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Old 03-18-2002, 06:38 AM   #17
Tancred
White Dragon
 

Join Date: April 1, 2001
Location: UK
Age: 45
Posts: 1,893
It is important to note that it wasn;t exactly the same art crew who worked on ToB as did SoA or BG1. New people, different style, especially when you have to bash out stuff in half the time it took to make the actual game, especially with only 2/3 of the art manpower they had for SoA.
I'm not sure the trouble is the quality of the work as such, it's just that the artists had to draw what they were told. A rocky dragon's lair, a drow network of caves and a fire giant temple just don't allow the same creative possibilities as an elven city or a ruined castle or whatever. Several of the outdoor locations - the ruined Temple of Bhaal, the Sacred Grove at the beginning - were just as lovely as anything in SoA. Compared with Saradush, though, ANYTHING looks interesting.
As for the weapon icons, I wonder if they weren't starting to run out of ideas... having produced icons for 169 different weapons and 248 items and armour for SoA alone, I know I'd feel a bit under pressure when told to make a further 106. A splodge of unusual colour there, an odd shape there and bingo! Another icon. Shame about things lik Spectral Brand being straight, but I'm not entirely sure these icons were made for specific items - either that, or someone just didn't tell the artists it was a scimitar. I's not obvious from the name what kind of sword it is.
It is a shame the game's so hack-n-slash orientated, but then it is the cataclysmic end to the Prophecy, the highlander-style there-can-only-be-one Battle of the Bhaalspawn, and the BG Team did try their best to make several of the 'set piece' battles - Yaga-Shura, Sendai - rather unique tactical challenges, especially the Improved versions. Give them a try if you haven't already, folks, I'm definitely appreciating them atm. They're puzzles of a sort.

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Tancred

Trying To Please Everyone
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