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Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game?

View Poll Results: For the next SS game, which artstyle would you like?
Classic 23 38.33%
Funny Reality 21 35.00%
Wacky Fantasy 3 5.00%
Real Serious 13 21.67%
Voters: 60. You may not vote on this poll

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Old 09-04-2015, 06:24 AM   #61   Add To Ignore List  
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Default Re: the artstyle

What do you guys think about the even more colorful alpha Egypt levels? I thought that was an even better representation of Egypt at its peak, and made TFE's Egypt seemed washed up in comparison.
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Old 09-05-2015, 04:19 AM   #62   Add To Ignore List  
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Default Re: the artstyle

The alpha had poor quality textures that are probably best to think of as placeholders.
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Old 09-05-2015, 04:36 AM   #63   Add To Ignore List  
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Default Re: the artstyle

Yeah those alpha weren't that good, final TFE version was way better and consistent. It had nice coherent color scheme and visuals in general.
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Old 09-07-2015, 11:40 AM   #64   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by Louva-Deus View Post
Whatever they do.. it needs color. SS3 was uber bland and hideous.
So better colours like this, this or even this?

Glad this mod exists at least.
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Old 09-07-2015, 12:35 PM   #65   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by Artman40 View Post
So better colours like this, this or even this?
Sorry, but I think Louva meant normal diverse colors, not over-over-saturated shit.
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Old 09-07-2015, 12:38 PM   #66   Add To Ignore List  
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Default Re: the artstyle

Jegus, my eyes!
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Old 09-07-2015, 01:25 PM   #67   Add To Ignore List  
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Default Re: the artstyle

Yeah, adding ginormous amounts of saturation to the default texture set doesn't make it better.
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Old 09-07-2015, 03:11 PM   #68   Add To Ignore List  
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Default Re: the artstyle

I don't know. I play like that because it's still better than the default colour scheme. But yea...probably natural diverse colours could help.
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Old 09-07-2015, 04:12 PM   #69   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by Louva-Deus View Post
Whatever they do.. it needs color. SS3 was uber bland and hideous.
Definitely this.
Although, I'd say not more color per se, but more contrasting colors. SS3 in itself had quite some color, but it was, kinda like, palette'd; each location has its set of colors that did not vary enough.

In my opinion, best would be having some better contrasting color sets. Contrasting not only by color, but also by, well, contrast/shade. For example, urban rubble levels could have looked much better in SS3 if it had more shades of gray for concrete. It looked like the whole city was built from the very same concrete mix batch; shadows didn't do much for it either.

Thus, I would prefer a "real serious" style, just having more contrast and color variety. ...while at the same time being "darker and edgier", i.e. a darker overall theme, not only the color set. Or in short "Stuff with a lot of color that still makes you feel utterly hopeless over the whole mental invasion situation in-game".
That would the ultimate Serious Serious game.

P.S. That feeling of utter helplessness was conveyed mediocre-ish in SS3, IMO. Was completely non-existent in TSE. Was done very well in TFE, where at least for me, if taking note in the story taking place, made it feel quite eff-ing hopeless by the time ya finish the VERY long run over an empty desert [those who followed the story will understand which point I refer to].
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Last edited by librin.so.1; 09-07-2015 at 07:05 PM.
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Old 09-07-2015, 05:17 PM   #70   Add To Ignore List  
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Default Re: the artstyle

TSF?

Also, having a palette of colors is actually a very widespread method in creating atmospheric locations. It's called "color theory", and it is one of the basics of design.
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Old 09-07-2015, 05:53 PM   #71   Add To Ignore List  
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Default Re: the artstyle

For an example, how would a colour schemes like these look like when applied to a level:

http://s3.amazonaws.com/colorcombos-images/users/1/color-schemes/color-scheme-276-main.png?v=20110818210811

That's for the strutures and buildings.

http://s3.amazonaws.com/colorcombos-images/users/1/color-schemes/color-scheme-285-main.png?v=20111020201003

That's for the nature.
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Old 09-07-2015, 07:17 PM   #72   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by Solais View Post
TSF?
oh crap, I meant TFE. Brainfarts FTW
Fix'd the post

Quote:
Originally Posted by Solais View Post
Also, having a palette of colors is actually a very widespread method in creating atmospheric locations. It's called "color theory", and it is one of the basics of design.
Dang, I just realized I conveyed my thoughts in a very bad way.
I didn't mean that having "palettes" is bad (because it, well, isn't bad). What I wanted to say that the palettes in SS3 are too "narrow" – the shades/colors within one palette vary so little, everything looks "flat" (bland is not the word here).
No idea about everyone else, but the very low color variation within a palette makes all the objects look like the same blob of whatever. And that... that, for me, has an odd effect of making the level geometry look, well, flat. It's like most of the 3D depth definition in a level gets absorbed in the lack of color and it just looks flat-ish.
For me it was the most noticeable in urban rubble level segments as everything just looked gray, with all the depth being ironed out into flatness.

