Anani Masu said:
Not sure what that is, but it sure doesn't look like
this supermutant. Somehow I feel your interpretation doesn't have high fidelity.
Also, I'll repeat this again: we're not just complaining about the concept art. Some of those concepts are closer to the supermutants of Fallout 1 than the supermutants of Fallout 3 are. But that doesn't matter, since the supermutants in Fallout 3 don't look like those concepts.
Since this always tends to happen after a while, here's a group shot of mutants from Fallout 1
Things that changed (and
again, I'm talking in Fallout 3, not necessarily concept arts):
- Facial features: big jowels, small cranium, small eyes and nose, face held up by straps. All gone.
- Stance: the hunched look seen most clearly in the standing sprite in the supermutant walking down the hall (top left and right) is not in the game.
- Proportions: look at the arms of the supermutant lying down and tell me those aren't disproportionate. Also look at the small head versus big body proportions.
Anani Masu said:
If you noticed the word steam appeared in that sentence three times then good, it's kinda important.
Look, I'm not going to keep repeating myself.
When I say it's "steampunk-ish", I don't mean it looks like the robots are driven by steam, it looks like it unnecessarily incorporates elements from steampunk
ART that don't necessarily fit the art of Fallout.
Look at, for instance, this
reimagining of Darth Vader in steampunk. What is it that makes it steampunk? There is no steam-driven mechanic in there, for sure. There are a few elements of clock mechanics that help, but there's more.
But a few more important things:
- It has a visible framework of metal, so that you can see parts of its "inner workings" visible
- The Vader image is fairly clean, for Steampunk, but another consequence is that it has odd bits and ends, either in pipes or pistons, that do not have a clear purpose (compare to typically
more detailed machinery in steampunk).
Now, for your enjoyment, please take the
Fallout 3 robots and put them alongside this
Van Buren robot concept.
What does Van Buren do right here that Adam does wrong?
- You do not get to see any of the robot's inner mechanics.
- The robot is clean, polished (not in the literal sense, but in design), because it's the 50's. World of the future design is clean, remember that.
- The robot does not have a single bit or end that looks like it doesn't have a function.
Take Adam's piece, look at the left robot. Look at the lower body of the top right Brainbot. Look at the robot seen in the background to the left of Brainbot.
I see bits and ends on the outside. I see visible internal mechanics. I see design that is a-typical of World of the Future design, including a propensity for human anatomy.
Now posting here, I decided to sum that all up as "Steampunk-ish", convinced that all of NMA's readers would be intelligent enough to gather what I meant. Apparently I thought wrong. You can continue to hammer on the semantics of the term steampunk, or realize I'm talking about an artistic shift that shares elements with steampunk art and can thus be described by that word.
It's not an exact term, I never meant that you could put a steampunk art next to it and say "hey this looks exactly the same", I meant that design has gone from what we know of World of the Future and inched towards steampunk.
terebikun said:
I think we've already established that the new guys are Uruk-Hai, not orcs, although people can't seem to decide whether the old guys are Hulks or orcs that happen to not have jutting teeth (does it count that they strap up their lips so you can see their teeth anyways? maybe they're trying to compensate).
Are you going to try to push this point of "you guys can't agree amongst yourselves!" much further? It's getting old. We're individuals, obviously we use different basis of comparisons and arguments. That doesn't mean we disagree on what the mutants look like, even if we use different language.
terebikun said:
Sorry, I missed this bit in my first pass. I just finished up a Linguistics degree, and I can say from a few years of experience now that there is truly nothing more pointless than arguing semantics.
If you have a linguistics degree, you should have realised my argument isn't actually in semantics. The difference between using the style of the originals or the style of Return to Castle Wolfenstein isn't semantics, it's dichotomic, because RtCW is completely unrelated to Fallout.
terebikun said:
Evolution is what, a change or series of changes that becomes a new standard over time.
Nope. Evolution is taking something in the series and changing it over the same lines. If I change the camera angle in GTA, it doesn't matter since viewpoint is only used to support the gameplay. Same thing goes for Fallout, though turn-based simply runs better in bird's eye view.
If I take one series, and add an element from an unrelated series, like implementing RtCW's Supersoldiers into Fallout, that does not fit any definition of evolution.
terebikun said:
So, what we have here is a style that has changed/deviated from the original, and seems to have made it into the game as the Behemoth.
'fraid you're misinformed. The Behemoth is one type of supermutant, the extra-big one, the rest are called supermutants. All explanations so far (we've had a few in previews/interviews) is that supermutants came from FEV, so all the back-story we have now points to them being the same supermutants. But it's possible the changes will be explained as "they're different kinds".
But even that isn't fully satisfactory. If you add new supermutants that still have a 50's style to them, then ok, but these have the style of modern shooters. How does that work? It's a different style altogether.
terebikun said:
As for this "difference", one person even made a photo example of how supposedly the old orcs/supermutants looked more human than the new guys.
Link?
I don't see your point there, by the way.