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I just had an interesting conversation with Hiravias: I never really looked at it that way, but Hiravias' indignation indicates the term wild is seen as racist. And come to think of it, it would be neat though perhaps needlessly complicated to have the race designation change when you play as an orlan (unless you have a Slave background, then you'd have the normal outsider term). Just a random thought.
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The latest Aumaua concept art in Update #34 provoked a strong reaction in me and finally convinced me to register on the forum and voice my opinion. I've had a problem with most of the concept art shown so far, so I wanted to write up a big post with comprehensive, hopefully constructive feedback instead of freaking out (like NeoGAF is doing lol). And yeah, I'm aware that this is early art that will be revised and improved, but here's some criticism anyway: First, the Aumaua. The first thing that came to mind when looking at the Aumaua wizard was the scene from The Venture Bros. where Henchman 21 is LARPing. In other words, it brings to mind a fat, ugly human trying and failing to look badass. I think this is due to two things: costume and race design. The costume looks slightly goofy and mismatched, but not enough to imply a character who was deliberately designed to indicate he doesn't pay the least bit of attention to looking good. The costume needs to either be sloppier, in a characterful and memorable way, or more flattering. The racial design of the Aumaua is also problematic, mainly because they don't look distinctive and unique enough. I originally thought the wizard was an ugly human because he looks too human; in an Uncanny Valley sort of way it makes me notice all the subtle differences and chalk it up to the character getting beaten with an ugly stick. It may just be me, but I've always found most Star Trek aliens to be gross looking because they're clearly humans with disfiguring makeup plastered on their faces. Whereas, say, Jabba the Hutt from Star Wars is deliberately supposed to come across as disgusting, but he's so removed from humans that it's less unsettling. For all we know he's a gorgeous specimen of a Hutt and there's no need to apply human standards of beauty to him. Play up the amphibious nature of the Aumaua. As it stands, they look like web-fingered half-orcs at best, weird humans at worst. Maybe make their heads and torsos shorter and fatter and their legs longer and thinner, like frogs. I realize this might cause problems with animation as well as clothing/armor creation, since you would have to do everything seperately for the Aumaua instead of just recycling the other races' stuff. If that's a problem, there are still other ways to make them unique. Give them more/fewer fingers and toes. Make their eyes larger with frog-like irises and pupils. Maybe instead of hair, they can have hair- like spines, crests, or tentacles. You haven't shown the Orlans yet, but I hope they're less human-like to begin with. It was mentioned that they have two-toned skin. Maybe they could have short, fine, two-toned fur instead? Give them claws instead of fingernails and slitted pupils instead of round ones. Hopefully they're not just halflings with the barest minimum of changes. I wanted to give some feedback on the earlier concept art too while I'm at it. I really liked the original Sagani painting. The design was aesthetically pleasing while not being "hot" or pandering, the proportions clearly indicated a separate race rather than just a short human, and the costume gave a lot of information about a believable culture that isn't usually associated with dwarfs. I've been less thrilled with the other designs, including Sagani's later art. Edair's main problem is that he looks rather bland and directionless. I remember someone from Obsidian saying that this was deliberate since he's a character who wants to avoid drawing attention, but simply making the design bland is one of the worst ways to accomplish this. His design needs to be the visual equivalent of a stage whisper; implying that he's trying to stay out of the spotlight while still telling the player, "Pay attention! This is an interesting, important character." I'm not entirely sure how to accomplish this, but then again I'm not very good at doing a real stage whisper either. Aloth looks pretty good/interesting. His design isn't perfect, but I'm not really sure why (perhaps too many clashing directions for his character? I dunno) and I'm reasonably satisfied with him. I don't like Forton's art much, but this is the one design that plenty of people have already complained about, so I don't really need to expand on it. I will say that I like the idea that some people suggested of adding more elements of European flagellants to Project Eternity monks in addition to the Shaolin monk inspiration. Cadegund is a character whose design is close to being good/great, but it's not quite there yet. It certainly helps that a female battle priest with heavy armor and a gun isn't something that you see every day in western RPGs. But her armor as it currently stands is too bland once again. It doesn't tell us enough about her. Is she someone who does a lot of fighting and adventuring, often far away from the help of her religious organization? If so, her armor could maybe be more scuffed and dented, or even show makeshift repairs. On the other hand, is she someone who enjoys the full and near-constant support of a powerful religion? In that case, maybe her armor should be more ornate. Or even combine the two ideas so that her church gives her beautiful, expensive equipment which she inevitably ruins from all the fighting and adventuring she gets into! Well that was a lot of criticism. Hopefully it was useful and constructive. Thank you Obsidian for making this game and thank you for the frequent updates, warts and all. I'm sure everything will turn out great in the end. Edit: Fixed the formatting.
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