| sc94597 said: I would be surprised if this was a decision that any individual made unilaterally. But also it forces a question, whose intent is the real artistic intent of a collectively-produced product, especially one which inherits decisions from predecessor media? Even if the CEO unilaterally ordered Takeuchi to work with Nvidia on DLSS 5's proof of concept, Takeuchi does have authority over the specific implementation of that cooperation, and he is also involved in the process of artistic decisions as the executive producer of the title. He also could have chosen to not give a statement, or to give a less glowing statement than he did if he opposed the decision. Does any single person at Capcom "own" the artistic intent of Resident Evil? |
I don't think we should get too caught on the semantics. We can look at it more holistically at what is happening, and what people are finding issue with.
A game designed with a specific character & look in mind is changed drastically, not just in quality but in tone and personality. Capcom has super talented teams, if they wanted Grace to look like the DLSS 5 example, that would be way more evident especially in the cutscenes and pre-rendered art and even in-game with intentional shading/texturing etc. That is simply not the case.
The characteristics brought out are specific to this DLSS 5 experiment and it is removed from what was up until that point established by the art team and accepted by the audience.
It doesn't actually matter who is at the helm of the change, the fact still remains true. This isn't unique to DLSS 5 either, some recent examples include Windwaker HD where the advanced lighting and bloom completely alters the toon/cell shading effect. It is simply against the outcome of the original art direction regardless of whether Nintendo gave it the green light or not. I actually like both (WWHD & OG) but its absolutely fair criticism. And this happens a lot, remasters often mess up art direction.
This is made especially worse in this case because its not a remaster with all the internality that goes into that, but instead a broadbrush AI tool trained on who knows what... It gives people the "the ick". Developer input doesn't negate this and so far they all have a fairly similar "AI" look. The Grace example is the focus here but it just reflects a wider concern with the technology.
Fundementally this particular argument shouldn't be confusing to anyone. It should be very clear to anyone who is looking at that image or who has played that game and built a relationship with that character. This doesn't dictate whether we have to like it or not, but simply this is what people are reacting to and more the spirit of the "artist intention" argument.







