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Koei Tecmo's Berserk Game Launches This Fall in the West




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AceLuffy4Ever



Joined: 30 Aug 2015
Posts: 322
PostPosted: Fri Jul 15, 2016 11:41 am Reply with quote
Will this game be english dubbed
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sailorsweeper



Joined: 21 Mar 2014
Posts: 416
PostPosted: Fri Jul 15, 2016 11:52 am Reply with quote
At the speed its coming out I doubt it will get an English dub
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Greed1914



Joined: 28 Oct 2007
Posts: 4422
PostPosted: Fri Jul 15, 2016 11:56 am Reply with quote
sailorsweeper wrote:
At the speed its coming out I doubt it will get an English dub


There is that, and Koei Tecmo isn't doing English audio for Attack on Titan, so I would be surprised if they dub this.
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Toriko36



Joined: 09 Nov 2010
Posts: 205
Location: Hoboken, NJ
PostPosted: Fri Jul 15, 2016 12:12 pm Reply with quote
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!
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Themaster20000



Joined: 05 Aug 2014
Posts: 863
PostPosted: Fri Jul 15, 2016 12:36 pm Reply with quote
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.
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MoonPhase1



Joined: 29 Nov 2007
Posts: 492
PostPosted: Fri Jul 15, 2016 1:00 pm Reply with quote
So still.no love for PS3 users and only a partial love for Vita users.
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chronos02



Joined: 25 Feb 2009
Posts: 267
PostPosted: Fri Jul 15, 2016 1:35 pm Reply with quote
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...
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FreshIngredient



Joined: 02 Mar 2010
Posts: 52
PostPosted: Fri Jul 15, 2016 2:02 pm Reply with quote
Berserk is perfect for this style of game.
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residentgrigo



Joined: 23 Dec 2007
Posts: 2418
Location: Germany
PostPosted: Fri Jul 15, 2016 7:37 pm Reply with quote
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.
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ZetaZaku



Joined: 18 Mar 2014
Posts: 137
PostPosted: Sat Jul 16, 2016 2:28 am Reply with quote
residentgrigo wrote:
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.

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.
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MarshalBanana



Joined: 31 Aug 2014
Posts: 5315
PostPosted: Sat Jul 16, 2016 4:51 am Reply with quote
chronos02 wrote:
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...
The CG models have to match the hand drawn animation, or match as closely as possible. you know when they show close ups, they have a range of facial animations that I doubt he rig is capable of.

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.
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residentgrigo



Joined: 23 Dec 2007
Posts: 2418
Location: Germany
PostPosted: Sat Jul 16, 2016 9:16 am Reply with quote
@ZetaZaku From DW8: https://www.youtube.com/watch?v=tb6JgwbBKB4
It´s still red hot nonsense. Improvement doesn´ t equal quality.
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GVman



Joined: 14 Jul 2010
Posts: 729
PostPosted: Sat Jul 16, 2016 4:53 pm Reply with quote
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.
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chronos02



Joined: 25 Feb 2009
Posts: 267
PostPosted: Sun Jul 17, 2016 10:47 am Reply with quote
MarshalBanana wrote:
chronos02 wrote:
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...
The CG models have to match the hand drawn animation, or match as closely as possible. you know when they show close ups, they have a range of facial animations that I doubt he rig is capable of.

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.


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.
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Enturax



Joined: 07 Jun 2015
Posts: 220
PostPosted: Mon Jul 18, 2016 8:51 am Reply with quote
chronos02 wrote:


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.


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!
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