They just can’t leave things alone. There’s no need to be meddling in other’s affairs but they always do. As if he didn’t have enough to do. All these blueprints aren’t going to forge themselves. He has to do it and he’s very good at it: fine art they are. However, now he can’t dedicate all his time to his passion. He has to go down his mountain and set straight all the troubles that these divine beings are causing. When will they learn that mortals need time to understand? Why bother anyway? As things stand he’ll have to do his bit so the sooner the Fire Below the Mountain extends his message from his volcano the better. Hopefully, Ornn will make a good impact on the world. If you want to do so too, then a good wardrobe is essential. Please, take a look. There’s a great selection.
|Concept:||Ornn as a god of thunder.|
|Model:||New model for Ornn and his hammers plus new glow for left arm. New creature for his joke.|
|Particles:||New particles for his abilities, auto-attack and recall.|
|Animations:||New recall animation.|
|Sounds:||New sounds for his abilities, auto-attack and recall.|
|Splash Art:||Mountaintops can be breezy and unwelcoming and even more so during a thunder storm. If we add an angry god to the mix then it hardly looks like a good destination. Given the weather and misty surroundings it’s understandable that most of the background is diffuse and lacking in details. The fact that it’s also bare and lacking in substantial elements may not be so understandable. In fact, aside from the gear of enemies crushed under the god’s boot there’s little meaning in the surroundings. The weapons and shields do help, as the close perspective does, in giving the scale of Ornn; even if such an idea is thinly conveyed and irrelevant in-game; as size is standardised.
Ornn shows some soft shading that looks good at a distance but a closer inspection, without too much effort, reveals the sketchy nature of his portrayal. Lines are precise but colours seem washed out and there’s never a convincing depiction of metal. Even if the feel of photorealism can be sensed gold and gems end up looking dull and off. In fact, even lightning isn’t as sharp and vivid as one would expect. In spite of the sideway view of Ornn a good idea of his look is possible. Unfortunately, the dim colours and subdued decoration make the depiction less impactful than it certainly intends.
All added together, this is a serviceable spotlight of Ornn with a fitting frame that serves more as filler than as support. The basics are covered and the idea isn’t bad or unsuitable it’s just not taken advantage of.
|Conclusion:||Although Thunder Lord Ornn has a clear inclination to take the Fire Below the Mountain from flames to lightning the effect is, at best, mixed with ice and sometimes patently frosty. Just a look at his white fur and elaborate golden decoration does give the sense of a Norse God but also with a perceivable icy touch. There’s the prominent hammers and electricity on his left arm but at a distance it seems only a light-blue glow. In other words, the thunder isn’t very clear in the model.
In particles, the story repeats itself. Sure, there’re several streaks of lightning for Volcanic Rupture and Bellows Breath. Besides, when he crafts an item the electric splashes and sounds are quite convincing. The same applies to Brittle-afflicted enemies with their electric effect. Not so much in the abilities including the mentioned ones, though. That’s because there’re prominent mists that look more frosty than celestial. So, Volcanic Rupture looks like a styled beam of ice that ends in a clear shard of ice while Bellows Breath looks like an ice breath. That’s no different in Searing Charge where what stands out the most is the cold air around; at least, when hitting terrain there’s enough electricity. Call of the Forge God is also a mix: the frost fog is present around the elemental quite clearly. When Ornn charges at the elemental the splash of electricity adds the necessary thunder effect and the elemental leaves much more noticeable and appealing electric streaks behind.
The sounds are, for the most part, effective. They add the electric touch but they are also subtle and weak. The feel of electricity is present but not of powerful thunder. In fact, there aren’t any sounds that really stand out except when Ornn charges at the elemental in Call of the Forge God. Sadly, that seems to be a higher-pitched bell sound in comparison with the classic counterpart.
The recall doesn’t say much about thunder or lordship. The platform may imply about the latter and the distinct lightning does show a bit about the former but it’s more show than meaning. Also, the fact that the thunder isn’t very striking, even if seemingly stronger than in abilities, doesn’t help further the skin’s theme.
All added together, Thunder Lord Ornn seems like a skin torn between two directions. It may try to combine them for a richer whole but they never mix well enough so the skin lacks focus. The lighting and thunder is always diluted with ice and vice versa; though the ice isn’t supposed to be the concept behind the skin. If one thing can be said about the skin is that it effectively separates itself from the dark and moody style of the classic persona. The lighter colours and effects give the skin a distinct appeal. Unfortunately, it’s not very good at conveying its chosen message.
As a release skin Thunder Lord Ornn stands apart very well from Classic. Unfortunately, the skin is never able to communicate its message well. It combines lightning with ice into a whole that isn’t as consistent as may be intended. It could be said that the dual elements dilute the focus of the skin and end up taking instead of adding from the skin’s identity. Regardless, for something different it suffices.