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spemanig said:
Nuvendil said:

I think he is referring to the very limited animation sets and stiff movement in the narration sections.  Which I can agree on, it would have been much improved to invest in some custom animations for these presentations.  But they probably didn't want to spend that kind of money on one-off presentations.


They're using the same animation types used in non-cutscene dialog in like every RPG, ever, including the original Xenoblade. It's not supposed to look as good as the cutscenes, and there's no way anyone could have actually expected them to actually make custom custcenes for what amounts to a pre-release tutorial. They're meant to be preset so they can actually have the character not just standing there when non-cutscene dialog is going on, with takes up like 90% of all the dialog in a game this big. It's obviously going to look stiff, since they have a limited amount of animations that need to be recyclable to a massive amount of different situations that aren't important enough to make a complex cutscene for. Including 25 minute prerelease tutorials.

I never said the solution to the problem was practical.  That doesn't magically make it not a problem though.  And the characters don't even transition from pose to pose.  That's pretty glaring.  I hardly find it to be too much of an issue for me, but that doesn't mean that in an objective sense it isn't a flaw in the presentation.