Petrarca said:so Too Human is actually an RPG!!
ugh, but the animations are still stiff and shitty looking
Thunderbear said:Very. The graphics look ok but animations are really, really bad. Really messes up the gameplay for me.
I like the sound of 4 player co-op tho.
Well, final anims might not be there...indeed, I find it hard to believe those are final by any means...still just placeholders, I bet. That said, I agree.Petrarca said:Did they actually invest in real action actors/choreographers?
I mean for the love of god, they just can't get it right. When you look at DMC or NG, you can see the action animations look smooth and natural, but when you look at Too Human, you feel like playing a robot, heck maybe that's what they're aiming for, since mechanic is the theme of the game
Petrarca said:Did they actually invest in real action actors/choreographers?
I mean for the love of god, they just can't get it right. When you look at DMC or NG, you can see the action animations look smooth and natural, but when you look at Too Human, you feel like playing a robot, heck maybe that's what they're aiming for, since mechanic is the theme of the game
MightyHedgehog said:Well, final anims might not be there...indeed, I find it hard to believe those are final by any means...still just placeholders, I bet. That said, I agree.
FFChris said:What part of the development process is given to the animations? I always assumed it was pretty early.
As a whole it looked good, but the combat and animations...didn't. Still, looking forward to seeing more of it!
MightyHedgehog said:Well, final anims might not be there...indeed, I find it hard to believe those are final by any means...still just placeholders, I bet. That said, I agree.
IME, which is admittedly archaic by comparison of a 2007 next-gen game, the final anims aren't dropped in until the very end. Before that, it's just enough to do it by hand for illustrative purposes prior to and during alpha. I guess it varies depending on whether it's 2D bitmaps or 3D models that need to hit final stage after everything else that it depends on working with is done (after the coders hit feature complete part of the tech. running everything and dictating what final triangle budgets are, memory budgets for world textures, etc.) and then can be properly rigged for final animation after final models are approved.FFChris said:What part of the development process is given to the animations? I always assumed it was pretty early.
As a whole it looked good, but the combat and animations...didn't. Still, looking forward to seeing more of it!
Petrarca said:Did they actually invest in real action actors/choreographers?
I mean for the love of god, they just can't get it right. When you look at DMC or NG, you can see the action animations look smooth and natural, but when you look at Too Human, you feel like playing a robot, heck maybe that's what they're aiming for, since mechanic is the theme of the game
There is no way a melee heavy game like this can ship with that animation. It's just so artificial and robotic. It just needs new animation and a lot of dynamic tweaking while each anim plays out. Some dramatic pauses at the apex of a strike on an enemy would be cool, too. I liked that in Soul Calibur and Zelda WW. It was far more subtle in the SC games, though. The Japanese have a very particular tendency in using less movement to do more...kinda like Anime, in general. Lots of small animations that can chain and blend into another well.Petrarca said:I doubt that the animations in the final product will look any different, in the final phase of development you only tweak minor stuff here and there, not major ones like how your character swing his swords/jumps, etc
MightyHedgehog said:IME, which is admittedly archaic by comparison of a 2007 next-gen game, the final anims aren't dropped in until the very end. Before that, it's just enough to do it by hand for illustrative purposes prior to and during alpha. I guess it varies depending on whether it's 2D bitmaps or 3D models that need to hit final stage after everything else that it depends on working with is done (after the coders hit feature complete part of the tech. running everything and dictating what final triangle budgets are, memory budgets for world textures, etc.) and then can be properly rigged for final animation after final models are approved.
MightyHedgehog said:IME, which is admittedly archaic by comparison of a 2007 next-gen game, the final anims aren't dropped in until the very end. Before that, it's just enough to do it by hand for illustrative purposes prior to and during alpha. I guess it varies depending on whether it's 2D bitmaps or 3D models that need to hit final stage after everything else that it depends on working with is done (after the coders hit feature complete part of the tech. running everything and dictating what final triangle budgets are, memory budgets for world textures, etc.) and then can be properly rigged for final animation after final models are approved.
Dude, I don't come from a modern or console background. It's more like really small group in someone's house doing little things to make some money. You probably deal in the industry standard and are far more in the modern and professional way of doing it.Thunderbear said:Maybe it's different places but out of the 10 or so titles I've worked on, the animations are done in tandem (well as soon as the models have been finalized, though there are tools for that these days to make it easier to change the model) so if we are at 90% of the game, don't expect to see a massive difference at the end.
Unless Silicon Knights have some unique way of working that I haven't been subjected to.
Akira said:They made the game look better. But they didn't realize that people's biggest complaint was the animation/combat (and bad art lol). They should've smoothed out the animation and combat before going into polishing of graphics.
MightyHedgehog said:Dude, I don't come from a modern or console background. It's more like really small group in someone's house doing little things to make some money. You probably deal in the industry standard and are far more in the modern and professional way of doing it.
mr_nothin said:So Lair in july confirmed
It'd be the biggest mistake to ship animating anything like what was in that vid, fo sho.Thunderbear said:Well let's just hope that what they got are place holders and they are planning on swapping in final animations because it seems the general conscensous are that they aren't working at the moment.
Considering how long it's been in development, I find that unlikely . Which is a shame because it does look like it has potential to be a very fun game.
Well Shane said that Factor 5 said that their game making process allows them to go from alpha to the finished game rather quickly (which includes polish)GHG said:Bad news IMO. The game doesn't look anywhere near polished enough. They should spend a bit more time on it to make it a great game rather than just a good/decent one.
They doesn't suck. But the sword slashes need some more weight. It looks like he's using a plastic sword. They should look at the animations in Dead Rising to get the weight and power slashes right.Petrarca said:I think we should tell him
Hey Dennis, the CHARACTER ANIMATIONS DURING COMBAT SUCKS!! THEY LOOK STIFF