Tosh
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Games: Mass Effect Trilogy
Posts: 232 Likes: 366
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tosh
Mass Effect Trilogy
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Post by Tosh on Sept 27, 2016 12:31:30 GMT
Did anyone notice how the Remnants look so similar to the Cephs enemies in Crysis?
For example:
Or the "Core" level (including the ambiance):
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Post by CHRrOME on Sept 29, 2016 15:17:25 GMT
Well yes, in a way I guess. Tentacle-robot things. You could also say that humanoid things look alike across multiple games. Maybe they did draw inspiration from the Crysis alien things, and maybe it's just a coincidence.
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Robo
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Prime Posts: 420
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Post by Robo on Sept 29, 2016 23:51:23 GMT
Nope, you're clearly thinking of the Matrix octobots
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RoboticWater
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Post by RoboticWater on Sept 30, 2016 0:31:18 GMT
I think it's fair to say that art direction BioWare took for their newest species isn't exactly a beacon of originality. This is, of course, the same developer who put tentacles on blue person, and called it a day. The same dev who gave us Tali's face for that matter.
Floating tentacle aliens are a fairly common design trope, so it's not exactly surprising. Not that it matters immensely, but I hope that the Khet at least have a more distinct look. Of all the space operas I've seen, Turians have some of the more aesthetically interesting appearances, and I think emulating the classical "little grey men" look for Salarians was quite inspired.
Not to get too dour, but the visuals of that entire demo seemed exceptionally cliche. The Tempest is probably the most aesthetically striking thing we've seen so far, and I hope that isn't the best design BioWare has to offer.
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Post by Sartoz on Sept 30, 2016 3:29:47 GMT
I think it's fair to say that art direction BioWare took for their newest species isn't exactly a beacon of originality. This is, of course, the same developer who put tentacles on blue person, and called it a day. The same dev who gave us Tali's face for that matter. Floating tentacle aliens are a fairly common design trope, so it's not exactly surprising. Not that it matters immensely, but I hope that the Khet at least have a more distinct look. Of all the space operas I've seen, Turians have some of the more aesthetically interesting appearances, and I think emulating the classical "little grey men" look for Salarians was quite inspired. Not to get too dour, but the visuals of that entire demo seemed exceptionally cliche. The Tempest is probably the most aesthetically striking thing we've seen so far, and I hope that isn't the best design BioWare has to offer. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
LOL, And I thought I was cynical.
Making aliens is HARD work, according to Bio. Aliens that must interact with bipeds must have certain design restrictions, imo. This leads me to believe: (1) No radical alien designs.... more bipeds. (2) Oxygen breathers. (3) No heavy world aliens.
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Adhin
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by Adhin on Sept 30, 2016 4:31:09 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
LOL, And I thought I was cynical.
Making aliens is HARD work, according to Bio. Aliens that must interact with bipeds must have certain design restrictions, imo. This leads me to believe: (1) No radical alien designs.... more bipeds. (2) Oxygen breathers. (3) No heavy world aliens.
Heh yeah, a lot of that was there animation system or how they decided to do things in ME1 (I know it wasn't just a limitation of Unreal's engine). They wanted to make a single set of animations for everything that everything used. That has a lot more to do with companions and equipment and them having to use guns and all that. Once you remove that limitation (which again, isn't an engine limitation) it can open up if your willing to do the animation work. But yeah I would expect any squady we get who has to use a gun will ultimately by a bipedal of some kind with arms that can grasp things and go pew pew. Then again they could go all centaur-style with it and they can't use cover? Or only use high cover or... I dunno. Probably not though I agree it'll probably be mostly bipedals, or something that can fit into that space for all the things are main character can do.
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RoboticWater
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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roboticwater
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Post by RoboticWater on Sept 30, 2016 4:34:05 GMT
I think it's fair to say that art direction BioWare took for their newest species isn't exactly a beacon of originality. This is, of course, the same developer who put tentacles on blue person, and called it a day. The same dev who gave us Tali's face for that matter. Floating tentacle aliens are a fairly common design trope, so it's not exactly surprising. Not that it matters immensely, but I hope that the Khet at least have a more distinct look. Of all the space operas I've seen, Turians have some of the more aesthetically interesting appearances, and I think emulating the classical "little grey men" look for Salarians was quite inspired. Not to get too dour, but the visuals of that entire demo seemed exceptionally cliche. The Tempest is probably the most aesthetically striking thing we've seen so far, and I hope that isn't the best design BioWare has to offer. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
LOL, And I thought I was cynical.
