Art, Areas, and Effects Feedback Forum

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My views so far:

Transition "doors" need an effect. The plain white looks amateurish.

Sometimes tall scenery visually blocks the character and mobs (mainly the trees in act 2). Same thing at times with walls.

Metallic things need some shine here and there (or more shine) to make them stand out. I like the grim feel but with the colour palette as it is, everything tends to mush together too much.

More blood and guts !

Spell effects would double in their looks with their own coloured lighting.

At a high res the selection box for mobs could do with a few pixel increase imo. Not the selection outline, just the area that you can click to target a mob needs a tweak for large monitors.

Gameplay-wise I'm enjoying it a lot at the minute! Can't wait to see the refined and finished game :-)





^this


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I like the over-all art direction of PoE: It's dark, gritty and gory.

But of course there are things that would in my book enhance both the graphics quality and the atmosphere:

- Some areas have a glossy feel to it. While in some, this fits perfectly (damp, slimy walls), in others, it doesn't. If a surface is supposed to be dry or even just damp (without the slime), they usually look rather matt (or dull, compared to the shiny look we got)
- In many areas (the Submerged Passage for example) there's a notable lack of clutter and little doodads, critters etc. One the one hand, that makes in monotonous: no rest for the eyes. On the other, it feels not quite finished. Some debris, seaweed, skulls, mussel-shells, snail-shells or half-rusted equipment washed into a corner would add a lot of atmosphere. Add some of those shells the mob-crabs are "wearing" in various states of decomposition, and when the PC comes near, the whole shell starts shaking, but only some rat/vermin crawls out and skitters into the darkness.


^and that
In Old Fields in Act two - where the edge of the water meets the land it looks like its been a rushed cutout - I feel could do with some softening at the edges to blend it into the water better. Also monsters fight in the water some times - this one http://imageshack.us/photo/my-images/521/poe1r.jpg/ started in the water and came to wards me - wasn't quick enough to get a screenie when it was crouched in there.

http://imageshack.us/photo/my-images/208/16414714.jpg/

Edit: Just while I think of it - another little cosmetic glitch, my Templar was running around with his axe - when he carried it the head of the axe was facing the wrong way.
Last edited by EmDee1 on March 30, 2012 4:46 AM
I noticed that when you have an aura active and run along the shore in Act 1, the orbs can get covered by the waves, is this intended behaviour?
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GaaaaaH wrote:
I noticed that when you have an aura active and run along the shore in Act 1, the orbs can get covered by the waves, is this intended behaviour?


Nah its not. We sadly cant do anything about this as of this moment :(

354yk6
I like all the fluffy animals/>
y im slept?
ROBES what is the deal with robes?
Please tell me you will actually make robes as in.....proper robes not something that woman wears after taking a steam shower? it look's like a skirt...only from a neck to waist.
No rest for the wicked.
Apart from sounding like an overpriced cocktail, what happened to "dead baby on a beach"

I loved the act 1 opening, shipwrecked flotsam and jetsam, the washed up dead babies were a realistic macabre touch that set the tone perfectly.
Act-1

The Ledge.

The ocean water direction moves too fast, needs to be "oilier"

When it is flowing away from the cliff base at a zillion miles an hour it just looks wrong.

You could in fact get away with almost still water similar to the water in the caves in act 2.
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98pounds wrote:
Apart from sounding like an overpriced cocktail, what happened to "dead baby on a beach"

I loved the act 1 opening, shipwrecked flotsam and jetsam, the washed up dead babies were a realistic macabre touch that set the tone perfectly.

I also gotto ask this, never seen one dead baby after all. Hope it is not removed :(
"This is too good for you, very powerful ! You want - You take"
Hello there!

I know people are complimenting the game for having a dark atmosphere, but after having played it in the stress test, I have to say that indeed a lot of areas have fallen into the grey/brown trap. I think that a little bit of colour saturation and especially contrast could also help distinguish elements like critters or even player characters from the background, ESPECIALLY when the minimap is activated.
Kilgoth - Eldritch Battery Lightning Strike Shadow
Kilgmore - Righteous Fire/Freezing Pulse tankmage Marauder
Kilgington - Remake of the very same Marauder
Kilgtales - Pain Attunement Low Life Caster Shadow
Kylg - Unarmed bitch
Would it be possible(it would be quite a bit of work I guess) to separate the "left and right sides" of act 2 to two separate acts? Even if mini acts. I see two issues with the current approach, first of all the other side feels too easy if you clear the other first. Another issue is that it's a little bit confusing where to go and eats the suspense element when the progress isn't more linear. Also it feels very strange to have a sort of jungle area and central European area a few footsteps apart. I think an act should have a clear identity, areas within an act should be different but not so much as to look from a different side of the world. Act 1 I think accomplishes this very well

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