Oasis_S wrote:I was thinking about this, and wondering if maybe because the visual style tries to present itself as "realistic" that maybe some expect the monsters to act "realistic" as well? Some things may look silly because they're being done in an... ATMOSPHERE that leads one to not expect it. So... if THAT'S the issue, then maybe the visual style should be less ...serious. So it's not taken as seriously.
You brought up the visual style of the game, and that's something I was thinking about too. How will this new game look?
I agree with you that the visual style doesn't need to be too serious. StE and G:U visually were more realistic and much darker than G:DAMM.
I felt that G:DAMM for Gamecube was the most visually appealing out of all the Pipeworks Godzilla games. It had a very bright, clean look to it. The lighting and the monsters didn't have all that cluttered, bumpy texturing they received in the subsequent games. The night stages had a cool neon, slick appearance to them.
StE had a rather muddy, messy look to a lot of the monsters and stages. I think that had a lot to do with the fact that it had to be made to work on PS2's limited hardware capabilities.
Unleashed was a step in the right direction, but I still felt the environments looked murky, and some of the monster's features were difficult to make out.
What do other people think? G:DAMM arguably looked the least realistic, but I felt it was the most aesthetically appealing. For a game that's supposed to be a fun brawler, G:DAMM on Gamecube nailed it visually.
With Matt Frank spear-heading the art direction, I think this game could return to a less gloomy looking Godzilla battling game. I'm looking forward to seeing what he has in mind for this game's look.