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Forums - Nintendo - Xenoblade X livestream on battle system today. Done!

Clyde32 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.


All these animations were built specifically for this presentation. Which is why it is cheap.

No, the majority are pose or idle animations from in-game.  Not from cutscenes, from in game.  That's why they are so simplistic.  At the least they could have put transition animations between the poses.l



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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.



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.



Nuvendil said:

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.


But there are transitions from pose to pose in game. 99% of what we've seen of the ingame dialog has been these exact same animations. The flaw legit doesn't exist. Like I said, there's just no point wasting time programming animations for something like this, so they don't. It's the equivilant of a powerpoint presentation for the game, and they aren't making it out to be anything more than that.



It's not the animations. It's the tone of the dialog. I didn't play the first game...and I'm not saying that I definitely won't like it...but these last few presentations and the way they have delivered the info has been very off putting. High pitched, whiny jovial voices...I know it's a Japanese thing...I just hope once I get to playing it the mood either changes or it grows on me.



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spemanig said:
Nuvendil said:

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.


But there are transitions from pose to pose in game. 99% of what we've seen of the ingame dialog has been these exact same animations. The flaw legit doesn't exist. Like I said, there's just no point wasting time programming animations for something like this, so they don't. It's the equivilant of a powerpoint presentation for the game, and they aren't making it out to be anything more than that.

I'm not talking about in game animations in these vids.  I'm talking about the ones used when they are super imposed over the screen talking.  In those bits, they use those same animations from in game but with no transitions and fairly minimal variety.  So the problem legit does exist.  If they had just used those transitions in these parts it would have helped.  Why they didn't I haven't the foggiest.  Also, a set of more polished anims isn't that big a deal for Nintendo (which Monolith is a part of).  I mean, Smash got a slew of high production CG trailers, that is a lot more labor intensive.



Since I dont plan to buy Wii U anytime soon I have to play this again.

 



You can´t escape



Goodnightmoon said:

You can´t escape


that guy made a critical error. You need to serpentine when you run from giant monsters in a hostile alien world. That's fleeing in terror 101.



bunchanumbers said:
Goodnightmoon said:

You can´t escape


that guy made a critical error. You need to serpentine when you run from giant monsters in a hostile alien world. That's fleeing in terror 101.


Yes, he was running straight, but it was impressive, i almost feel the hit on my face! XD