I understand the irony being that I’m now a forum user lol. I think we can all agree that forums usually represent a very small percentage of any game’s playerbase, perhaps 1-5%. I’ve been active on many game forums, like Civ5/6/Rev, C&CRA3, HaloWars, Halo3/Reach, LoL, etc. and I always notice a similar trend; forum users tend to be very vocal about their perspectives, which can differ starkly from the perspective of the average in-game user.
I just wanted to create an account here to say on behalf of myself and a handful of old gaming buddies, this game looks amazing. The shadow/light source, time period, color scheme, unit animation, asset artwork (those buildings are so beautiful), all of it. We’re psyched.
The ‘pastel’ color scheme is something that I like too, but I’ll admit my first reaction when seeing the trailer was that in scenes focusing on the outside of the castle, the grass is not saturated enough and there is a bright haze in the background/sky that makes the whole scene feel too white/grey/bright. But in scenes lacking this haze, like the helicopter-views of the town’s buildings, I think everything looks beautiful.
What strikes me as inviting and makes me want to play the game is the earthy color scheme. I’m seeing the color of stone, grass, mountains, wood, etc., which are natural and inviting. Bleak color palettes of alien worlds or underground steel foundries involving blacks, purples, maroons, black-greys, etc. feel lifeless and can get weary to play through for hours at a time (as can overly-whitened scenes such as the aforementioned haze). Darker colors have their place, particularly in regards to psychological variation and manipulation of user perspective, and I’d like to see more of them for sure.
The red of a unit’s blood being a ‘reward trigger’ of adrenaline
The jet black of a fully-upgraded late-game knight’s armor being a show of bad-assery
The deep blue as a sign of deeper, resource-rich water as opposed to lighter blue streams that units can cross
Black/red smoke/rubble indicating destruction of buildings/walls
The deep grey/molten glow of fire arrows or aflame catapult ammo
Deeper browns of a standing forest communicating to the user it is lumber-rich
Etc. The idea being to make sure every color choice has a purpose. Earthy colors invite people in, make them want to build/expand/etc. Scouting a lush green (not as pastel as the trailer) field or forest just feels better for most people than scouting a deeply saturated purple alien world. On the other end of the extreme, to keep everything 5-year-old friendly and introduce no darkness, grittiness, or violence (blood, smoke, black accents, grey accents, deeper saturation levels) would be a mistake, and would lose out on the impact of really using color psychology to keep the audience feeling engaged.
That’s how we feel anyway. Cheers and much love! This game looks awesome!!