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The difference in artstyle and design between the game and animation


The difference in artstyle and design between the game and animation  

44 members have voted

  1. 1. Do you think there a difference in artstyle and design between, the game and animation

  2. 2. Do you think there a difference in artstyle and design between, The ancient animation era( the begining - 2016) The classical animation era (2017-2018) The medival animation era or The trying to find a style era (2019-2020) The early modern era or The white out-line era (2020-2020) The modern era or The no white out-line era ( 2020-present)

  3. 3. What artstyle and design do you like the best

    • The game
    • The ancient era
    • The classical era
    • The medival era
    • The early modern era
    • The modern era


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I get that from marketing pov, to have a reach as wide as possible (also kids/teens-focus) in multiplayer context, DST went towards a more colorful scheme, peppy atmosphere and such, unlike its dark-n-gloomy single-player predecessor. Still I myself fancy the "ancient era" with a "classical" smidgen in the mix, and would very much like, balance-wise, for DST to get a string of Survival-oriented updates tiny-bit on the "uncompromising" side - with some DS flavor in, visually.

13 hours ago, Dr.Medic said:

lookin back at the newer white outlines ones, im thankfully that dit not stick around

I guess for me I'm okay with it when the white outlines are fairly thin, but when they're BIG.  CHUNKY.  OUTLINES.  IN YO FACE!  it's a little...much.  And this is coming from someone who has at least two (paid) games in her Steam library ("Epistory" and "Book of Demons") which are _meant_ to look like the world of it is a book and the characters/monsters are paper cut-outs.  So I'm not anti...that style in general. I'm just not sure _DS/T_ should be leaning into it like an exhausted person against the nearest wall. : P

(also I'm all about pretty bright colors in general, but The Constant should be more desaturated.  That fits its mood better.  Kthnxbai.)

...Notorious

I prefer the old animations and darker atmosphere.

I do not care about this 'happy go lucky adventure' thing that Klei is trying to turn dst into.

The lore is losing meaning and integrity, all interesting parts of it are either being dropped and abandoned (gateway arc) or are retconned because Klei is cutting corners (Return of Them update chain didn't include Them so Klei decided that 'Them' is just a nickname for Constant's elder gods)

Parts of in-game artstyle are also slowly losing more sketchy lines and shading.

Yes the 'hopelessness' is no longer strong as survivors are working together and can count on each other but come on, they're not on a vacation. What's next, a few more trailers and they're all gonna be smiling and singing while effortlessly killing all the bosses?

3 minutes ago, Szczuku said:

What's next, a few more trailers and they're all gonna be smiling and singing while effortlessly killing all the bosses?

That is what playing DST for me is like.

(Edit: Rewriting my other post) I like the older animations and illustrations that were around when DS was first put on steam and also around when RoG was announced, after that, I noticed that Shipwrecked was REALLY different from the traditional DS game and I was wondering why they had to go such a different route and why it looked like another world from a different game. (It was also due to the new colourfilter they decided to use in shipwrecked)


I think the best example is how Wigfrid was drawn in the RoG trailer and how she was drawn in one of the newer ones, it's more looser and choppier and the white outlines... I get what they are trying to make it look like, but it just looks painful to look at since if they are meant to be paper cut-outs why isn't the whole enviroment around them made out of layers uppon layers of painted cardboard?


In character design as well, if we look at Wanda's sprite she is SO over-complicated has so many details in her sprite and it is hard to make out her shape in a silhouette, while if we look at Wilson, the most complex part of his design is his hair, which makes him memorable and recognizable, also the limitations in the color pallet which previously were just white, grey, black and special use of red. This is what established DS's style and what makes it unique in my opinion, the limitations of color. 

In terms of Lore because I really want to point it out, right now it is an absolute mess. I gone over it so many times, there are so many loopholes and I understand Klei still hopes to have this bit of intepretation, but they added so much stuff to this game that it is about time for it to be properly explained.

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