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Am I blind or do the Rogue auto-attack animations look really awkward?


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#101
Vahe

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That's not the only problem with them. As a couple others have noticed, they don't flow well at all. Each attack looks discrete instead of continuous. The attacks in DA:O looked very natural. No awkward pauses where the body stiffs up just to do a single animation.

#102
Vahe

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Harid wrote...

My issue is not with the flipping, as it's fantasy, who cares, my issue is the. . .low amount of frames from attack to attack.

It looks like there is a start of the swing, and and end of the swing frame, but no middle of the swing frames, so it makes the swings look like they lack power and a little robotic. They come across as janky to me.


This.  Even if you don't have a problem with the actual direction of the animations (which I do), they are bad even technically speaking.

#103
ManiacalEvil

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Vahe wrote...

That's not the only problem with them. As a couple others have noticed, they don't flow well at all. Each attack looks discrete instead of continuous. The attacks in DA:O looked very natural. No awkward pauses where the body stiffs up just to do a single animation.

APART from being damn slow? It looked like they were exchanging pleasentries, not attacks. And it didn't look as cool.

#104
Harid

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Vahe wrote...

Harid wrote...

My issue is not with the flipping, as it's fantasy, who cares, my issue is the. . .low amount of frames from attack to attack.

It looks like there is a start of the swing, and and end of the swing frame, but no middle of the swing frames, so it makes the swings look like they lack power and a little robotic. They come across as janky to me.


This.  Even if you don't have a problem with the actual direction of the animations (which I do), they are bad even technically speaking.


Bioware needs to shell out the money for mo-cap, next game.  It would fix a lot of the issues they have from cutscene direction to janky combat.

#105
Sleek

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kyles3 wrote...

Or you could just go find another thread to read instead of wasting your precious time on the likes of us.

 Im sure that mass effect 2 and DA are the only Bioware games you have played. And the link your directing us to is cliche yes but a great game , but not as cliche as DA 2 . This game is marketed to consoles and thats ok we have the Witcher2.,Age of Decadence, Eschalon, and many more.

#106
Vahe

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Harid wrote...

Vahe wrote...

Harid wrote...

My issue is not with the flipping, as it's fantasy, who cares, my issue is the. . .low amount of frames from attack to attack.

It looks like there is a start of the swing, and and end of the swing frame, but no middle of the swing frames, so it makes the swings look like they lack power and a little robotic. They come across as janky to me.


This.  Even if you don't have a problem with the actual direction of the animations (which I do), they are bad even technically speaking.


Bioware needs to shell out the money for mo-cap, next game.  It would fix a lot of the issues they have from cutscene direction to janky combat.


Mo-cap is an industry standard these days.  Even small European developers like CD Projekt used it for games like The Witcher.  That was in 2007. 

#107
Gvaz

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They look really bad.



All the animations in the demo is really bad.



Varric and Aveline do what looks like "ice skate" when they run. The other characters seem to run fine.



I say "ice skate" because they move faster than their run animations imply they should be moving at.

#108
errant_knight

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Sleek wrote...

kyles3 wrote...

Or you could just go find another thread to read instead of wasting your precious time on the likes of us.

 Im sure that mass effect 2 and DA are the only Bioware games you have played. And the link your directing us to is cliche yes but a great game , but not as cliche as DA 2 . This game is marketed to consoles and thats ok we have the Witcher2.,Age of Decadence, Eschalon, and many more.

This doesn't really help if what you want to play is a Bioware game. They have more of a sense of fun than most. Don't know much about Age of Decadence, but it looks too dark for me, and The Witcher definately is.

#109
Melca36

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Sleek wrote...

kyles3 wrote...

Or you could just go find another thread to read instead of wasting your precious time on the likes of us.

 Im sure that mass effect 2 and DA are the only Bioware games you have played. And the link your directing us to is cliche yes but a great game , but not as cliche as DA 2 . This game is marketed to consoles and thats ok we have the Witcher2.,Age of Decadence, Eschalon, and many more.


Um....They worked on three different platforms and have stated that the PC version is not a console port.

#110
Harid

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Melca36 wrote...

Sleek wrote...

kyles3 wrote...

Or you could just go find another thread to read instead of wasting your precious time on the likes of us.

 Im sure that mass effect 2 and DA are the only Bioware games you have played. And the link your directing us to is cliche yes but a great game , but not as cliche as DA 2 . This game is marketed to consoles and thats ok we have the Witcher2.,Age of Decadence, Eschalon, and many more.


Um....They worked on three different platforms and have stated that the PC version is not a console port.


