Jump to content
wasbear

Queen's Wish graphics

Recommended Posts

I recently watched the trailer for Queen's Wish (https://www.youtube.com/watch?v=mkRdCWmBh2k) and can't help but wonder why Jeff chose this perspective and overall art style. I much preferred the isometric graphics of Avadon and Avernum, rather than the top down style of Queen's Wish. Some of the models and character portraits also look a bit off. Now obviously, story and game mechanics are more important in an indie RPG like this, but I feel like Jeff could really have stepped things up a notch, given that it's a new engine etc. What do you guys think about the graphics overall? If any of you are playing the beta, how does it compare to previous games in other series?

Share this post


Link to post
Share on other sites

From Jeff's Twitter account:

 

"For people wondering why we're switching back to the square tiles view for this game: 1. People have been asking me for it for 20 years and we thought it'd make a fun change. 2. It makes an iPhone port way way easier and I always wanted to make an iPhone game."

Share this post


Link to post
Share on other sites

I'm cool with them, the isometric style had the problem of not being able to see behind that "wall" all the time, and maybe secret doors will go back, instead of being more of a "Where's Waldo" sorta search.

Share this post


Link to post
Share on other sites
On 4/18/2019 at 2:30 PM, Randomizer said:

From Jeff's Twitter account:

 

"For people wondering why we're switching back to the square tiles view for this game: 1. People have been asking me for it for 20 years and we thought it'd make a fun change. 2. It makes an iPhone port way way easier and I always wanted to make an iPhone game."

 

Huh... how would an isometric view be detrimental to iPhone development? Scale, I guess?

 

In any case, I'm all for the change, and the new series.

 

My only regret is I hadn't been keeping tabs on Spiderweb so missed the kickstarter entirely. =/

Share this post


Link to post
Share on other sites

"Clicking" on things with a tiny touchscreen is tricky.  It's a lot easier if you're just clicking on squares rather than an isometric figure.  Think about the issues that even PC versions of Geneforge had, from time to time, where you thought you were clicking to move somewhere, but instead you clicked on yourself and passed your turn...

Share this post


Link to post
Share on other sites

It also has problems with screen size and scaling the graphics to fit on different sizes. This was the limiting factor when they made a port for Avadon: The Black Fortress to Android pad computers. The team working on it made a limit number of different size versions and only guaranteed that the game would work on those few size screens.

 

There were complaints on how hard it was to click on screen because of resolution problems on some machines.

Share this post


Link to post
Share on other sites

I hate to be a downer, and it certainly seems like everyone is onboard with the graphics so I feel like the odd one out here...but from my perspective it looks truly appalling. As in, I'm blown away and thought to myself when looking at the various updates that "eww, those placeholder graphics are ugly". Turns out those are the actual graphics and graphical style and not placeholders. Maybe it is my aversion to the Avernum style of things and due to my introduction to Spiderweb through Geneforge. I still think that the Geneforge series has vastly better graphical style. In fact, everything bar original Avernum 1/2/3 is better.

 

Anyway, I don't want to be 'that guy' but I just felt the need to throw in my two cents. I have no doubt I could be eviscerated in the replies and I probably deserve that. Couldn't pass it by though.

 

Ewww.

Share this post


Link to post
Share on other sites

No, you're not the only one.  I understand why the switch to top-down was made.  In general I even prefer top-down.  I just think this is a really unfortunate incarnation of top-down.  It looks so much like Realmz: high-res images shrunk to fit the available space, placed on top of tiles where the art or the finishing doesn't quite match up.  It feels like a collage.  Less immersive.  But I guess we'll see.  It's hard to know what the actual experience will be like just from screenshots.

Share this post


Link to post
Share on other sites

No, put me in the "huh?" graphics camp too.  Watching the trailer, all I could think was that I'd been teleported back in time to the late 80s (remind me to pick up some Apple, Microsoft, & WalMart stock...).  I understand the severe limitations that Jeff is working under (compared with most any other release from big game companies) & why the decision to do this was made, but am concerned that someone new to Spiderweb (not realizing that the game is story rather than graphic driven) & think "eww" & move on.

