Skulk Review Video Posted on IGN

2

Comments

  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2009
    <!--quoteo(post=1720850:date=Aug 6 2009, 01:58 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Aug 6 2009, 01:58 AM) <a href="index.php?act=findpost&pid=1720850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't see a thread for this, oddly enough. <a href="http://pc.ign.com/dor/objects/904386/natural-selection-2/videos/natural2_trl_skulkreveal_8509.html" target="_blank">Check out the new Skulk</a>!<!--QuoteEnd--></div><!--QuoteEEnd-->
    ya nice dragon...i mean skulk...ok
    Looks like a baby fade / dragon mix
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited August 2009
    I really love the new skulk model. It's pretty much spot-on. Great stuff there UWE.

    The walk and run cycles are really good, however I found the jump at the end a little off, as the skulk hardly moves back (or prepairs) to jump forward, and when it does it almost floats a little. Could be due to different gravity (this is scifi) however it does look a little off.

    Great stuff tho. :)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Seems like it took a few pages out of the Good Fade Looks book
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1720929:date=Aug 6 2009, 08:12 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 6 2009, 08:12 PM) <a href="index.php?act=findpost&pid=1720929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ya nice dragon...i mean skulk...ok
    Looks like a baby fade / dragon mix<!--QuoteEnd--></div><!--QuoteEEnd-->
    I see it as more a wolf head... *shrug*
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    <!--coloro:lawngreen--><span style="color:lawngreen"><!--/coloro-->

    I can't wait to om nom nom someone with that! :D

    <!--colorc--></span><!--/colorc-->
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Looks like they ripped of this guys idea. Check out the pointed feat. Coincidence?

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=\telekinesis\" target="_blank">http://www.unknownworlds.com/ns2/forums/in...lekinesis\</a>
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1720937:date=Aug 6 2009, 08:42 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 6 2009, 08:42 PM) <a href="index.php?act=findpost&pid=1720937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like they ripped of this guys idea. Check out the pointed feat. Coincidence?

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=\telekinesis\" target="_blank">http://www.unknownworlds.com/ns2/forums/in...lekinesis\</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Check out the comparison shots above... hardly a rip.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    The skulk reminds me of a dog. A mean scary dog. A mean scary dog that can walk on walls...

    This is going to be awesome.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    So what did you use in the trailer? Because whatever it was, it was of a shade reminiscent of NS1 skulks, yet the animations were nothing alike...

    The lower jaw looks impractical for biting, but apart from that, this skulk looks wicked.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1720920:date=Aug 6 2009, 06:13 PM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Aug 6 2009, 06:13 PM) <a href="index.php?act=findpost&pid=1720920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Daworm

    I'm fairly certain there was a video post about how they are intending to implement exactly this (camera rotation for skulk). It was a loooong time ago though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Be nice if they do that.. :) Perhaps a "toggle" option though, with it off by default and "elitists" can turn it on for e-peen claims :)
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    They already did in NS1, but quickly scrapped the idea as it was nauseating.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--quoteo(post=1720942:date=Aug 6 2009, 04:58 AM:name=Cereal_KillR)--><div class='quotetop'>QUOTE (Cereal_KillR @ Aug 6 2009, 04:58 AM) <a href="index.php?act=findpost&pid=1720942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They already did in NS1, but quickly scrapped the idea as it was nauseating.<!--QuoteEnd--></div><!--QuoteEEnd-->
    To be more specific it was because they would have had to redo all the maps by adding some kind of hint brush around things like pipes where there would be a lot of different faces, but the video showing it working in just a plain box room the view rotation worked great.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    I like it. The running animation actually looks like he could be digging his claw's into steel this time. the bite animations are fluid and quite possibly epic. hello world

    this is win.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    My only complaint is the legs, mainly the rear ones. the animations and its bulky look would suggest it needs powerful muscles, but other than the sholders, the legs lack any real muscle definition.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    <!--quoteo(post=1720946:date=Aug 6 2009, 06:32 AM:name=Frogg2)--><div class='quotetop'>QUOTE (Frogg2 @ Aug 6 2009, 06:32 AM) <a href="index.php?act=findpost&pid=1720946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be more specific it was because they would have had to redo all the maps by adding some kind of hint brush around things like pipes where there would be a lot of different faces, but the video showing it working in just a plain box room the view rotation worked great.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No it was nothing to do with that.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    So all the Khaara are going to be <!--coloro:purple--><span style="color:purple"><!--/coloro-->purple<!--colorc--></span><!--/colorc-->, KFDM is going to be in heaven :P
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Reminds me of the fade look pack that shaz done for NS1

    <img src="http://www.brywright.co.uk/downloads/files/natural-selection/customisation/FadeLookPack.gif" border="0" class="linked-image" />



    Looking damn sweet btw.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yeah the Fade was always the odd one out in terms of shape and color. Maybe to stay in tradition, the Fade will now have the red/orange look :D
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I hope the Dev team will post the full write up like they did for the onos.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Looks like an un-chibinized version of the NS1 skulk O_o
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Looks shiny, and menacing.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    edited August 2009
    It looks great! Yes, it does look tougher, but also faster, especially with the neato running animation. I like the jaw, even though I wonder if it would weaken it in the real world.

    Got to agree with whoever mentioned the jump/leap animation looking a bit off.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    thanks for the video! I like the skulk
  • Sumo-SoldierSumo-Soldier Join Date: 2009-07-24 Member: 68249Members
    love the skulk i just hope it still feels the same as ns1. i always loved leaping through maps at extreme speeds and suprise a marine around the corner by biting him and running out of sight.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1720922:date=Aug 6 2009, 08:37 AM:name=barb)--><div class='quotetop'>QUOTE (barb @ Aug 6 2009, 08:37 AM) <a href="index.php?act=findpost&pid=1720922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love it! That is definitely a skulk to fear.

    My only criticism would be that in my opinion the skulk is a bit too "tall" or whatever, I mean the body is a bit far off the ground, which I think could look weird when wall/ceiling walking. Unless of course they have different animations for that kind of movement.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yup, there's going to be separate wall/ceiling walk animations, which will have him much lower and closer to the surface that he is walking on.

    --Cory
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Sounds awesome Cory, previously the skulk kinda looks like hes floating on whatever surface hes attached to.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Oh my.. anybody who thinks that video means the new skulk won't be as sneaky isn't looking hard enough. Specifically, look at the coloration and spine/tails of the skulk, and then look at the infestation in the corners of the video. Put a crouching skulk in that and you almost don't need cloaking because of the camouflage value alone.

    The jump animation at the end is, I think, just fine -- so long as it's a jump animation and not the leap animation. If it's leap then it doesn't look like it'll leap very far, more hunching before the takeoff would be required, IMO.
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    <!--quoteo(post=1720984:date=Aug 6 2009, 04:53 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 6 2009, 04:53 PM) <a href="index.php?act=findpost&pid=1720984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, there's going to be separate wall/ceiling walk animations, which will have him much lower and closer to the surface that he is walking on.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    + immersion
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Are they all going to be black ?
    I wonder how the lerk will look like. It never looked very threatening to me.
    I'm not very fond of the new kharaa theme , but it is consistent with the story. 1/3 old , 1/3 improved and 1/3 new indeed.
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