Depicting weapons accurately in cutscenes
#1
Posté 09 août 2011 - 06:40
#2
Posté 09 août 2011 - 06:48
#3
Posté 09 août 2011 - 06:52
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
#4
Posté 09 août 2011 - 07:02
essarr71 wrote...
This was my biggest gripe with the earlier series.. to the point where I'd just grab assault rifle training for my consequent playthrus just for the continuity if i wasn't a soldier.
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
Shooting the gun would propably end up in "game over" screen too... XD
#5
Posté 09 août 2011 - 07:05
Now, I won't be crushed if they don't do this but I think it would really improve the flavour of the game.
#6
Posté 09 août 2011 - 07:07
essarr71 wrote...
This was my biggest gripe with the earlier series.. to the point where I'd just grab assault rifle training for my consequent playthrus just for the continuity if i wasn't a soldier.
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
That would be cool, but in ME2 weapons and shots fired have not much to do with eachother. If you remove (mod away) squadmates, there are still shots being fired (by them) in the cutscenes.
#7
Posté 09 août 2011 - 07:11
@Arppis: not necessarily. All weapons are usable by all classes in ME3, and the weapons loadouts are apparently fully customizable, so there's no guarantee all players will have a pistol at all times throughout the game. Unless my information is outdated (and it could be) I think if Bioware want to nail this one down they're going to have to do some work with animations and cinematics to make them fully adaptive to the player. It's certainly not impossible, I can already brainstorm a few ways to make it work myself, it's just a matter of how highly they can afford to prioritize spending time on it.
Modifié par marshalleck, 09 août 2011 - 07:12 .
#8
Posté 09 août 2011 - 07:13
#9
Posté 09 août 2011 - 07:15
essarr71 wrote...
This was my biggest gripe with the earlier series.. to the point where I'd just grab assault rifle training for my consequent playthrus just for the continuity if i wasn't a soldier.
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
I can clearly see that I'm not the only one that has considered shoving the Cain in Conrad Verner's face.
#10
Posté 09 août 2011 - 07:15
Arppis wrote...
They should just stop using the SMG on the cutscenes. Just slam pistol on Shepard's hand, it's usable for all classes.
That.
Shepard is just firing the SMGs in semi-auto, anyway, and I'd like the squad to use their designated pistols for once.
I don't think it's that hard to find a good kind of grip that fits all two handed weapons either.
#11
Posté 09 août 2011 - 07:17
Arppis wrote...
essarr71 wrote...
This was my biggest gripe with the earlier series.. to the point where I'd just grab assault rifle training for my consequent playthrus just for the continuity if i wasn't a soldier.
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
Shooting the gun would propably end up in "game over" screen too... XD
I have fired the Cain to end battles, but the after effect in the cutscene that follows isn't pretty.
#12
Posté 09 août 2011 - 07:24
marshalleck wrote...
I think I've seen one of the more forum-active devs (perhaps Brennon Holmes?) say they've been working to improve this.
@Arppis: not necessarily. All weapons are usable by all classes in ME3, and the weapons loadouts are apparently fully customizable, so there's no guarantee all players will have a pistol at all times throughout the game. Unless my information is outdated (and it could be) I think if Bioware want to nail this one down they're going to have to do some work with animations and cinematics to make them fully adaptive to the player. It's certainly not impossible, I can already brainstorm a few ways to make it work myself, it's just a matter of how highly they can afford to prioritize spending time on it.
Yeah, good point about Mass Effect 3.
But was thinking in the past and what would have worked in Mass Effect 2. They all had pistols and the animation was clearly for pistol, so it made me wonder why they used submachine guns in animations.
About ME3, would be great if they would do what you suggested, but there is easier way around it too: Maybe in Mass Effect 3 the pistol will be something you have in every loadout as "extra" gun. Because who would pick a pistol over shotgun or sniper? Unless they give pistol something that makes it worth it. But still, I would rather see what you suggested. We shall see.
Someone With Mass wrote...
I have fired the Cain to end battles, but the after effect in the cutscene that follows isn't pretty.
Modifié par Arppis, 09 août 2011 - 07:27 .
#13
Posté 09 août 2011 - 07:24
#14
Posté 09 août 2011 - 07:28
Arppis wrote...
About ME3, would be great if they would do what you suggested, but there is easier way around it too: Maybe in Mass Effect 3 the pistol will be something you have in every loadout as "extra" gun. Because who would pick a pistol over shotgun or sniper? Unless they give pistol something that makes it worth it. But still, I would rather see what you suggested. We shall see.
