The cards look fantastic, the map looks fantastic, the line art looks fantastic. Everything is tied together by a single visual theme... Why does the character art suddenly reject all that effort?
Hello OandO, we appreciate your comments, I think one of our previous forum posters explained it best:
"The best example I can give about what I mean, is in the yu-gi-oh games... The art on the cards and the way the cards look, is radically different from the world around them, but the reason it works is you end up viewing the cards as quintessentially, their own world. so the cards themselves have a different look, but the world and the characters have the same style."
A lot of games tend to incorporate style differences between virtual word and battle segments (e.g. Final Fantasy, Pokemon) and we are confident that our game will be seamless in terms of design aesthetics. The cards will be viewed as their own entity but still tie in within the world of Eminence as you roam freely in a virtual world with your avatar, embarking on quests, deck collecting and challenging players to card duels. The stylistic elements of both the world and avatars will be one. We have also been working on crafting the look of the armour for each card division to reflect upon the Eminence branding in terms of colours and card aesthetics.
One key point of the avatar selection is the option to fully customise facial features, so players have the ability to choose from a variety of different eye / nose / hair palettes etc. We have carefully implemented our avatars in situ with the in-game explorable world and the card battle system, tying everything together.