Would you guys like it if they took the same art direction as TSL?
Like, if the game looked like TSL does (except obviously not as blocky on some parts, since this would be professionally made)? I personally wouldn't mind.
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Or, something like The Whispered World would be cool.
Finally, I'd take something that looked kinda like Phantasmagoria or the early screenshots of KQ8.
2d cutout trees are very old technology. The current games allow for much higher poly counts on every item.
Nah either I want full 3D (in the bounds of the telltale engine) or high resolution classically drawn 2D/2.5D style (which can also be handled in the telltale engine to a degree).
Yeah, either works for me. As long as it's not cartoon-y.
As for Mannanan, well, spoilers! But since Episode 4 is coming out next month, you just may find out more soon....
Bt
Considering that having the art director from TSL working on this game, is very unlikely. I suspect the original poster really meant 'art style'.
I do not want the TSL art director anywhere near this game (although I suppose he/she does a decent enough job, based on what he/she has to work with)...
I also don't want the art style either...
Graham's hat looks way too long and over exaggerated... for example...
Alexander looks like he has an anime hairdo...
The Ferryman looks nothing like his counterpart in KQ6...
Actually I'd say many of characters do not look anything like their counterparts...
Hopefully though TSL game won't be KQ6 part II (again), and won't try to reinvent the appearances of half of KQ series entire cast...
For it to be realistic as in TSL would seem to me to remove the fantastical nature of the overall appearance of certain characters and settings.
Think of it this way: what if any of KQ1-5 were realistic in art style? I wouldn't like that at all.
For the record, I have only played a small bit of TSL, and didn't like the way it looked that much. Now that someone says that it tries to make Manannan out to be Valanice's father... well, I don't think I'll ever play it now.
That said, I am not a huge fan of TSL's art direction either. As Baggins pointed out, the character designs tend to lean a little TOO far toward the anime-inspired end for my liking. (Even the SLIGHTEST lean toward anime is too much for my liking.) I wouldn't mind if Telltale took a slightly cartoonish approach with their characters, but I wouldn't want it as exaggerated as BttF. I wouldn't want the gritty look of Jurassic Park either, though. The JP character designs look very bland and cookie-cutter to me, kinda like Dragon Age Origins characters.
In my opinion, there is a very simple formula that Telltale should try to duplicate. Simply look at the cutscene paintings from KQ5, and turn them into 3D characters and settings. That style should be mimicked as closely as humanly possible. Sierra never surpassed it, and Telltale doesn't have the skills to successfully fuck with it.
Amen.
Though I do have a big fondness for KQ7's art style.
I really like that style.
Actually, I would absolutely love it if Telltale went for a 2D/2.5d in a KQ5/KQ6 style, with high definition artwork (just think what KQ5 and KQ6 would look like in high resolution).
Agreed. My thoughts exactly.
also this:
Compare the graphics of KQ5 to KQ6. Same graphics system yes, but the backgrounds in KQ5 are detailed to the most minute degree, every little blade of grass...The backgrounds in KQ6 are not nearly as well detailed, nor as vibrantly colored. And that's because the focus was more on the story than the world.
Yeah Alex's sprite always struck me as a little clunkier, and his walking feels more "linear" somehow. I can't explain it. With Graham it actually feels like you're controlling him. With Alex, it has the same sort of effect that moving Adrian around in Phantas does. Like a cinematic-ness to it that takes away from the feeling of control over the character.
KQ5 had less animation, it's more static background.
Thus Kq6 backgrounds are technologically superior, although it came at a cost to visual quality.
An example is the above pic of winged ones... In the game it has an additional sprite and animations for Alexander in the foreground. Azure's arm is a sprite, he is armless in the artework. Allaria has no left hand. The hand is another sprite.
Similar thing occurs with the oracle. In re arwork she has no arms, and Alexander is a separate sprite.
That's because KQ6 and Phantas used the same technology. Live actors and green screen, with motion capture for some elements.
So technically in some ways, KQ6 was actually Roberta's first foray into interactive movies....Sort of a testing ground for Phantas. I know in the Making of KQ6 she says she feels that in her games you're basically playing a movie in which you're the director, the actor and the audience all at the same time. You could see the ideas for Phantasmagoria, and for making games a truly cinematic experience were bubbling in her mind around this time and Ken too as early as 1990 or so was pushing more and more for games to become interactive movies.
He was much more optimistic in the late 80s/early-mid 90s. He felt that games would become on par with movies and literature as ART...By the late 90s, around the time of the sale to CUC, he seems sort of dejected, and doesn't refer to games as interactive stories or movies anymore but as simply games; entertainment, not art.
http://www.youtube.com/watch?v=DwBeQvSUBg4
quote is at @ 3:38
Plus Alexander is usually a separate individual sprite/s placed on top of the painting. Shamir is a separate sprite as well in many if the close up screens as well.
KQ5 had one or two things that moved maybe an arm and facial features.
Some scenes like the closeup of Alexander putting ring on Cassima's hand are partial green screen work that were apparently either hand painted over or digitally painted over. One claim is that one of the actors who played Alexander had long blond hair, they had to fix it. Others they repainted to try make it have the same style.
resize your images for crying out loud....
The downside of this is that you don't get many wide open spaces. Telltale's games often have an east-west orientation to them, and not a lot of north-south. When Guybrush moves from the docks of Flotsam into the jungle, there's kind of a disconnect, the camera jumping from one parallel line to the next (though the jungle did have paths in four directions, as part of a puzzle or two).
So I look at that shot of King Graham on a horse in a vast cavern with mixed feelings. On the one hand, I hate to see the game character so small, but at the same time I'd love to explore a huge cavern (assuming there's interesting stuff to do in there). Is that shot from a cut-scene, or does the player have control of that horse? Is the cavern something the player gets to explore, or just a "photo-op"?
http://www.postudios.com/blog/?attachment_id=969
We do have a WIDE area in Episode 4 that pulls back significantly, and that is the Maze of the Isle of the Beast, where you get to explore the majority of what we created for it (which is a very large area). It used to be mostly desolated, but when we broke the episodes and started to add content to the isles, I decided to fill it with puzzles and different things to find. I'm quite happy with how it feels now having just taken a full pass through it.
I normally like to be closer to the character, but when there's opportunity to explore big areas, it's cool to pull back.
Heh... :P
Tis truly shameless.