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Reader Comments (14)

Posted: Feb 14th 2011 2:11PM Meagen said

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"To put it in GW1 terms, this is the equivalent of telling me that my Elementalist can wear the gorgeous Paragon Fissure of Woe armor."

Not quite, since Paragons have the equivalent of "heavy" armor and Elementalists the equivalent of "light". :)

Posted: Feb 14th 2011 3:54PM DevilSei said

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@Meagen
Sssh, don't break the poor girls heart! Who knows, maybe the transmutation stones spoken about earlier can let you possibly mix it around even between armor classes.
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Posted: Feb 14th 2011 2:41PM chuckasucka said

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I think the most important thing that they talked about this week was in fact that point about the optional sexiness of armor. I have known too many female mmo friends whose personalities were that of the kick-ass type of lady and not the sultry pwner. They said on many occasions that they wished that rolling a female character didn't condemn them to a fate of being overtly sexual without the opportunity to express their character as a serious adventurer, and really were disappointed by some of the armor in games. I think it'll be great for people to have that level of personalization and expression in GW2 with their "appearance slot" type system. I hope Arenanet knows how big of a deal that is. :)

Posted: Feb 14th 2011 6:45PM Irem said

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@chuckasucka
I was really impressed with the way they addressed it. I've heard far too many "professional" game developers dismiss people's concerns about it out of hand (or even mock them), and the fact that the blog post acknowledged it as an issue of personal comfort was very encouraging.

It's hard to make some people see what "the big deal" is, which is that it doesn't feel sexy or pretty or fun if you don't want to be wearing it. It feels like your character is being forced to run around in her underwear. Because our characters represent us in game, or need to establish a certain personality if we're roleplaying, it's best if there are plenty of options available to everyone, and hopefully more games in the future will adopt a system that allows armor skins to be mostly cosmetic, and ArenaNet's positive attitude toward the desires of all of their customers.
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Posted: Feb 14th 2011 10:23PM chuckasucka said

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@Irem Also, for me it adds to the immersion in a big way when you see males and females of the same class both dressed appropriately. Like a male and female warrior both heavily armored with shields, etc. I guess caster types who tend to wear more visual armor and less utilitarian armor don't really apply here, but still, should a mage necessarily be wearing lingerie? Why not shabby, hooded robes?
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Posted: Feb 14th 2011 2:55PM Randomessa said

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I said it on the GuildCast site, but I'll repeat myself here:

"Regarding the difference in voice acting between The Races of Tyria and the new clips, my thoughts are that the trailer voicework sounds more epic/less colloquial because the characters are giving, well, statements of purpose, if you will. The characters in the clips are just shooting the breeze with friends.

Ask me to sum up what I do for a living and my thoughts on world affairs in 250 words or less, and I’ll sound different than I do when I call my girlfriends, too :). At least that’s my take on it."

Posted: Feb 14th 2011 5:06PM oows said

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I agree on the voice overs - it comes across too much like modern day speech - making it sound out of place, contrived, and out of character.

I would suggest ArenaNet listen to the best voice overs in other games and better understand the qualities that make them successful.

Posted: Feb 14th 2011 6:22PM Alpoe said

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The audio pulled me into GW2, and I can see the audio being much smoother as we watch the people act out the circumstances and the pauses won't be odd at all. I enjoyed it immensely.

Posted: Feb 14th 2011 6:50PM Irem said

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I really liked the voice work,* and I think it'll sound much more natural when it's mixed in with the sounds of the city and heard in passing.

*Impression may have been influenced somewhat by current runthrough of Factions. There isn't any nice way to say that after the voices in Factions, almost anything would have been a relief.

Posted: Feb 14th 2011 8:09PM Mikx said

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the voicework will really shine when its paired with the visuals: characters walking around, merchant stalls and city streets. The children's play voice sample has instant character, you can see the children playing already. The bit more mundane adult conversations need the visuals.

Posted: Feb 14th 2011 8:19PM agitatedandroid said

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Rubi, understand that you're my favorite, ok? Youre the one I like. That said I couldn't disagree with you more with regard to the voice work.

I think one of the things that bothered you was that the speech didn't match the Victorian setting. Well, neither do the dragons. But what I think youre missing most is the time frame. It's been 250 years.

We humans out here in the real world change speech patterns on a regular basis roughly every twenty years. Tyria isn't allowed to change over the course of 250?

You're still my favorite but your screed on guild cast left me uncomfortable as it forced me to agree with Shawn and you know how that can bug a person.

All that said my favorite post from the week was the military orders. The one-off fiction they used to illustrate the various arms of Divinity's Reach was great and hopefully the merest glimpse of the sort of writing we can expect from the game.

Posted: Feb 14th 2011 11:57PM SaintV said

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I'm kinda glad human week is over because since day 1 of GW2 promotion stuff all we have been hearing about is humans and Charr. Can we please hear and read about the other races ? Norn, Sylvari and Asura would be nice!

Posted: Feb 15th 2011 10:53AM Valdamar said

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While Guild Wars had a lot of vocal work that makes me cringe, I thought the GW2 examples shown this last week were streets ahead of that - far more professional and polished. GW1 sounded like amateur's night all the way through, as if the Devs did the voice work and couldn't be bothered to hire voice actors - I wanted to strangle most characters when they opened their mouth, including my own.

I don't mind that the GW2 speech we've already heard sounds closer to contemporary speech - to me that's far preferable to hearing American voice actors trying to murder a middle English or Victorian English accent, whether overusing "thees" and "thous" or not - either way it's usually hammed up to an embarrassing degree, like some bad Hollywood movie.

Better to have pronunciation, grammar and cadences that don't draw attention to themselves - that let the lore shine through unhindered - than the horrible liberties taken by most fantasy RPGs in an attempt for "authenticity" when even making such an attempt is ludicrous - where do you draw the line? - why even have anyone speaking English? (KOTOR was arguably more authentic just for having aliens spout gibberish and subtitling it). I just don't see how having the terrible faux middle English like most RPGs have used in the past could add immersion to anything - that seems far more contrived, embarrassing and immersion-breaking for me (admittedly I'm not from the US - nor the UK, for that matter).

It's like the contrived modern English accents in most American TV dramas that bear no relation to any dialects spoken in the world today - and how even English actors get forced into hamming up their own accent for a US audience that just won't peg them as a non-US character unless they overdo it to sound faux-authentic English in that over-pronounced Hollywood way, as if they had just stepped out of the Mary Poppins movie (of course Dick van Dyke is American so maybe that's where the problem started :p ).

Given the choice I'd rather voice actors didn't even try and just delivered the lines in their own voice. With US MMOs that's probably even more essential than in US TV dramas, as the home audience may not be your majority audience, so fake/contrived accents may not travel well.

Posted: Feb 15th 2011 1:06PM MGTrey said

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@Valdamar: Lol, "streets ahead." Cracks me up everytime.
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