@Paleloon @jimmybuffettfanaccount @rlier23 Someone posted this review earlier, it’s a pretty comprehensive look at everything right and wrong with the game.
https://www.youtube.com/watch?v=fkKHAa9FiZ0
TL;DR the character creator is as bad as we heard, the story is good for 2 acts then drops it in the 3rd, the combat is fixed-up 5E that doesn’t maintain a good balance. The wokeness is more of a constant nuisance for “noticers” than outright shoved in your face, except for some nearly unavoidable gayness.
I’m skipping, I’m not desperate enough for a time sink to put up with that. There’s some returning characters from BG1&2, but I’m at the point where I can let old favorite franchises go, I don’t need to inflict Current Year sequels on myself.
@udongle @rlier23 @Paleloon @jimmybuffettfanaccount Yeah he calls that out specifically, at 14:17
That’s kind of what I mean, everyone can tell that the female appearances in modern games feel wrong, but you can’t always put a finger on it. You have to notice, or have it pointed out, that they elongate models’ faces to be more masculine without doing any other work.
In times past that might be simply a unique character design. But in Current Year it’s clear that it’s an intentional effect, to uglify women and to normalize the tranny uncanny valley.
@SettlerLife @udongle @rlier23 @Paleloon @jimmybuffettfanaccount BS. They publicize the RL model’s faces too, and they’re conventionally attractive. If your mocap rig is working right, you should get conventionally attractive proportions, not the Aloy face or the masculine jawlines in BG3.
If you are an artist working on a game, and you look at your finished product and it looks that bad, you don’t say “whatever lol” and ship it. You go into your 3D rendering software and spend a day un-scrunching or un-stretching your model.
@SettlerLife @rlier23 @udongle @jimmybuffettfanaccount @Paleloon @PunishedD
Well, yes and no.
The entire point of mocap is to cut the artist out of the process. It is an automated machine, that takes points on model and points on actor, and uses both to generate movement.
If your mocap process results in deformed base, it is a technical issue, and has to be solved before artists even get involved.