voyage to mars
Wednesday, December 22, 2004
  Have any of you goodly Mac people out there used an application called Delicious Library? I've been looking for a good database utility to keep track of my mushrooming DVD collection, and this appears to be a solid option. But is it delicious? And if it is, on a scale from one to 'yummy', how delicious is it? That's my question to you.

You'll want to (if you're a Dreamfall fan-in-the-making, of course) check out Dreamfall.com later this afternoon right now for a Special Surprise. Yes, we are delivering on our non-promises. This will actually mark the first new art released since, well, E3. You have been very patient, my young ones, which is also why there's a Second Surprise on the way (also as non-promised a while ago): In the January issue of Edge magazine - arriving in the hands of some subscribers (and maybe newsagents) tomorrow - there is an exclusive and detailed preview of Dreamfall, featuring new screenshots, new concept art, and juicy gameplay details. I haven't read it myself yet, but it ought to be pretty good.

Who loves ya, baby? Huh? Huh? We do. 
Comments:
Nice screenshots, thanks a lot :)
The FOV on the first two is a bit quirky, but I guess you did this on purpose.
 
I just love the all snowy concept art, very stylefull!

_0_

P.S. Can you put some higher resolution versions on the site, so they can be used as wallpapers?
 
We love you too, Dreamfall team! ;)

-RaMa
 
It looks great!

But why does Zoe have a flat face?

- Jazhara7

- :D :D :D :D :D :D :D
 
The concept art of the landscapes is very nice, but in my opinion the backgrounds in the screenshots technically seem not to be as nice as the prerendered ones might be - compare this:

http://www.longestjourney.com/screenshots/stark/view?b_start=1

with this:

http://www.dreamfall.com/downloads/screenshots/archive/screenshot_012.jpg

Polygones, textures pretending to be not flat are clearly visible in the second image. I do not mean this is a failure of the developers or of the artists, of course - the reason is that in the first case the background could render perhaps even for hours or days, and in the second case the background probably has to render in a fraction of second. Now one might wonder whether a moving camera or, as I guess, faster development = more "locations" are worth the lowered quality - perhaps yes, I suppose the people at Funcom know what they do making a "full 3d" game.

By the way, perhaps when the camera is steady the background might be rendered at a higher quality? Smallers polygons, etc.

Another problem is the characters: I liked a lot these a bit primitive renderings of them in the first part, in the second part the renderings are technically better but at the same time, in my opinion, they seem to be closer to the "uncanny valley":

http://www.arclight.net/~pdb/glimpses/valley.html

Ok, that's a few of my comments on the screenshots.

Best wishes Ragnar! :)
 
Hey people! The game is not finished! Honestly, do you really think every game looks like the final product all the way through development?
 
Hello! It is again me that wrote the comment at 16:35.

Yazhara7: I'd suggest reading about the uncanny valley, there is a link to a page about it in my comment.

Doug: As I have written in my comment, I do not blame the developers or artists, these are just limitations of real time 3d graphics on the current hardware. Perhaps some optimizations like prerendering the background at a higher quality when the camera is steady might help.

Best wishes :)
 
The new screenshots look amazing, a lot better than the old ones, and I can't notice any flatness.
 
(Except in that first one, and that's because of the two point perspective or some other art-technical feature. I guess.)
 
Hey,

I especially like the new screenshots of Stark with Zoe. When the concept art of that location was released, I remember looking forward to what it was going to look like in game. It looks pretty damn awesome. Our first screenshots of Stark. (I think?)
 
Awesome!

The Zoe character model does look a little flat, especially in light of the level of character detail in HL2, but this is still early in development.
 
Nice screenshots. I didn't notice flatness in the Zoe model, but that's probably because I was thinking "Man, these character models are about a million times better than the TLJ ones". The concept art is awesome.
 
Hello! And it is me yet again. Perhaps I'd register at that "blogger" at least.

I hope you do not mind my a bit critic comments, you got so much praise and you will surely get a lot more praise when the game comes out, so I think it would be a bit redundand if I would now repeat how great is the concept art etc. ;)

I would like to comment on movements and gestures. In TLJ1, animation of April was perhaps the most natural one I have ever seen in a computer game. I even wondered whether you have digitized a movie with a real girl. Now, I think you falled to abit into exageration in the second part. I have just seen the screenshots, no animations, but look at this one:

http://www.dreamfall.com/downloads/screenshots/index.html?s=9&i=11

Look at the hand of the girl behind. The thumb far apart to the rest of the hand and paraller to it at the same time, the fingers flat near the hand and strongly bent at their tips. Try to form your hand like that, I suppose you would need to put a relatively strong tension to your muscles to do that. Now, one might suppose that the hand should be in a neutral, "free" position when the girl does look at something, standing freely, and certainly not so much tensioned. And in fact, in TLJ1 it was done like that very well.

One might suppose that it is just a minor detail, but it is not: mind looks closely at a man, notices relaxed or tensed muscled to estimate someone's mood etc. Perhaps the developer wanted to exagerate the hand to show how much detailed the graphics is: individual, well detailed fingers, etc. to get the "wow!" effect. But am afraid that such exageration might also give another effect: because of the exageration the people, unlike how it was in TLJ, might rather get the look of exhibition manikines.

Well, ok , it is an adventure so the story is important, and perhaps even most gamers will _like_ that theatrical gestures and will admire the stretched knees and thumbs. I do not want to teach you - it was you who made the best-selling game, not me.
 
I don't know...

I have no difficulty holding my hand like that. That is the normal position of my fingers, when at rest.

Keep in mind that not all fingers are at the same height, and actually fan towards the hand.

- Jazhara7
 
As I look again at it - perhaps you are right Jazhara7. But still, they remind me somewhat of robotic manipulators. "Relaxed" and "tense" might be very close to each other, and I have impression they are too "tense". Zoe at the first screenshot has more natural looking hands though, so perhaps it is only some lighting illusion or something.

Anyway, the graphics in my opinion looks good in compare to other modern full 3D games, or even better. Perhaps it is just the uncanny valley problem, that I saw in other advanced computer GFX too.
 
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