ShopDreamUp AI ArtDreamUp
Deviation Actions
It’s like Team Fortress 2, just less fine tuned and you have to pay for it.
That’s an accurate assessment, but I don’t think it’s really right to compare the two because of their different approaches to development, and what the final products actually are.
Team Fortress 2 was built, 100%, with gameplay in mind, right down to the visual designs of the different classes. They don’t look they way they do for purely aesthetic reasons, they look like that so each can be identified at a glance (with stupid hats on or not). You will not mistake a Heavy for a Scout. All of those brilliant “Meet the….” animations that fleshed the characters out? Those were developed after the fact and intended to continually promote the product. If those had never existed, the game would still be excellent.
Overwatch, by comparison, is more interested in the concept of character than gameplay. Who the cast are and the world they inhabit are of equal importance as gameplay, if not more so, because if you take the former away, the latter would feel rather lacklustre.
The game feels less like it’s trying to mimic other class-based FPS games and more like it’s trying to emulate Street Fighter 2, what with the flamboyant and varied cast, special moves and far flung locations. Even some of the promotional images I’ve seen appear to pay homage to the covers of famous Capcom artbooks.
Whether that is something that works is entirely down to the player. If you like to immerse yourself in a fiction, you’ll probably enjoy Overwatch more than someone who is after a well-balanced game, because it’s not quite there yet. And with the special-moves being what they are, it’s not really likely to EVER get there. Victory in any multiplayer game should be down to the skill of the player, not gimmicky and over-powered on-hit kills. A massive dragon that can pass through walls, killing all in its path, or a guided, rolling bomb that wipes out everyone in a massive area, may look deliciously metal, but they feel rather cheap as far as gameplay is concerned. The ability to wait for a meter to reach maximum is not a skill worthy of reward.
Overwatch - 2016
The cover to Capcom Design Works - 2001
That’s an accurate assessment, but I don’t think it’s really right to compare the two because of their different approaches to development, and what the final products actually are.
Team Fortress 2 was built, 100%, with gameplay in mind, right down to the visual designs of the different classes. They don’t look they way they do for purely aesthetic reasons, they look like that so each can be identified at a glance (with stupid hats on or not). You will not mistake a Heavy for a Scout. All of those brilliant “Meet the….” animations that fleshed the characters out? Those were developed after the fact and intended to continually promote the product. If those had never existed, the game would still be excellent.
Overwatch, by comparison, is more interested in the concept of character than gameplay. Who the cast are and the world they inhabit are of equal importance as gameplay, if not more so, because if you take the former away, the latter would feel rather lacklustre.
The game feels less like it’s trying to mimic other class-based FPS games and more like it’s trying to emulate Street Fighter 2, what with the flamboyant and varied cast, special moves and far flung locations. Even some of the promotional images I’ve seen appear to pay homage to the covers of famous Capcom artbooks.
Whether that is something that works is entirely down to the player. If you like to immerse yourself in a fiction, you’ll probably enjoy Overwatch more than someone who is after a well-balanced game, because it’s not quite there yet. And with the special-moves being what they are, it’s not really likely to EVER get there. Victory in any multiplayer game should be down to the skill of the player, not gimmicky and over-powered on-hit kills. A massive dragon that can pass through walls, killing all in its path, or a guided, rolling bomb that wipes out everyone in a massive area, may look deliciously metal, but they feel rather cheap as far as gameplay is concerned. The ability to wait for a meter to reach maximum is not a skill worthy of reward.
Overwatch - 2016
The cover to Capcom Design Works - 2001
Thank you, anonymous benefactor.
Some kind (unnamed) soul gave me a month's core membership. Thank you, sir/madam :)
DevArt goes full evil.
I’m not going to rail about how material on the site is being scraped for use in AI Composites, or about how DevArt’s “protection” against it is a new check-box that you will have to manually tick for each and every image you’ve uploaded. No. Misuse of your work and DevArt incompetence are expected at this point. Once something is put online, that’s it; it’s no longer under your control. That’s the nature of the beast. You don’t like it; don’t upload content. What I am furious about is the deluge of AI composites flooding my feed, here. I see more of that crap than genuine new content, now. And to make it worse, DevArt has its own AI tool (https://www.deviantart.com/team/journal/Create-AI-Generated-Art-Fairly-with-DreamUp-933537821) which, while they absolutely-pinky-promise it will not cannibalise user content, is only going to exacerbate the problem. I’m now completely convinced that DevArt is no longer a site that serves artists in any capacity. Not only that; it no longer has any
Werewolf Wednesday Artbook
I've returned to Lulu as their print quality has dramatically improved. The first thing I'm peddling through their service is a collection of my Werewolf Wednesday pinups. (I was legitimately blown away by the quality of the proof copy I ordered!) It's now available here.
Password Retrieval emails.
Is anyone else getting a "Password Retrieval" email from DeviantArt over and over again? I was concerned that there was a security issue at play but I see that there's an option in settings to STOP such emails for 60 days, which itself is weird. Why would THAT be needed? What the hell is going on with the platform NOW?
Featured in Groups
© 2016 - 2024 jollyjack
Comments148
Join the community to add your comment. Already a deviant? Log In
A bomb... that follows the directions of the player... and wipes everything in its path out? Good God. Someone forgot how to game design.