From that promo image showing, IIRC, Sam standing in ruins of Paris, I assume SS4 is going to feature a lot of urban rubble locations. Because of that, I am quite concerned and hope it doesn't end up "flat" like urban rubble sections in SS3...
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Old 09-07-2015, 08:31 PM   #73   Add To Ignore List  
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Default Re: the artstyle

Well, what do you think about the color scheme of the Talos locations?
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Old 09-07-2015, 11:46 PM   #74   Add To Ignore List  
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Default Re: the artstyle

A bit too ordinary but better than BFE.
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Old 09-08-2015, 05:01 AM   #75   Add To Ignore List  
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Default Re: the artstyle

BFE was cool.

IMO it was the same and same architecture design which didn't work as it should be. Same columns designed the same way, grouped in the same order and style. Same tombs, with same columns and same enemies.

No jump and run elements (excluding the rotating one in "The last man on Earth").

The colors were good, and the design was good, even in the cities.

So far best SS single/coop game.
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Old 09-08-2015, 05:47 AM   #76   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by Solais View Post
Well, what do you think about the color scheme of the Talos locations?
The parts I get the chance to play[1] looked good. Nothing looked bland or flat or colorless. Even pretty much all of the Egypt looked great – the way they made it in Talos was surprisingly un-boring compared to all the s& locations in SS3.

Also, speaking of SS3, the last level whats-it-called, it looked quite bad. It was obvious that the level simply had saturation toned down (and by brining the saturation up in the settings it was easily "re-nomalizable"). I assume it was done like that to convey a sad hopeless atmosphere. But to me personally it just looked bad. IMO they should have kept it on either normal saturation or just a TINY bit of desaturation and just make it *darker*. And by darker I don't mean "brightness down", but as a part of the level / ambient lighting / shadow strength / aaaaaaaaand gamma

[1] I only had the chance to play Rome, Egypt and ~ 1/2 of Medieval part. Didn't even have the chance to play in the tower, let alone finish the game B(
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Old 09-08-2015, 08:02 AM   #77   Add To Ignore List  
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Default Re: the artstyle

It just needs more signs of life.
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Old 09-08-2015, 09:28 AM   #78   Add To Ignore List  
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Default Re: the artstyle

That, too. B|
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Old 09-08-2015, 10:27 AM   #79   Add To Ignore List  
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Default Re: the artstyle

I'd add that generally Serious Sam (and Talos as well) has a lack of art-direction.
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Old 09-08-2015, 10:30 AM   #80   Add To Ignore List  
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Default Re: the artstyle

SS2 had too much art direction
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Old 09-08-2015, 11:37 AM   #81   Add To Ignore List  
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Default Re: the artstyle

Yeah, this is also true. As well as it was kinda-sorta bad-tasted Frankenstein.
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Old 09-08-2015, 11:41 AM   #82   Add To Ignore List  
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Default Re: the artstyle

Quote:
Originally Posted by PikaCommando View Post
SS2 had too much art direction
Quote:
Originally Posted by FreekNik View Post
I'd add that generally Serious Sam (and Talos as well) has a lack of art-direction.
You just hit the nail on the head. Lack of art direction allowed greater variety at least enemy design-wise.
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Old 09-08-2015, 11:49 AM   #83   Add To Ignore List  
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Default Re: the artstyle

Serious Sam 2 also had a lot of variety even with, as Pika said, "too much art-direction". On the other hand, how's the lack of AD helped to make Serious Sam 3 more varied? I think you misunderstand the definition of AD and its actual impact.
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Last edited by FreekNik; 09-08-2015 at 11:52 AM.
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Old 09-08-2015, 11:50 AM   #84   Add To Ignore List  
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Default Re: the artstyle

Oh...
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Old 09-08-2015, 12:22 PM   #85   Add To Ignore List  
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Default Re: the artstyle

It had direction. We just didn't like it. And it was too late for testers to get any of that fixed because the game was pretty much done by then.
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Old 09-08-2015, 12:31 PM   #86   Add To Ignore List  
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Default Re: the artstyle

Well, I didn't say it has no art-direction at all, but there's certainly a lack of it. F.e. you can see that they worked good enough on enemies design in SS3 (which is a merit of Stepan Sejic who was invited to make concept-art) and some unique locations like Sirian complex.
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Old 09-08-2015, 01:11 PM   #87   Add To Ignore List  
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Default Re: the artstyle

Actually, it's SS2 that had no proper art direction, while SS3 did.
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Old 09-08-2015, 01:51 PM   #88   Add To Ignore List  
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Default Re: the artstyle

Too bad that it feels the opposite.
SS2, despite it being a horrible media-Frankenstein, looking like a set of cliches and parodies to various things from Halo and Mr. Blezinski to Star Wars instead of originality and clear understanding of composition principles, had an illusion of common intentional design and recognizable style.
SS3 looks like *your_mediocre_B_level_modern_warfare_game_that_yo u_cannot_recognize* with some Serious Sam modification installed.
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Old 09-08-2015, 07:26 PM   #89   Add To Ignore List  
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Default Re: the artstyle

SS2 seemed more like a 'fun' project. In many ways it did well. There definitely were some bad parts. I think the netcode was what did the most damage to the game.
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Old 09-09-2015, 11:51 AM   #90   Add To Ignore List  
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Default Re: the artstyle

Folks you heard about the concept of Evolution ever? This view 'this is better then this' turns into once big bullshit.

And what is so bad about to have to more then 1 style into 1 game?
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