pbiggz, on 27 April 2014 - 02:09 PM, said:
Thin arms you were saying?
And no, i dont think any mech with twigs for arms looks good. Are you going to burn me at the stake for heresy?
I understand the desire to stick to what you love, I love mechwarrior 2 and 3, I loved mechwarrior 4 as well (not quite as much as 3) but if you come to me and tell me that THIS

actually looked good, you're simply deluding yourself. THIS is 80s Japanese mecha, THIS is absurd, MWO's art style is gritty, (relatively) realistic western mecha, keep your dancing ballet mechs away from me, I do not care for them.
My good man, are you serious when you present the upper redesign of the lower (original) design, which is a recognized classic?
Because if you do, then pray tell where are the hordes of Mechwarrior fans that prefer the former to the latter? Even if that were the case, where are the toys and the marketing that goes with it. There is a reason why the former is 'tolerated', but that's only because the original had license issues that bit FASA in the arse down the road. Let's not mince words: the original is where it's at and the redesign falls under the category: nice try, but try harder next time. That's not just my humble opinion, but also supported by the absence of marketing pushes and echoes of the community around the globe.
I understand that it leaves you and some others in a difficult situation, but if you think for one second that people are gonna subscribe to the travesty that turns sleek and sexy into chunky, then you are headed in the wrong direction. Every Mech has visual characteristics that make it what it is. The past MW game designers paid homage to that and PGI is well advised to heed their wisdom, as it got them to sell plenty of games and build a fanbase that helped to get MWO off the ground. Call it moral blackmail if you want, but that's only because not nearly as much effort went into the Timberwolf as in other iconic Mechs, such as the Atlas. It shows because the Atlas actually looks a whole lot better for it, while the same cannot be said for the Timberwolf, angled or not.
However this does nothing for the discussion at hand. My point still stands that the Mech in question (Timberwolf) never looked chunky and disproportionate. While the concept art looks acceptable in that regard, it is the transformation to geometry that seems to be lacking. For example, if you compress the torso to address hitbox issues (a wise move), then you are selectively changing proportions that need to be balanced out as a whole in order to preserve aesthetics. That also includes arms, legs and height/stance. Call it a second pass if you want, but it needs to be done good and proper. Art and 3d need to be aligned again, if not for the reason that the former sold the actual product.