Forum - View topicKoei Tecmo's Berserk Game Launches This Fall in the West
Note: this is the discussion thread for this article |
Author | Message | |||
---|---|---|---|---|
AceLuffy4Ever
Posts: 324 |
|
|||
Will this game be english dubbed
|
||||
sailorsweeper
Posts: 416 |
|
|||
At the speed its coming out I doubt it will get an English dub
|
||||
Greed1914
Posts: 4698 |
|
|||
There is that, and Koei Tecmo isn't doing English audio for Attack on Titan, so I would be surprised if they dub this. |
||||
Toriko36
Posts: 205 Location: Hoboken, NJ |
|
|||
I hope this isn't dubbed. I'm sure it will be voiced by the newly premiered TV series VA's but would love to get the original VA's from the 97 TV series for this. But certainly a pre-order for me!
|
||||
Themaster20000
Posts: 872 |
|
|||
Quicker than I was expecting (though it was going to be early next year). I don't expect a dub a dub,would've been great if they did though.
|
||||
MoonPhase1
Posts: 501 |
|
|||
So still.no love for PS3 users and only a partial love for Vita users.
|
||||
chronos02
Posts: 273 |
|
|||
As much as I dislike musou games, I must say the game excels on the art department; I wish they used these models for the current "anime" instead of the bland ones that attempt to emulate a sort of drawn art style and fail miserably at it (though they're somewhat better than their previous attempts).
If you're going 3DCG, do it correctly, the game itself prooves you can do it, come on... |
||||
FreshIngredient
Posts: 52 |
|
|||
Berserk is perfect for this style of game.
|
||||
residentgrigo
Posts: 2628 Location: Germany |
|
|||
I watched heaps of Jimquisitions recently and he harped on about Musou endlessly, so yeah, i will get the Vita version, i guess. I need something to get the abhorred anime out of my mind and the fall EU release convinced me, even if i am a curmudgeon games snob. Jim on Dynasty Warriors´ qualities (Vol.2): https://www.youtube.com/watch?v=B7mavL0uKmI
I wonder how the US voice acting is going to be, in all sorts of ways. The publisher(s) could technically use the existing film / tv cast and fill a few empty chairs on the own, but Musou is infamous for their VA decisions. Not that i will use the US voices. |
||||
ZetaZaku
Posts: 137 |
|
|||
To be fair, they're infamous for their early PS2 dubs. If you compare Dynasty Warriors 2 and Dynasty Warriors 7 (I think this was the last dubbed one), 7 actually sounds decent. Which is a shame that they quit dubbing now that they actually improved. Musou games have a lot of going on, and characters constantly talk during gameplay, so it's not that easy to pay attention to a small box in the corner with the translation. |
||||
MarshalBanana
Posts: 5535 |
|
|||
People are more tolerable of these models because they are in a game where they match up with everything else. If they were actually in the Anime, people would hate them a lot more than the current models.Trust me, you would not have a single word of praise for them if they were in the Anime. |
||||
residentgrigo
Posts: 2628 Location: Germany |
|
|||
@ZetaZaku From DW8: https://www.youtube.com/watch?v=tb6JgwbBKB4
It´s still red hot nonsense. Improvement doesn´ t equal quality. |
||||
GVman
Posts: 731 |
|
|||
If we're talking about DW dubbing, 7 has an excellent English dub. 8's is pretty meh. I think 7's was such a standout because of how story-focused that entry was. Even though it was the first one in a while to feature the Japanese voices, I made a point to play it with the English dub, and I almost never do that.
|
||||
chronos02
Posts: 273 |
|
|||
Unfortunately that is absolutely not the case, I work as an artist and rigger, and what you say makes absolutely no sense. A rig, in the first place, is not done inside a game engine, it's done within Maya/Max/Softy/ and why not, Blender. There you make a rig which allows a massive number of facial expressions, almost unlimited, with small details that can be transfered without problems to a game (within the game engine though, mapping all those blendshapes can be a hell, moreso if one tries to mimmick a true facial expression and not an aproximation). So you basically do a rig that allows for many, many expressions, but then you use only those the animation director aks you or ultimately the art director or even the director for the project; the fact you see fewer expressions inside a game doesn't mean the rig didn't allow for the full range. And the sentence "3DCG models have to match the hand drawn animation" is all but nonsense, simply by changing the shader you can achieve that "hand drawn animation" style you talk about, after all, it is but the shader that makes the anime look animeish, and nothing else (and maybe a postprocess). In this case, the 3DCG anime doesn't seem to be using as much detail as the game is using, such as the different maps the game has shown us: albedo, specular, gloss, diffuse, heightmaps, AO, normalmaps, etc. plus a PBR shader which makes the final result something short of amazing (for the budget and time they've had to make it at least). And you say I should trust you on a matter regarding the use of far better models and shaders would not yield better results and thus praise than the current ones? Well, I must decline, I do know the amount of animations within the game are fewer by far than those in the anime, BUT, I was not talking about that, they should have simply used the models and shaders from the game and make custom animations for the anime (not like the current ones aren't custom made, after all they anime uses only cusotm animations for each scene, safe for, maybe, the background characters). The amount of praise in such a case would have been far, far greater than the amount it has accomplished with its current models and shaders. Still, it is true that the retopology used in the game might lack a bit of detail, but that's not a problem, since adding a few more subdivs on the retopology should solve the problem (it actually takes a bit of work, it's not a simple subdiv...), after all, what's important in the end is the high poly model done in Z-brush or a similar program for high poly sculpts, from which we extract all the maps (aka textures) to use on the final model (aka the retopology of the high poly model). And well, I almost forgot, but the current shader is not enough to get that "drawn art style", well, no problem! adding but a simple paragraph of code would be enough to achieve that result though. |
||||
Enturax
Posts: 220 |
|
|||
Damn, respect for typing all that! And respect for me for reading all that even though English isn't my native language and I know almost nothing about modeling/programming xD Also, that's really cool that a simple line of code can change shading that much! |
||||
All times are GMT - 5 Hours |
||
|
Powered by phpBB © 2001, 2005 phpBB Group