armors is that if they are in game and they are the best option (which is usually the case) I'm going to feel the urge to use them, but they are also going to make everything look ugly and silly to me. I'd like to be able to wear the best armors in game on my characters without feeling like I'm leading a band of buffoons. And while I'm not exactly the most fervid graphic whore around and I don't care much for top-tier visual technology, I don't have any problem admitting that I'd like this game to look as pretty as possible.
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Keep in mind that we are talking about an isometric/axonometric game, here. I don't expect to be able to notice a big amount of details, let alone how "ornate" a weapon is. Everything comparable to DOTA 2, just to name a recent game using a similar camera, would probably be overkill already for what Obsidian can realistically afford. That said, I would be fine with some occasional more elaborate weapons and even for some occasional, light, tasteful special effect applied on them (i.e. a pale blue luminescence on the blade of a sword, a "lightning effect" appearing just when you land a critical hit with a hammer, and so on). What I would gladly avoid, on the other hand, are ridiculously "cheeky & cheesy" effects like flaming swords, sparkling capes, glittered armors, and so on. Even in the end game I'd like my party to look like an tough, experienced, battle-hardened bad ass team, not like a wandering circus show, filled with clowns and jesters. As I already said before, "keep it simple, keep it cool". EDIT: Just to show what I'm talking about... These are cool armors. This or the Draedric armor for Skyrim I posted before are some hilariously over-the-top garbage:
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Everything should (ideally) look cool. The problem at this point is what you think is cool. Is this cool? Personally I find it cheesy as ****. This, on the other hand... or this... ...strike me as extremely cool, simple and down to the earth designs. I'm also not very fond of magic items/buffs that sparkle like a goddamn disco lightball.
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Yes, yes, yes. Well, actually I would care a lot more if this was a third person/action RPG. For an isometric/axonometric game it isn't *that* important. Still, it would be a nice touch to see people extracting their weapons/changing their stance when a combat starts and reversing to a more relaxed pose at the end of it.
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Unique NPC Companions?
Tuco Benedicto replied to Geldridge's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm all for unique and distinguish traits in your companions. It adds a lot of flavor to their contribute to the party. -
While I like some armors in Dark Souls, the armor design in that game is quite uneven, mixing great stuff to cheesy one. I personally hate execeedingly "over the top" styles for equipment, armors, weapon. I don't demand absolute realism, but I like things simple and believable. Personally I would namedrop The Witcher 2 as the unmatched god-tier of armor design in RPGs so far. In fact a couple of days ago reading about the "twitter love story" between GoG and Obsidian I was just suggesting on NeoGAF that reaching an agreement with CD Projekt RED and hiring their armor designer would be a *killer* extended goal for this Kickstarter. That said, here's another artist with a very cool and simple style. Stuff like this is what I like. Oversized pauldrons, draedric/glass armors in TES and so on are just crap, as far as I'm concerned.
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Urgency: Please Have It
Tuco Benedicto replied to Zombra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like some urgency and even occasional time limits as long as they aren't too strict. "I have this problem and I need to solve it in a reasonable amount of time or pay the consequences for it" -> Great. Excellent, in fact. "I have this problem and I need to rush the game to be able to keep the pace with the quest timer" -> Bad. Very bad. -
I'm all for mega-dungeons (plural), especially if they are cleverly designed: interesting to explore, filled with puzzles, challenging, rewarding. If they must be just some sort of time sink where you grind tons of monsters walking through corridors (i.e. Deep Roads) they can go **** themselves.
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I'd like a mix of everything, actually. I'm totally fine with combat oriented quests/solutions as far as they aren't the predominant option. What I'm fiercely against, on the other hand, is hand-holding and what I usually call "self-solving quests". I don't want the "Bioware effect" where you simply need to click in the right spot (which incidentally is also the most noticeable thing in the whole area and/or the only spot where my mouse cursor changes shape) to solve a problem. Let's say -for the sake of giving an example- that at some point I need to make an alchemical compound... I don't want solve the "puzzle" just clicking on the alchemical equipment on a table. I also don't like "first read the right formula clicking on this book, then click on your alembic". It's trivial. I want to be forced to learn the right formula, maybe not even written explicitly but through few hints/riddles, then I want the option to manipulate different reagents one by one, being even allowed to make mistakes, and in the end I want to succeed because I found the right solution, not because the game solved the puzzle for me or because doing it wrong was just not an option.