My thoughts exactly. Maybe when this guy manages to make a statement without sounding like a self-important twat, I may listen to him. Until that day though, I'm not paying attention.jhlip said:The Dev seems kind of arrogant if you ask me.
This. Thousand times this.Sylocat said:I love how any topic that even mentions Quantic Dream immediately turns into a rant thread about how much Heavy Rain sucked.
David Cage is a dick, sure (although, having read his personal blog archives, I think he might actually be suffering from some severe mental ailments), but what did he say here that was false? Rockstar's mocap tech is good, and the game it made looks good (both of which he freely admits), but it IS incredibly expensive and it ISN'T versatile.
Yeah, pots and kettles and all, but still, this is bordering on ad hominem attacks.
Whoa whoa wait a second, "Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders!". I don't know about the other two but I'm like 100% sure I saw motion capture on the special features of Uncharted 1 and 2The Youth Counselor said:Stop twisting Gage's words. He's not shit talking, but bringing up a real concern. It's just a shame he's a professional and not entitled to the privilege to make simple comments that we all enjoy.
It's true, if you look at L.A. Noire's MotionScan technology, the actors are confined to a small sphere of stationary cameras and have to sit stiffly without actual real life interactions. That's not natural, and limits the acting and animation potential.
Compare that to say Jame's Cameron's Avatar or Resident Evil 5 where cameras were attached to the actor's heads and shooting their faces and had them actually move around and interact. That makes a load of difference.
Still this great motion capture technology still can't hold if your characters aren't believable. Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders! And look where that has taken them.
When I say animate mostly by hand, I meant the facial aspect. Maybe "no motion capture" shouldn't have been the best choice of word. They use limited motion capture. These three companies have a popular animator mindset that using real facial motions will limit expression and lead to the uncanny valley and the most emotional animation needs the exaggeration that only hand animation can provide.Jonesy911 said:Whoa whoa wait a second, "Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders!". I don't know about the other two but I'm like 100% sure I saw motion capture on the special features of Uncharted 1 and 2The Youth Counselor said:Stop twisting Gage's words. He's not shit talking, but bringing up a real concern. It's just a shame he's a professional and not entitled to the privilege to make simple comments that we all enjoy.
It's true, if you look at L.A. Noire's MotionScan technology, the actors are confined to a small sphere of stationary cameras and have to sit stiffly without actual real life interactions. That's not natural, and limits the acting and animation potential.
Compare that to say Jame's Cameron's Avatar or Resident Evil 5 where cameras were attached to the actor's heads and shooting their faces and had them actually move around and interact. That makes a load of difference.
Still this great motion capture technology still can't hold if your characters aren't believable. Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders! And look where that has taken them.
Ah, I seeThe Youth Counselor said:When I say animate mostly by hand, I meant the facial aspect. Maybe "no motion capture" shouldn't have been the best choice of word. They use limited motion capture.Jonesy911 said:Whoa whoa wait a second, "Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders!". I don't know about the other two but I'm like 100% sure I saw motion capture on the special features of Uncharted 1 and 2The Youth Counselor said:Stop twisting Gage's words. He's not shit talking, but bringing up a real concern. It's just a shame he's a professional and not entitled to the privilege to make simple comments that we all enjoy.
It's true, if you look at L.A. Noire's MotionScan technology, the actors are confined to a small sphere of stationary cameras and have to sit stiffly without actual real life interactions. That's not natural, and limits the acting and animation potential.
Compare that to say Jame's Cameron's Avatar or Resident Evil 5 where cameras were attached to the actor's heads and shooting their faces and had them actually move around and interact. That makes a load of difference.
Still this great motion capture technology still can't hold if your characters aren't believable. Naughty Dog, VALVe, and Pixar animate mostly by hand. No motion capture just, looking at references and moving sliders! And look where that has taken them.