Devs lie.

I shouldn't care, being a console peasant, and all, but, PC > PS3 games always end up better than 360 > PS3 games, which I suspect this game is.

Modifié par Harid, 20 février 2011 - 03:17 .


#111
Hellosanta

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Kicking the bomb to have some distance from the bomb effect and to activate it by breaking the shell. That's how I understand it. Regardless, I like rogue animation cause I like acrobatic moves. I guess I'm blind since so many of you think it's silly but I don't.

Modifié par Hellosanta, 20 février 2011 - 03:22 .


#112
SlayTheDragons

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Vahe wrote...

Atmosfear3 wrote...

The rogue attacks are similar to fighters who practice in modern day kali/eskrima. It is a discipline originating from the Philippines. Sometimes the sticks used in practice are substituted with knives which still utilize the same motions.


They use light sticks, not swords and daggers.  And why is British medieval fantasy using martial arts tactics from the Philippines?  It doesn't fit in with the rest of the universe. 


the sticks are just training tools, they do use real blades (hope you clicked on the links :pinched:)

and as far as the fighting style of the rogue BEING filipino martial arts, atmosfear, yoshibb and i have never claimed that it was...we just said the actions the rogue executes when double wielding reminds us of eskrima/kali/arnis. i don't know what the rogue's actual fighting style/system is...

#113
Atmosfear3

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Hellosanta wrote...

Kicking the bomb to have some distance from the bomb effect and to activate it by breaking the shell. That's how I understand it. Regardless, I like rogue animation cause I like acrobatic moves. I guess I'm blind since so many of you think it's silly but I don't.


Not just that but in a fight, would you really want to put away one of your weapons to THROW the bomb? If anything the kicking is more practical when your hands are full!

#114
Hellosanta

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Atmosfear3 wrote...

Hellosanta wrote...

Kicking the bomb to have some distance from the bomb effect and to activate it by breaking the shell. That's how I understand it. Regardless, I like rogue animation cause I like acrobatic moves. I guess I'm blind since so many of you think it's silly but I don't.


Not just that but in a fight, would you really want to put away one of your weapons to THROW the bomb? If anything the kicking is more practical when your hands are full!

'kicking to break the shell of bomb', I'd say. And no, I don't think throwing the bomb with your one hand is efficient. kicking is faster and more powerful.

#115
Hellosanta

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I admit that rough animation is missing the sense of hitting actual thing somehow ... that's really critical point for MMO games in Korea hummmmm hahaha but I don't really care it much anyway.

#116
SlayTheDragons

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Vahe wrote...

That's not the only problem with them. As a couple others have noticed, they don't flow well at all. Each attack looks discrete instead of continuous. The attacks in DA:O looked very natural. No awkward pauses where the body stiffs up just to do a single animation.


from what i've seen, the shots that didn't flow well weren't intended to flow well. not all strikes have to follow through, some strikes are meant as "checks" - they're meant to set up another strike. so it seems to me that the rogue constantly "checks" their opponents with those discrete shots before finishing w/ two slashes and a spin move(the rogue definitely flows in that sequence).

#117
yoshibb

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Vahe wrote...

Atmosfear3 wrote...

The rogue attacks are similar to fighters who practice in modern day kali/eskrima. It is a discipline originating from the Philippines. Sometimes the sticks used in practice are substituted with knives which still utilize the same motions.


They use light sticks, not swords and daggers.  And why is British medieval fantasy using martial arts tactics from the Philippines?  It doesn't fit in with the rest of the universe. 


In training, they do. But in actual combat they use weapons like machetes and ginuntings, which are heavy and actually larger than what would be considered a dagger. And I'm not really familiar with a British Medieval dual weapon style. Not to mention that Bioware has said that while some of the Dragon Age world is based on Medieval Europe, it doesn't mean the whole world has to follow the same exact restrictions.

#118
Vahe

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yoshibb wrote...

Vahe wrote...

Atmosfear3 wrote...

The rogue attacks are similar to fighters who practice in modern day kali/eskrima. It is a discipline originating from the Philippines. Sometimes the sticks used in practice are substituted with knives which still utilize the same motions.


They use light sticks, not swords and daggers.  And why is British medieval fantasy using martial arts tactics from the Philippines?  It doesn't fit in with the rest of the universe. 


In training, they do. But in actual combat they use weapons like machetes and ginuntings, which are heavy and actually larger than what would be considered a dagger. And I'm not really familiar with a British Medieval dual weapon style. Not to mention that Bioware has said that while some of the Dragon Age world is based on Medieval Europe, it doesn't mean the whole world has to follow the same exact restrictions.