 

I am really looking forward to the new game, but...

Share this post


Link to post
Share on other sites

I could be wrong but I think some of these sprites are still holdover from the isometric games. I fully intend to replace the image files for this game with stuff from the classic Exile series. I've stated before that I like the low res graphics of that era because it gives your imagination more freedom.
A blurred image that vaguely looks like a tree can be any tree you can imagine. But seeing the same detailed image of a pine tree over and over again is just that.

Share this post


Link to post
Share on other sites
3 hours ago, GiantFriendlyTalkingSpiderman said:

A blurred image that vaguely looks like a tree can be any tree you can imagine. But seeing the same detailed image of a pine tree over and over again is just that.

There's also the issue where- if one is making a game with pixel art, and one wants to add a new item or enemy type to the game, all one has to do (in addition to coding and writing it of course) is do up a simple sprite, and basically anyone can do passable pixel art if they put enough work into it. However, if one is making a game with more detailed art and animations, one must pay precious money to commission professional artists to do the spritework, and then make sure it looks passable from every angle a player might see it from, and then render it into sprites showing it doing every possible animation from every possible angle, etc etc. I think this has to be a major reason why enemy diversity (at least in terms of diversity of enemy appearance) has sort of taken a nosedive in more recent Spiderweb games, especially in the Avadon games (especially since they couldn't have grandfathered-in existing enemy designs and sprites from Avernum or Geneforge). In the first Avadon it feels like you spend 75% of the game fighting some sort of wolf or spider or goblin.

 

I don't think Queen's Wish looks great. But I am hopeful that the change in graphics style will allow for a greater amount and greater diversity of new graphics than any Spiderweb game has had in a good while.

Share this post


Link to post
Share on other sites
3 hours ago, googoogjoob said:

(especially since they couldn't have grandfathered-in existing enemy designs and sprites from Avernum or Geneforge)

 

See: the original version of Avernum 4, in which Chitrachs suddenly looked exactly like Clawbugs, in stark contrast to their appearance in all previous games.

Share this post


Link to post
Share on other sites
13 hours ago, Fate's Bulwark Against Fate said:

See: the original version of Avernum 4, in which Chitrachs suddenly looked exactly like Clawbugs, in stark contrast to their appearance in all previous games.

Avernum 2: Crystal Souls just wholesale replacing the charming hydras with the dull omnipresent hellhounds/rockhounds of the second trilogy was disheartening. The Avernum 3 remake not having any horses, and then having the Alien Beasts just be Kyshakks, was like a punch in the gut.

Share this post


Link to post
Share on other sites

As someone who has played a lot of Realmz and Civilization II, but whose gaming memories are largely from an isometric perspective, I find that Queen's Wish tugs at all kinds of half-forgotten nostalgic memories. I think Jeff has done a great job of combining the two, after all, the sprites can overlap their squares and each other (and have animations and everything, what will they think of next!).

Share this post


Link to post
Share on other sites

The Avernum 3 Ruined World alien beasts were funny.  They were definitely not furry like they used to be, but Jeff left the Burma Shave joke about them in the game.

 

I kickstarted which I assume nets me the steam version, but I'm looking forward to buying the iphone version too, so I'm all on board with the top down view.  

Share this post


Link to post
Share on other sites
Posted (edited)

I'm sure it will be fun, but this has to be the ugliest game SW has released in over a decade. The sprites all look like they were designed by 12 different artists with conflicting instructions on what the game was supposed to look like, so nothing seems to match.  The character sprites all seem like they were designed for isometric, but were forced into this top-down perspective, so they all awkwardly stand at angles.  The roofs of houses just look strange and the new character portraits look like they were created for an entirely different game circa-1997. I kept thinking that the screenshots up until now were placeholders or something, but nope. This is the game in its highest form.

I don't mind ditching isometric for top down, but they really should have taken more of a simple, board game, type aesthetic to the graphics.  Just ditch realism entirely.

 

Still can't wait, though.

Edited by Juan Carlo

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...