That's one way to do it, and a decent one as well. A pistol sidearm is something a Shepard of any stripe would carry into not only a combat zone, but anywhere they're going to be outside the Normandy, as by now Shepard certainly has powerful enemies gunning for him/her.
Hell, even the Normandy might not be safe. My Shepard is probably sleeping with his Carnifex under the pillow.
Modifié par marshalleck, 09 août 2011 - 07:30 .
#15
Posté 09 août 2011 - 07:30
marshalleck wrote...
Arppis wrote...
About ME3, would be great if they would do what you suggested, but there is easier way around it too: Maybe in Mass Effect 3 the pistol will be something you have in every loadout as "extra" gun. Because who would pick a pistol over shotgun or sniper? Unless they give pistol something that makes it worth it. But still, I would rather see what you suggested. We shall see.
That's one way to do it, and a decent one as well. A pistol sidearm is something a Shepard of any stripe would carry into not only a combat zone, but anywhere they're going to be in public, as by now Shepard certainly has powerful enemies gunning for him/her.
Yeah, like what he had to do with Grunt when he was first released... And even that was decipted as SMG. Heh.
They should add holster for Shepard's "out of mission" -outfit.
#16
Posté 09 août 2011 - 09:17
It's the last game Bioware, lets get this one right!
#17
Posté 09 août 2011 - 09:37
Perhaps making Pistols universal for all classes and showing them often in cutscenes would be an acceptable compromise.
#18
Posté 09 août 2011 - 09:50
The other "jarring" thing is squadmates using a weapon they do not have, most noticeable in the suicide mission. I would say throw a pistol for their use but that isn't possible since not all squadmates have pistol.
Another problem with ME3, the ability to choose whatever weapon could mean that we can choose not to have a pistol?
I see more obstacles for making this reality in ME3 than in any game in the series. I wish a dev could come here and clarify some things.
#19
Posté 09 août 2011 - 10:13
I agree with having cutscenes using class universal pistols.
#20
Posté 09 août 2011 - 10:24
Just hope it is the pistol equipped at the time. I want the dev team to make thing easy on themselves without compromising quality or accuracy of the scene.
#21
Posté 09 août 2011 - 10:33
A sniper rifle is held the exact same way a assault rifle is held. An SMG is held the exact same way pistol is held. The only gun that is held uniquely is the shotgun (held near the hip).
So, you only need three different animations for any given scene:
1. AR/SR
2. SMG/Pstl
3. Shotgun (and maybe the heavy weapon)
ME2 LITERALLY proved that the in game engine can handle the rapidity of fire, sound effects, and gun models that the player is holding during a cutscene.
I'm completely against the universal pistol, because it is a puny weapon used mostly as a last resort in combat. If (in a cutscene) I'm facing a squad of armed guards, I'm not always going to pull out my pistol, especially when I have an AR on my back!
Modifié par 100k, 09 août 2011 - 10:35 .
#22
Posté 09 août 2011 - 10:39
Someone With Mass wrote...
Arppis wrote...
essarr71 wrote...
This was my biggest gripe with the earlier series.. to the point where I'd just grab assault rifle training for my consequent playthrus just for the continuity if i wasn't a soldier.
I'd be thrilled if they just used whatever weapon you were using at the cut. That'd make for some funny cutscenes if you were holding the Cain.
Shooting the gun would propably end up in "game over" screen too... XD
I have fired the Cain to end battles, but the after effect in the cutscene that follows isn't pretty.
My favorite place to use the Cain is when you kill the VI in Overlord. If you hit the boss with it, the after effects of the blast resonate in the cutscene -- just like the Reaper fight, only it's easier to see the mushroom cloud!
#23
Posté 09 août 2011 - 10:44
uh? how would that be hard?flyboy85 wrote...
If I remember correctly, I think one of the devs mentioned a while ago that doing a cutscene that incorporates every weapon/class combo would be way too complex or too big a file to do properly.
I agree with having cutscenes using class universal pistols.
it just does a quick check (weapon skill) *this shepard can use assault rifles and is equiped with the vindicator* fantastic do the cutscene with that. (that data exists already) *this shepard knows pistols and SMGs and is equiped with the tempest, do the cutscene with that*
the weapon holding data already exists, instead of having the cutscenes check by class and determine the weapon that way, it should just check weapon skill. its not that big of a change really
#24
Posté 09 août 2011 - 10:45
#25
Posté 09 août 2011 - 11:11
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
Modifié par Captain Crash, 09 août 2011 - 11:12 .





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