Making aliens is HARD work, according to Bio. Aliens that must interact with bipeds must have certain design restrictions, imo. This leads me to believe: (1) No radical alien designs.... more bipeds. (2) Oxygen breathers. (3) No heavy world aliens.
It is, but that's why they have professional artists. Oxygen-breathing bipeds still leaves tons of room for exceptional design. Hell, just about every enemy in Dark Souls has a decently striking appearance, and that game is not short on enemy types. It's not the fact that they're floating tentacle aliens that bores me. Their animations were dull and average, and they barely seemed to have a presence. I get the "passive unless approached" deal, but could we have them act like more than file clerks? Have them dart around more and interact with each other? As they are right now, they just blend into the background. However, my problem is probably more with the overall direction than the design itself. The scene's aesthetic reminds me of Halo's sterile Forerunner design, yet it doesn't seem to have any noticeable features that carry it carry it beyond mere reference. It's hard to think "alien" when what we're looking at is so generic.
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Arcian
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Neverwinter Nights, SWTOR, Anthem, Mass Effect Legendary Edition
Origin: GVArcian
XBL Gamertag: GVArcian
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Post by Arcian on Sept 30, 2016 9:33:53 GMT
Nope, you're clearly thinking of the Matrix octobots Ah yes, "Sentinels".
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Robo
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Prime Posts: 420
Posts: 238 Likes: 451
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Post by Robo on Sept 30, 2016 14:48:35 GMT
Nope, you're clearly thinking of the Matrix octobots Ah yes, "Sentinels". *ahem* octobotsGet it right.
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Post by KaiserShep on Sept 30, 2016 15:36:38 GMT
*ahem* octobotsGet it right. Ahem yourself. Squiddies. I mean what year is this? 2197?
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Post by Sartoz on Sept 30, 2016 15:56:02 GMT
It is, but that's why they have professional artists. Oxygen-breathing bipeds still leaves tons of room for exceptional design. Hell, just about every enemy in Dark Souls has a decently striking appearance, and that game is not short on enemy types. It's not the fact that they're floating tentacle aliens that bores me. Their animations were dull and average, and they barely seemed to have a presence. I get the "passive unless approached" deal, but could we have them act like more than file clerks? Have them dart around more and interact with each other? As they are right now, they just blend into the background. However, my problem is probably more with the overall direction than the design itself. The scene's aesthetic reminds me of Halo's sterile Forerunner design, yet it doesn't seem to have any noticeable features that carry it carry it beyond mere reference. It's hard to think "alien" when what we're looking at is so generic. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ You mean like these aliens?
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Tosh
N2
Games: Mass Effect Trilogy
Posts: 232 Likes: 366
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Sept 17, 2016 12:47:20 GMT
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tosh
Mass Effect Trilogy
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Post by Tosh on Sept 30, 2016 22:57:50 GMT
It is, but that's why they have professional artists. Oxygen-breathing bipeds still leaves tons of room for exceptional design. Hell, just about every enemy in Dark Souls has a decently striking appearance, and that game is not short on enemy types. It's not the fact that they're floating tentacle aliens that bores me. Their animations were dull and average, and they barely seemed to have a presence. I get the "passive unless approached" deal, but could we have them act like more than file clerks? Have them dart around more and interact with each other? As they are right now, they just blend into the background. However, my problem is probably more with the overall direction than the design itself. The scene's aesthetic reminds me of Halo's sterile Forerunner design, yet it doesn't seem to have any noticeable features that carry it carry it beyond mere reference. It's hard to think "alien" when what we're looking at is so generic. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸ You mean like these aliens?
Yes, the (now discarded) Prey 2 trailer is also a sad example of the all too used humanoid aliens. All the same except the faces...
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