
"... and fly!!!"
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da dick |
Re: ... | ||
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on the flip-side, i don't think i care for the colour scheme in ridiculously vibrant WoW and WW3. i would think war-torn realms would look more dreary and not have neon colours.
![]() "... and fly!!!" |
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CLOUDBOND007 |
Re: Brown and Gray | ||
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GTA 4
CB007's GPT & Game Review Archive "Let me tell you something you already know. The world ain't all sunshine and rainbows. It is a very mean and nasty place and it will beat you to your knees and keep you there permanently if you let it. Nobody is gonna hit as hard as life. But it ain't how hard you hit; it's about how hard you can get hit, and keep moving forward. How much you can take, and keep moving forward. That's how winning is done." |
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Crawl and 1OOO |
Re: Brown and Gray | ||
Captain Ladd Spencer |
Re: Brown and Gray | ||
![]() I believe this is a character from Final Fantasy 12, but his name is Balthier. I think I like him already, because the jewelry on his left hand is, like, the only color I've seen in a modern "realistic" game. Too bad the rest of him is pretty bland. |
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MaskedSheik |
Re: Brown and Gray | ||
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Developers really ought to make a video game based off the theme of "gay pride."
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Amagons brother |
Re: Brown and Gray | ||
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Choaniki, anyone?
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Kairobi King |
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I think most modern RPGs already are.
~ Kairobi King
~
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ShadOtterdan |
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on a somewhat related note, I've been thinking about the opposite problme of bloom in video games, namely when there is an area that is too dark and you
can barely see anything. I was thinking back though and realized that in sprite based games, they didn't really make the game too much darker, but instead
used a mostly blue color scheme for the area, I wonder how that would look in a modern game, or what about making the character a minor light source so that in
dark areas you can see the area around you better without reducing the fear of the unknown that comes from a room where monsters might be lurking. On the
subject of bloom though, I'm not sure what purpose it's supposed to provide and why developers keep putting it in everything.
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Bomberguy221 |
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I think bloom makes the light look a bit more natural. In a lot of games, light is very static and doesn't behave like normal light. Bloom is an attempt to
correct that, but they have overcorrected with its overuse.
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TaroSH |
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First, it's not particularly pleasant to stare into the sun, or have a bright flashlight shined into your face, or stare at white things that have a lot of sun on them in real life, so why should we incorporate that into movies and video games? Second...
Yes, visible beams of light coming through trees happens all the time in real life. There's a name for this (Diffusion? Defraction?), but it has to do with airborne substances like water or dust that bounce the light around. This also causes beams of light in fog or liquid jello.
This only happens when the star your planet is orbiting explodes, if even then. |
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MaskedSheik |
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That's what it looks like in the inside of a fiberoptic wire......made of desert?
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SolidChocobo |
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Balthier was the best part of FFXII. He was like Han Solo and David Bowie mixed into one character.
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Crawl and 1OOO |
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My assumption was that bloom was not even supposed to be realistic at all (what in real life is like that?), but is a deliberately stylized effect. But
it's something stylized that could clash less with otherwise "realistic" (or sterile) graphics less than other stylized effects (cell-shading, to
name an obvious example).
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Flying Omelette |
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It seems to be some kind of outgrowth of game developers being obsessed with showing off lighting effects. They went way overboard with that in some stages of
Blinx, but Colossus looks even worse.
I saw an animated gif posted on another message board that was meant to display how realistic explosions would look in future FPS games. I don't know what the game was called, but it was yet another game with graphics that were mostly all brown everywhere. I'll post the gif later if I can find it again... |
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CRAWLand1000 |
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Even Perfect Dark (N64) went so overboard with the light sources that it sometimes gave me a headache to play.
"Without a foothold in the past, we cannot walk towards the future." -Vagrant Story |
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ShadOtterdan |
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Well, I looked up Bloom, and apparently it's supposed to mimic an effect on cameras, which begs the question of why game developers keep treating games
like a movie and less like an intereactive world. My eyes do not have lens flares and bloom!
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TaroSH |
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I have seen a lot of MST3Ks with really bad lighting and clarity. They even comment on it, like in Boggy Creek II when somebody flashbacks to seeing the
bigfoot knockoff and it's all fuzzy and gray and Servo says "My flashback had cheesecloth!"
Another annoying thing in Pirates 3 was the first scene Jack Sparrow's in and it looked exactly like that Colossus screen except it was something like concrete instead of sand. It was especially painful since the previous scene was night. |
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Bomberguy221 |
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I notice that when game makers discover a new trick, they tend to overuse it. I recall it was like that when light sources were first the big thing (such as
Perfect Dark) and also when cel shading caught on.
