Have you seen footage of GoT? This is a AAA-ass game on every level.
Have you seen footage of GoT? This is a AAA-ass game on every level.
In what world would budget be a concern, especially with something as commonplace as ragdoll physics for death animations?
It's not that serious of a thread. Even the OP admits that it's a personal nitpick and doesn't claim that the game is RUINED FOREVER or anything. You are bringing weird unwarranted aggression into a small talk.Bitching about something you haven't seen the finished product of at a time when it's too late to change anything is your idea of helping improve the product? That's friggin rich.
Also answer me devs threads are a complete douche move too, so stay classy.
This is probably the thread you're thinking of.
Wow made the same thread twice.This is probably the thread you're thinking of.
What was the most hype-deflating piece of information about a highly anticipated game release that you learned close to launch?
I've been eagerly awaiting the release of Ghost of Tsushima for years since its initial reveal. At times the wait has been painful as my excitement was too much to contain. I'm someone who has been pining for a grounded, ninja-stealth game with AAA production values since forever, and GoT was...www.resetera.com
Even a shotgun wouldn't send somebody flying like that. Projectiles are not designed to send the target flying, they are typically designed to disperse their energy inside the target, causing maximum damage. If the projectile leaves the body or pushes it back, you've wasted a heap of energy on not damaging your target. (Source: I was on a jury for the trial of somebody who literally blew somebody else's brains out with a shotgun)those guys getting hit by the arrow and flying like it was a pump shotgun really irks me man :/
Yeah that arrow headshot stood out poorly in the video presentation and I wasn't sure why they'd leave it in there.
But yet they went with approache different than the two (blood explosion, no blood). I only wish if we have the option to toggle such effect as a homage like why the made the white&black filter. But I guess need more work than a filter.yeah i wanna say i read that somewhere, that they were working on tools that make them more dynamic or sommit
This is the answer but some people are just incapable of accepting it for some reason.Imagine playing in the black and white mode with the film grain, feeling the Kurosawa vibes, and you strike an enemy down...
and it ragdolls.
No thank you. I'll take canned animations.
This is the answer but some people are just incapable of accepting it for some reason.
The death animations (and the entire game) are a tribute to the Kurosawa samurai films and ragdoll physics would get in the way of that.
I guess this is what happens when game developers try to get "artistic"
i remember batman takedowns in Kurosawa films tooThis is the answer but some people are just incapable of accepting it for some reason.
The death animations (and the entire game) are a tribute to the Kurosawa samurai films and ragdoll physics would get in the way of that.
I guess this is what happens when game developers try to get "artistic"
Exactly. This thread is about ALL of their games lacking ragdoll physics. I just used GoT as the primary example in the OP because it's their most recent project.So then why did the Infamous games have those pre-canned death animations too?
What were they trying to tribute there lmao.
what are you the bumping policeLet it go man, you keep bumping the thread. It really comes across like you're looking to stir up some unnecessary rage from people and want them to rally to you but its not worth it.
From the final build. Just... why? What would a AAA studio making a game of this caliber in terms of overall presentation and budget not make use of procedural animation or animation blending of any kind? It makes the game look incredibly dated from an animation perspective and clashes heavily with the otherwise great looking assets.
Yep, my take on this exactly.You've already admitted most people aren't going to care as much as you do, and you e made almost the exact the thread once before, why jump the gun if you don't need to? It weakens your argument and makes seem even more like you're just looking for something to be mad about.
That's interesting, and might be an actual answer - "studio tradition". Which is probably unsatisfying to OP, but is quite often the most honest answer.So I saw a talk from one of the producers at SP way back in the day, and he was telling a story from waaaay back in the day working on Sly, and they actually tried ragdoll all the way back then... and he said it was super depressing watching these colorful cartoon critters just collapse to the ground. So they changed to cartoonier canned animations to make it look less violent and, y'know, traumatic.
No idea if that very early experience with ragdoll in any way colors the studio's current efforts, but I thought it was a fun story and vaguely relevant.
In fairness, that's the animation specifically for the heavy arrow. There's a shot in the State of Play footage of a dude getting hit with a normal arrow and he goes down like a sack of bricks, as one would expect.100% agree, the guy jumping up and flailing with his legs when getting shot by an arrow looks so ridiculous and comedic it took me out of the gameplay trailer immediately. If this didn't release during my vacation (I want something to play) I'd wait and hope for a patch before buying it.
How they let this specific animation all the way to release is making me question both Sony and SP.
This is supposed to be a stylish game and this is the opposite of that.. oh well, hopefully I can get used to it or I just won't use my favorite weapon in the game all that often..
So I couldn't help but notice in the most recent gameplay demonstration of Ghost of Tsushima that the game is making use of repetitive, keyframed death animations rather than ragdoll (or blended keyframe/procedural) ones. As someone who has been eagerly anticipating this game's arrival for years now, this deeply disappointed me. In a game that revolves around stylishly dispatching enemies, whether it be through direct confrontation or sneaky stealth, having enemies dynamically react and conform to their environment upon death is not only important but expected at this point. I just couldn't fathom how or why in god's name Sucker Punch decided to go this ancient, godforsaken animation route for enemy deaths in the year 2020 with such an otherwise massive, polished project.
But then I looked back at all of their previous works and realized that they seemingly never make use of procedural death animations whatsoever. Not a single one of their games has, from what I can tell. What is their deal here? I searched around and couldn't find a single instance of anyone from Sucker Punch commenting on this unfortunate design decision that runs through their entire catalog of work.
First Clip: Note the enemy's stiff body struggling (and failing) to avoid clipping through the ground at the end of the death animation cycle.
Second Clip: The canned reaction to arrow headshots needs no explanation. Just look at it.
Like... why? Just why?! They are a studio that tends to specialize in fluid animation and responsive character interaction with the environment, but then it's all unraveled by these static death animations that hearken back to the pre-ragdoll days of the late 90's and early 3D gaming. I'm sitting here watching footage of one of the PS4's last AAA, uber-polished action-adventure releases that pushes the graphical envelope for the genre in so many ways... and I just saw the same death animation play out for three enemies in a row before their stiff bodies hovered and/or clipped through the uneven terrain beneath them. It's awful!
If I could just get some kind of explanation from someone, anyone at Sucker Punch it'd help me understand this design choice that plagues every single game that they release. Is there anyone from SP that is active here on ERA that might be able to shed some light? I'm sure they have their reasons, and I'd love to hear them.
I get what you are saying but i find it pretty funny
From the final build. Just... why? What would a AAA studio making a game of this caliber in terms of overall presentation and budget not make use of procedural animation or animation blending of any kind? It makes the game look incredibly dated from an animation perspective and clashes heavily with the otherwise great looking assets.
Oh, I must've missed that, thanks for letting me know! Makes me a little bit happier, haha.In fairness, that's the animation specifically for the heavy arrow. There's a shot in the State of Play footage of a dude getting hit with a normal arrow and he goes down like a sack of bricks, as one would expect.
Not to say that they couldn't have better-animated the heavy arrow impact, because... yeah, there have to be better ways to imply a strong impact. But still, at least you're not going to have to deal with that every time you fire at someone.
I'll take a game that feels great to play over a game that just looks good to play any day of the week.Yeah it looks like shit, but not everyone is as good as a developer like Rockstar in this regard.
I'll take a game that feels great to play over a game that just looks good to play any day of the week.
Thats alright, Rockstar games controls like shit, but not everyone is as good as a developer like [insert any developer] in this regard.