Note: I've written this in the beginning of 2013 and in another language. Translated it now and added something in, might have typos.
*responding to somebody who claimed Xenoblade character design was ass*
Xenoblade character models aren't poor, they're low poly - there's a difference. For the polygon budget they're incredibly detailed and everything one could ask for, they have detailed fingers, detailed mouths, facial features and facial plasticity going on (they don't seem like they took botox unlike plenty of games today)... Hell, they even have a pretty variable armor/equipment/clothing choices visible on-screen which also comes at a cost... Anyone noticed the gamut of expressions they can actually reproduce? Nothing short of amazing for something low-poly - not lifeless at all.
For low-poly modeling I'd say it's almost godlike in the sense that you really couldn't take more polygons and retain functionality and while we're saying this they're more identifiable (across them) than most games out there this gen; given the limitations they're not just a base model recycled with a change of hair, clothing or a color swap, à lá anime. Again, also applicable to most videogames:
Not just japanese ones at that, Gears of War is pretty disgraceful in that sense and it's a western endeavour; change textures, add displace maps, change skin color and hairdo, keep facial structure and proportion - rinse and repeat:
Xenoblade doesn't do that. In the begining I thought "heh, FFXII of the poor" in regards to modeling (because FFXII had an out of this world low poly modelling) in the sense that it was minimalist and yet, characters like Fiora weren't properly classic ideals of beauty, her nose bridge seen through the side was pretty much vertical:
Then I noticed Sharla, like a bulb:
And then Melia's, pulling a peter pan nose:
And only then I realised Fiora not having the top model nose I've come to expect was completely intentional and nothing to with lack of polygons. In fact, that gave her personality.
This is not different from the whole recent talk about "Kojima getting lazy" with some lady shenanigans. I can understand and get behind the whole, oh wtf, she's pretty much undressed. Sure. But some talked about her face. Her face is her best damn feature and the sole reason she's not generic:
There's more stereotyping (or dare I say sexism) by going with a face that has been done 100 times because hey, it's the ideal of beauty - along with predictable clothes, than having an interestingly different face and sporting a bikini. (and I'm not a MGS fan at all)
How many lead characters in games are differentiated these days? (not the funny, sidekick, quirky ones) That's the thing,
they aren't. Differentiating was a lot stronger when it was needed due to limitations, hell it's the reason Mario has a moustache. Convoluted designs that can't really be shrunk down any more from their HD appearances mean they're just that, generic. That's the reason character design for Devil's Third sucks, there's so much shit going on in there that it gets convoluted and it's still forgettable, most characters defining traits should either come across perfectly yet feel different both on a low-res sprite or a low-poly model, and if it doesn't then characters designers are doing their shit wrong. In that sense Xenoblade is masterful in it's "nothing to take away from" form.
I learned to appreciate the character design there a lot more than I thought I would due to that. No doubt helped by the fact that despite them being low-poly I felt no compromises in the way they animated, one could just trade them for ultra high def ones and it's not like facial animation would have to be made from scratch, it's all there, felt like a downport due to that, because apart from polygons and visuals it was very current gen.
Monolith in reality has (if those didn't quit) some of the better modellers in the industry, as one can muster from Xenosaga 2 (
detailed ears on a PS2 game) going by Xenosaga 3 (special mention for
~shionnnnnn), or by the facial detail in Disaster Day of Crisis, in particular
the old dude with full body skinning. Sure, body was MGS2 low-poly "soldier" for most characters, but it was a Wii game.
Xenoblade was a case of expansive openworld sacrificing the resources available in the name of scale; the fact that the end game still manages to be so beautiful is a testament to their competence as very few developers could active that on the Wii. If any.
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And so I stand by that opinion.
Also doesn't hurt that even while not being 100% sold on the initial style chosen, at E3 I completely loved the character that came out at random from the character creation menu:
It's so... KAZUMA KANEKO:
Screw the haters, I love it.