I think people doing cel shaded games should spend more time on the quality of the outlines themselves. I want strokes that go over the edge of a contour, or colors that don’t quite meet the outline. I want the outline to rapidly change and give everything a REAL hand drawn look. The hell level in the first darkness had something kinda like this toward the end, but it was to show that the shadows were moving. A shader like this could totally be re purposed to be bad ass outlines.
Shit, maybe even a motion blur effect that smears the geometry of an object instead of being a post processing effect.
God damn it, no one’s done cel shading right yet and no one seems to want to.
So far this game looks more like “comic book” than “THE FUCKING DARKNESS”. In their attempt to bring the style to it’s roots, they failed to take into account that the darkness had a look that emphasized line thickness and minimalistic shading. What they’ve got here is HURR DURR OUTLINES.
Comic book tie in will be distributed in May. What’s funny, the cover looks more coherent with the first game than any screenshot we’ve been shown so far.
Too bad there’s no way the devs can see output from the fans.
Oh well, it’s not like the visual style is the ONLY important thing. There’s still the matter of storyline… which has already been proven to be truncated… but the combat doesn’t look too bad from the word of mouth we’ve had so far…
i don’t get it, wasn’t the main focus on the personal struggle between jackie and the darkness?
Why do we need extra creepy supernatural shit? A guy who knows about darkness and want it for himself?
The story could expand on the ‘light in the drakness’ speech Antony Estacado couldn’t finish in the first game?
I can understand why there’s a more traditional external antagonist this time. I mean, yes, the first game had you battling with “yourself” through most of the game with your villain uncle in the sidelines most of the time, but I think it may be redundant to go through that whole arc again.
Plus it would be interesting to see The Darkness’ reaction to something actually (maybe) being able to harm it.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.