thanx for all those pictures, nice to remember good old times.
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Tagaziel wrote:Personally, I'd like for Wasteland to be a realistic alternative to the usual over-the-top stylized post-apocalyptic game. These heavily styled futuristic/retrofuturistic/etc. games are dime a dozen these days. The original Wasteland didn't really include any major stylisation in its portraits:
A grittily realistic aesthetic could be the defining feature of Wasteland's art style,
derekticon wrote:[size=150]Many old geezers like us would love an art direction that brings back the style of 80s/early 90s air-brushed sci-fi art and illustration.
Here's what I feel defines the 80s/early 90s look, according to the notable artists of that era. The most defining magazine of that era ought to be HEAVY METAL magazine, the American successor of the French Metal Hurlant featuring high-concept fantasy art.
Tagaziel wrote:Personally, I'd like for Wasteland to be a realistic alternative to the usual over-the-top stylized post-apocalyptic game. These heavily styled futuristic/retrofuturistic/etc. games are dime a dozen these days. The original Wasteland didn't really include any major stylisation in its portraits:
A grittily realistic aesthetic could be the defining feature of Wasteland's art style, much like extremely realistic art style and gameplay are core features of ARMA, making it easily distinguishable from arcade shooters like Call of Duty (and its PIMP ME UP uniforms).
A realistic art style without major exaggeration would not prevent including colours and aesthetics common in the 80s/90s, and could even be factored into the narrative. For instance, cloth dyes would be hard to come by in the post-apocalypse and as such, colours could be used to distinguish social groups one belongs to. The lowest, beggars, poor peasants etc. would have little in the way of colour, wearing drab, simple clothing. However, as one moved up the social ladder, the clothes would become flashier and more colourful.
Comrade Snarky wrote: Why.
How is this helping distinguish this game agenst any other "Ultra-realistic" Game out there? Colorless drab has been done, and trying to make it even more "realistic" ( A vapid goal mind you. No matter how you try, a game will NEVER be truly "realistic".) is equitable to trying to put the proverbial square peg into the round hole. Tell me, if this game took your direction, how would you differentiate a screenshot from wasteland 2's gameplay from Fallout 3's or any other Post-apoc video game on the market? (Disregarding camera angles)
"these heavily styled futuristic/retrofuturistic/etc. games are dime a dozen these days"
Bullshit. If anything these are a good thing. encouraging alternative graphic design choices does nothing but improve and dramatically differentiate games on the market.
"usual over-the-top stylized post-apocalyptic game.'
Which ones? Borderlands doesn't count and Fallout's graphic design may have been 50's pulp inspired, but the in-game graphics themselves are fairly gritty. Rage had some color and some inventive art direction but still stuck to it's burnt out ruins. I can only assume your speaking out your ass, to put it mildly.
"The original Wasteland didn't really include any major stylisation in its portraits"
One, that's because art in the DOS games never had the range or ability to render "style" into it's sprites and, dude, This is a game where one of the first bosses is a mad farmer who controls a army of murderous rabbits in a field of oversize vegges and you want realism in the sequel.
"extremely realistic art style and gameplay are core features of ARMA"
ARMA is First person shooter build with the expressed purpose of simulating real military tactics and operations. Wasteland 2 is a Isometric Party based Crpg.
Trying to equate the two is far beyond overextending your reach. If you want realism in your Post-nuke video game, i can only prescribe S.T.A.L.K.E.R.
Tagaziel wrote:Personally, I'd like for Wasteland to be a realistic alternative to the usual over-the-top stylized post-apocalyptic game.
A grittily realistic aesthetic could be the defining feature of Wasteland's art style,

Comrade Snarky wrote: One, that's because art in the DOS games never had the range or ability to render "style" into it's sprites and, dude, This is a game where one of the first bosses is a mad farmer who controls a army of murderous rabbits in a field of oversize vegges and you want realism in the sequel.
homeslice82 wrote:I don't want grittiness or grimdarkness. They've been done; they're old hat. I don't know if anyone's posted Arne's stuff in this thread yet, so I'll take the opportunity: http://diglett.blogspot.com/2012/03/wasteland-2.html

Comrade Snarky wrote:The idea of subtle coloring of significant factions of NPCs is a good idea on the fact that most conceptual artists take this in account in the stages of character design anyway.
What i saw in wasteland one was not as much that it was set in a post-1998 nuclear warfare's after math as much as what a post-1998's nuclear warfare aftermath looked like from the 1980's. This line of thought is what brought us to the unanimous idea of late 80's/early 90's pulp sci-fi. I think this were our ideas conflict.
*ahem* Wasteland is a post-apocalyptic world set in our near future. An animal infected with full-blown rabies can’t be saved in our world, today. With limited medical supplies and a trashed infrastructure, how in hell do you imagine you could possibly do anything but put a rabid dog out of its misery?
You never had to kill the kid, either. He’d throw himself at you, yes, but you’re playing a squad of big strong mega-weaponed Rangers! Grownups! Walk away. It’s not like you were chickenshit for backing down from some evil-hearted final boss bent on scourging the world and all you loved within it. It was a little boy.
True, if you passed through the area again, the kid would scream and yell and accuse you of terrible things — forever. But why would the boy forget the bad strangers who killed his beloved dog? He’d only asked you to help him.
You were never allowed to forget either.
I can hardly see how that would be a bad or even a foreseeable problem. Most heavily stylized games hardly move out of the XBLA these days. Most of the triple AAA titles take the realistic game route as they can afford the tech to simulate it properly and the fanbase that buys them tend to not be attracted to alternative color palettes beyond the drab. There is a narrow criteria of what a "Realistic" game looks like but a almost endless ways to "stylize" a game's look and i don't think we'll see people complaining about how different and varied all they're games look. Hell, once upon the time, that was the norm.
The criterion of taking place on a earth that either has been plunged into a survivalist setting by a cataclysmic event. Borderlands simply took place on a desert planet and while the mechanics and details of the setting may be reminiscent of the post-apocalyptic genre, it still retains a lot of space western in it's self.
Did you see the design of the farmer? and some of the more goofier looking portraits? (The 80's punk vandal and the diving helmet cop being two of them.) If the designs looked realistic and gritty it's because they didn't have the art assets to take the art into any farther stylization. Add to the fact that what looked Gritty and tough for a late 80's DOS game doesn't exactly translates into what could work now.
You'd mention that "Realistic art style and gameplay are core feature of ARMA" and thought that that applying that principle to a genre to simulate realism in rather structured game mechanics was a broad leap. STALKER handled it's realism and it's art direction appropriately and well. If anything i'd love to see it's character and monster designs influence some sections of the art design for W2. But still, setting and tone differences still means drastically open ways to identify and move ahead with itself.
Indeed ~also a Farcry from the original.Tagaziel wrote: far cry from the original

PiPboy wrote:According to Gear Box Borderlands wasn't Cel Shaded.
http://kotaku.com/5206042/gearbox-borde ... cel+shaded
But he didn't say what it is
homeslice82 wrote:I don't want grittiness or grimdarkness. They've been done; they're old hat. I don't know if anyone's posted Arne's stuff in this thread yet, so I'll take the opportunity: http://diglett.blogspot.com/2012/03/wasteland-2.html
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