They've established the "fourth glass wall" many times before in games, and bloom seems to be their way of making the light real and keeping that wall firmly in place. You're never going to get rid of that TV screen in front of you, but developers might as well make it seem like whatever is on the other side of that screen seem more real. It will get toned down after the "wow" factor on the game-making side has faded. I liked the explanation I heard of the Pirates 3 thing: the most nightmarish place you can send a pirate is a place completely absent of water (and, in that sense, familiarity). They made that scene look dry and barren, which wouldn't have worked as well if the sand weren't so white and salt-like in appearance. (Weren't those the Salt Flats in Utah, anyway?) |
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TaroSH |
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I know what the point of it was, but did they have to make it the most nightmarish place you can send your eyes as well? Especially since it goes from a dark
night scene in a theater with little lighting to a fucking white screen with only a sniffing nose on the left side.
Last Edited By: TaroSH
06/07/07 11:04 AM.
Edited 1 times.
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Flying Omelette |
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ShadOtterdan wrote: It's not a good game, but Knights of Justice still pulled that off REALLY well in the Dark Forest:
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CLOUDBOND007 |
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LAIR (highly anticipated PS3 game)
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TaroSH |
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I often wonder if graphics like these are made for people who don't leave their houses often, so they really do think the world is a bunch of brown and
gray and the sun really is that bright.
Also, is LAIR supposed to be Panzer Dragoon Saga for the PS3 or something? |
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CLOUDBOND007 |
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Some people are thinking that it's going to be Rogue Squadron with dragons. Something that sounds annoying is that you have to use the PS3's motion
controls to fly, you can't switch to analog if you don't like it.
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CLOUDBOND007 |
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Yay, Lair got scores in the 5 to 6 range in EGM. You should have seen the interviews with the guy in charge of that game. He was like the king of PS3 fanboys.
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Lord Vyce |
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3D version of DragonStrike? 0o It looks pretty cool though.
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Bomberguy221 |
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I'll admit the first one is another example of "bloom gone wrong," but the last two pictures look fine. The second one, especially, has lush
greens and the light diffusion technique you mentioned on the Etrian Odyssey box art. It's a very entrancing screen shot. The color in the third isn't
good, but it shows a lot of detail in the temple.
I think my main point of disagreement is this, since I've danced around it enough to completely miss the point: If the visuals are still captivating, what's the problem? I can't see anything in the first one of those DragonStrike shots, which is bothersome and worthy of complaint, but the GTA4 with the taxi in it and the last two ones you posted show a lot of craft. These aren't just tiled mountains and grass like in Shadows of the Colossus; these are detailed images which express art with a more "earthy" tone. When an artist paints a landscape, do they paint with every color of the rainbow? No, of course not. At least, not all in one painting. Could those have been more visually appealing with unusual or unexpected colors? Maybe. Would they invoke the mental images that people have of real places like New York's streets or Europe's rolling green hills? Probably not. Sometimes people don't want to leave the planet; sometimes they just want to leave their homes, even if it isn't that far away. But the bloom thing I won't argue; it's starting to get out of hand. |
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Flying Omelette |
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Bomberguy, when was the last time you played a game that had "lush greens"?
This is mostly just grey.
Last Edited By: Flying Omelette
08/03/07 6:59 AM.
Edited 2 times.
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Crawl and 1OOO |
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Not only that, but Bomberguy is making it sound as if the people working on the visuals of those games (the new ones like Lair) are artists who take fresh
looks at the world and make choices to determine a style that best conveys their observations and individuality, while maintaining some aesthetic balance or
appeal.
This is not the case. They just use that style because it is an industry trend, which has now become cliche. There is no artistry in following a cliche. Not only are the pictures that FO posted more green than that Lair picture, they actually look different, too! Some stylistic variations are obvious. But also, as an example, Albert Odyssey or the first Banjo Kazooie screen shot have more subdued colors as compared to the Equinox or Earthbound screenshots, while at the same time still being more lush than Lair. Now games all look the same. |
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CLOUDBOND007 |
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Captain Ladd Spencer |
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So basically it's Drakengard 3.
Ugh, I could only watch about a minute and a half of that. Nothing was happening. EDIT: Okay, I forced myself to watch the whole thing. Even Drakengard looked good compared to that, both graphics and gameplay. LAIR looks more like a graphics and motion sensor demo than anything.
Last Edited By: Captain Ladd Spencer
08/03/07 2:20 PM.
Edited 1 times.
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