First of all, you are referring to the two background characters (I'm assuming your examples are Blake and Lauren). The main characters (except from Madison, who suffered greatly from the cut out content) are better in this department. Sure, it's easy to dismiss Ethan as a 'papa wolf', or Jayden as the 'by the book' cop, but I think there's more to that in those cases. For example, the scene with Nathaniel perfectly shows how 'I'm not killing anyone' behavior can be right, but also how dangerous, and how your emotions combined with a split second decision can either save or ef up the day. Jayden's reaction to his decision in the following scene (especially in case of his moral hangover if he'll decide to pull the trigger) shapes him really well as a character. This actually brings me to my two other points, which are...Jonesy911 said:the characters were such cardboard cut-out stereotypes (Beat cop, whore with a heart etc.) that it made the game insufferable.
Amen man. Seriously, what type of dick trys to pump up his own product when asked about another one. And not only that, who insults a work that is considered a revolution by some just to left themselves on a pedestal?MarsProbe said:My thoughts exactly. Maybe when this guy manages to make a statement without sounding like a self-important twat, I may listen to him. Until that day though, I'm not paying attention.jhlip said:The Dev seems kind of arrogant if you ask me.
1. None of Heavy Rain's characters are original except maybe one. I've seen Ethan 100 times before, he's a man pushed to the edge ready to do anything to save the one thing in this world that he still loves. I've seen Jayden 100 times before, he's the most bland version of the cop with problems I've seen. The only one whose everyline of dialogue I could not predict was Shelby's and even then it was obvious exactly how his story was going to pan outYossarian1507 said:First of all, you are referring to the two background characters (I'm assuming your examples are Blake and Lauren). The main characters (except from Madison, who suffered greatly from the cut out content) are better in this department. Sure, it's easy to dismiss Ethan as a 'papa wolf', or Jayden as the 'by the book' cop, but I think there's more to that in those cases. For example, the scene with Nathaniel perfectly shows how 'I'm not killing anyone' behavior can be right, but also how dangerous, and how your emotions combined with a split second decision can either save or ef up the day. Jayden's reaction to his decision in the following scene (especially in case of his moral hangover if he'll decide to pull the trigger) shapes him really well as a character. This actually brings me to my two other points, which are...Jonesy911 said:the characters were such cardboard cut-out stereotypes (Beat cop, whore with a heart etc.) that it made the game insufferable.
You used two background characters to call the game on flat character stereotypes. Let me ask you - which game, movie, book or whatever has a cast made fully of original characters? Even the glorious examples of personality characterization, like Persona 4, have some. Why? Because it's impossible to make it otherwise. If you'll put 30 characters in the game, you're not going to make all of them look original, unless you're some kind of a prodigy.
And finally - you can boil down 99% of fictional characters into cardboard stereotypes. In Se7en, we have a story of a calm, veteran, 'I'm too old for this crap' cop accompanied by young, unexperienced, impulsive partner. They're both chasing a religious freak and fanatic. You have an avatar from Cowboy Bebop. That's an anime about 'cowboy' type badass with a dark past. Faye Valentine? Dirty thief, who's actually a nice person inside. Ed? A typical prodigy cloud cuckoolander. I can go on an on, but there's no need to. It's not about about original concept, it's about execution. This is the thing that made detectives Sommerset and Miles, John Doe, Spike Spiegel and the rest an awesome characters. And in my opinion, in Heavy Rain the execution is very good as well.
It's the technique behind the result. Rockstar does two takes, one of the body and one of the face, and then meshes them together, but this provides some serious hurdles to jump over, like lighting and certain adjustments and whatnot. Quantic Dream is supposedly using technology that captures both the body and the face at the same time or something like that, and that gives much more freedom to animators and developers.InsomniJack said:And all this coming from the guy who gave us this [http://burnallzombies.com/wp-content/uploads/2009/07/heavy-rain-video-game-01.jpg?w=150]?
And he's saying this [http://ps3media.ign.com/ps3/image/article/115/1152732/la-noire-20110228111545520-000.jpg] is a dead end?
No, go on, Mr. Cage. I'd love to hear more. Just pardon the stifling of my uproaring laughter.