There is no reaon for Rogues of the same time period to use different fighting animations when they're using the same style.  Remember, DA2 starts at the same time as DA:O.  Unless it's an alternate universe (it isn't), it wouldn't make sense for Hawke to use a fighting style that no other Rogue in Thedas uses. 

#119
4Aces

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After the first two pages I stopped reading, so if someone has answered this from a more technical perspective then my apologies.

Yes, the animations are off. Not from the perspective of how ninja-like they are (or how borrowed the bomb-kick is borrowed from Blade 2). The actual timing of the animations for the rogue was off in that clip. There are many micro-pauses that throw the timing off from being a flowing style of attacks. This is painful since the Devs went for a manic, twitch-gamer style with many of these per combat. Hopefully they will fix prior to game launch, as I doubt it is just for the rogue/assassins.

Reminds me of Yoda in the travesty of Star Wars 2 & 3 (or as I like to call him - Pinball Yoda). For SW it was inexcusable, but for DAO2 I am sure I will get used to it if the anims are fixed.

Modifié par 4Aces, 20 février 2011 - 04:20 .


#120
Vahe

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4Aces wrote...

After the first two pages I stopped reading, so if someone has answered this from a more technical perspective then my apologies.

Yes, the animations are off. Not from the perspective of how ninja-like they are (or how borrowed the bomb-kick is borrowed from Blade 2). The actual timing of the animations for the rogue was off in that clip. There are many micro-pauses that throw the timing off from being a flowing style of attacks. This is painful since the Devs went for a manic, twitch-gamer style with many of these per combat. Hopefully they will fix prior to game launch, as I doubt it is just for the rogue/assassins.

Reminds me of Yoda in the travesty of Star Wars 2 & 3 (or as I like to call him - Pinball Yoda). For SW it was inexcusable, but for DAO2 I am sure I will get used to it if the anims are fixed.


I noticed this animation problem in The Force Unleashed 2 as well.  Wasn't present in the first game.  

#121
Berkilak

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Vahe wrote...

That's not the only problem with them. As a couple others have noticed, they don't flow well at all. Each attack looks discrete instead of continuous. The attacks in DA:O looked very natural. No awkward pauses where the body stiffs up just to do a single animation.


Bar the riverdance your character did for a good five seconds before beginning to attack... 

Remember, framed narrative. She probably didn't punt the bomb, but Varric thought it would be cooler if she did.

#122
haplessweasel

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She kind of looks like a stabbing robot. *puts "Hawke is a robot" on plot-twist bingo card*



I'd been undecided between mage and rogue, but unless I get used to the animations during the demo I think that might settle it.

#123
Wompoo

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Mostly you are seeing auto attack. Game play of very low level PC/NPCs. Cast your mind back to a rogue or a 2 hander or sword and board in DA:O, and how awkward they felt for the first few levels. As you acquire skills comes greater visuals with more rotations and less reliance on the auto attack, things will look a lot better, I would imagine (after all the combat for a dual wielding rouge in DA:O with momentum on and skills like riposte/punisher used, it wasn't that bad to look at... actually your rouge moved faster then a hampster with muatard on its date). You'll also be more focused on the enemy and tactics then watching the combat like a movie and disecting every frame.

#124
Vahe

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Berkilak wrote...

Vahe wrote...

That's not the only problem with them. As a couple others have noticed, they don't flow well at all. Each attack looks discrete instead of continuous. The attacks in DA:O looked very natural. No awkward pauses where the body stiffs up just to do a single animation.


Bar the riverdance your character did for a good five seconds before beginning to attack... 

Remember, framed narrative. She probably didn't punt the bomb, but Varric thought it would be cooler if she did.


This part of the demo is the "real" part.  Not the exagerration. 

#125
haplessweasel

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Wompoo wrote...

Mostly you are seeing auto attack. Game play of very low level PC/NPCs. Cast your mind back to a rogue or a 2 hander or sword and board in DA:O, and how awkward they felt for the first few levels. As you acquire skills comes greater visuals with more rotations and less reliance on the auto attack, things will look a lot better, I would imagine (after all the combat for a dual wielding rouge in DA:O with momentum on and skills like riposte/punisher used, it wasn't that bad to look at... actually your rouge moved faster then a hampster with muatard on its date). You'll also be more focused on the enemy and tactics then watching the combat like a movie and disecting every frame.


That is a very good point. I was remembering how super awesome rogues looked in DA:O, but that was really not until endgame/Awakening.