For a minute, it didn't register that Katie is in a different game here. I'm amazed you were able to do such a great job at "porting" her over, because character creation in TOW isn't really all that customised. Wow!
That is pretty awesome, actually. I wasn't bringing over a character, and I'd been previously playing a game that gives you very finely-tuned facial structuring, so that probably accounts for my somewhat different response to TOW's character creation. I didn't find it bad, by any means, just less detailed... which ma, in fact, be a good thing, now I think about it. When provided enough freedom, I can sometimes be very skilled at creating characters that look..... off.
I to be honest love how relatively featureless TOW's CC is compared to FO4's for example. FO4's CC (like the game itself) is a bit too serious. TOW is much more light-hearted in this regard. Because TOW knows that depth doesn't come from the ability to create a pixel perfect copy of a real person or something. Katie can serve as an example of that. Visually she's more of concept rather than an actual character - her FNV version doesn't look like FO4's. And yet, people that follow me have no problems accepting her different looks across different games, because they know her quirks and mannerisms. When they see these mannerisms their brains automatically connect them with Katie's most destinct features preserved over different versions of the character (red hair, green eyes) resulting in "Yep, that's Katie", despite the fact that these different version don't look remotely similar.
"I can sometimes be very skilled at creating characters that look..... off"
It will indeed be interesting to see. For me... while I find TOW a very solid and enjoyable game, it doesn't quite scratch that itch, and I haven't managed to figure out why. By all rights, it's a game I should completely love, since it does all of the things I enjoy. Or, maybe it's just that I've been totally spoiled by F:NV. I'm wary of how MS will handle the TOW IP, but, on the whole, I'm cautiously optimistic. Time will tell, I imagine.
Not sure I want a sequel. Don't want TOW to become just another soulless franchise. And I'm happy with it being a (relatively) low budget game - we've started to forget that all the imperfections and shortcomings are among the elements that shape charisma.
Also, something tells me, that TOW will get new features in the future (with a DLC perhaps). Example. While I was fooling around with the 3rd person camera, I noticed that the protagonist is the most detailed character in the game. The UE's texture scaling works the best with the protagonist. Up close you can perfectly see individual skin pores and body hairs. Also the feets! Because of course I took a closer look at the feets. The soles are properly textured with all the tiny details - skin texture, wriknles, toe pads and heels are pink'ish while the rest is skin toned and such. There's no legit way to see your character up close. Third person view in the inventory uses downscaled textures and all the detailes are lost. Same with the idle cam. And there is no way to see character's soles even in 3rd person. Crouching doesn't work - the camera doesn't swith to 3rd person after 60 seconds of idling when crouched. What was the point of spending so much time and effort into something that players could never see? The answer - 3rd person view was planned before release and we may see it later.
3rd person isn't something I'd miss all that much because when I'm running and gunning I go into 1st person anyway. I do have a couple of friends that said they wouldn't play it because of no 3rd person--pfffft, their loss. She does look like Katie, good job in that char gen.
Normally I prefer to play RPGs in 3rd all the time, but I'm happy TOW is 1st only actually. See, like many teams on a budget (saying it as someone who worked on a UE4 based game), Obsidian didn't have the resources to tweak some of the base (engine level) mechanics. They kept the very characteristic movement physics of the Unreal Engine intact, and as a result TOW became a deep RPG with the fluidity of movement and mobility of Unreal Tournament. Which is totally sick!
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Wow!
I wasn't bringing over a character, and I'd been previously playing a game that gives you very finely-tuned facial structuring, so that probably accounts for my somewhat different response to TOW's character creation. I didn't find it bad, by any means, just less detailed... which ma, in fact, be a good thing, now I think about it. When provided enough freedom, I can sometimes be very skilled at creating characters that look..... off.
"I can sometimes be very skilled at creating characters that look..... off"
Aren't we all? Have you seen Monster Factory?
I'm wary of how MS will handle the TOW IP, but, on the whole, I'm cautiously optimistic. Time will tell, I imagine.
Also, something tells me, that TOW will get new features in the future (with a DLC perhaps). Example. While I was fooling around with the 3rd person camera, I noticed that the protagonist is the most detailed character in the game. The UE's texture scaling works the best with the protagonist. Up close you can perfectly see individual skin pores and body hairs. Also the feets! Because of course I took a closer look at the feets. The soles are properly textured with all the tiny details - skin texture, wriknles, toe pads and heels are pink'ish while the rest is skin toned and such. There's no legit way to see your character up close. Third person view in the inventory uses downscaled textures and all the detailes are lost. Same with the idle cam. And there is no way to see character's soles even in 3rd person. Crouching doesn't work - the camera doesn't swith to 3rd person after 60 seconds of idling when crouched. What was the point of spending so much time and effort into something that players could never see? The answer - 3rd person view was planned before release and we may see it later.