Aller au contenu

Photo

Depicting weapons accurately in cutscenes


  • Veuillez vous connecter pour répondre
38 réponses à ce sujet

#26
Bcuz

Bcuz
  • Members
  • 335 messages
Depending on the class it should be a different weapon being shown in cutscenes, and prefferably the one you have equipped.

Soldier - Assult Rifle

Vangaurd - Shotgun

Adept - Biotic Glow (and pistol?)

Sentinel - SMG? Maybe? Tech Armor? idk I haven't even played this class for more than an hour.

Engineer - OmniTool/Pistol

Infiltraitor - Sniper Rifle

Modifié par Bcuz, 09 août 2011 - 11:14 .


#27
100k

100k
  • Members
  • 3 152 messages

Captain Crash wrote...

The search is bad, but has been discussed a few times.   Essentially it boils down to a time and money issue. Something that the Devs have responded to and had to compromise on


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?


Yes, but as I pointed out, you only need three animations that are slightly different. 

Same thing with the class effects. Shepard is an Adept and Vanguard? Then let them share cutscene effects -- hell the animations of the scene can stay 100% the same for all of the classes for an scene, so long as minor class effects are visually activated.

Soldier, Vanguard, Infiltrator, Engineer, Sentinel, Adept all perform the same actions in a cutscene -- in this case, Shepard punching a group of mercs out (with fists).

Soldier/Infiltrator Shepard punches them out with his omni blade (in-game engine takes care of it).
Vanguard/Adept Shepard punches them out with his biotic fist (in-game engine takes care of it).
Engineer/Sentinel Shepard punches them out tech gauntlets (in-game engine takes care of it).

#28
Someone With Mass

Someone With Mass
  • Members
  • 38 543 messages

100k wrote...

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!

:devil::devil::devil::devil::devil:


I did that on Purgatory once. It..."removed" the guards Jack was supposed to take out in the cutscene after I beat the warden.

#29
Clonedzero

Clonedzero
  • Members
  • 3 153 messages
yeah, i cannot understand why they say it'd be too many resources, cutscenes are ingame engine. so why on earth would they have to custom make each cut scene with every weapon / class combo? thats like saying they have to make thousands of versions of each cutscene due to different shepard armor setups lol

#30
Someone With Mass

Someone With Mass
  • Members
  • 38 543 messages
If they want the cutscenes to be consistent, they shouldn't switch out the SMG for the pistol between cuts, like during the meeting with the Shadow Broker.

#31
comrade8472

comrade8472
  • Members
  • 767 messages
as for universal pistols.... one question? Do the powers activate faster?

example: assault rifle vs pistol... would a power(tech/biotic) be used more quickly if you had the pistol equiped or would it be the same? can't seem to remember.


and on topic = yes would be nice if they were actually fixed it's been two games and bunch of DLC later...would think someone/s would get given that assignment/s by now....

#32
100k

100k
  • Members
  • 3 152 messages

Someone With Mass wrote...

100k wrote...

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!

:devil::devil::devil::devil::devil:


I did that on Purgatory once. It..."removed" the guards Jack was supposed to take out in the cutscene after I beat the warden.


Same thing happens with the blackstorm weapon.

In fact, if you summon a singularity or use a blackstorm weapon in Arrival (just after you kill all of the guards protecting Rho) it kills Kenson and her team and the game glitches causing you to force quit.

Modifié par 100k, 09 août 2011 - 11:55 .


#33
Someone With Mass

Someone With Mass
  • Members
  • 38 543 messages

100k wrote...

Same thing happens with the blackstorm weapon.

In fact, if you someone a singularity or use a blackstorm weapon in Arrival (just after you kill all of the guards protecting Rho) it kills Kenson and her team and the game glitches causing you to force quit.


That's cute.

#34
Bogsnot1

Bogsnot1
  • Members
  • 7 997 messages
There are 2 different types of cutscenes.
Engine rendered : This should allow for the equipped weapon to show up. Normally works, but sometimes DLC weapons do not show up correctly. Fixable
Pre-rendered .bik movies : They can only do so much with these. They could easily go along and code them with every possible weapon type equipped, but that means dedicating more disk space to movies, and less to other content. Also, unless they plan out DLC weapons well in advance, they will not show up at all in these cutscenes.

Personally, I would prefer it if they just did the pre-rendered cutscenes with normal pistols. If I can suspend my disbelief enough to allow FTL travel, biotics, and shooting fireballs from a holographic interface on my arm, I can certainly suspend it lnog enough to sit througha short cutscene where my character whips out a pistol he isnt currently equipped with.

#35
burr beer

burr beer
  • Members
  • 164 messages

Captain Crash wrote...

The search is bad, but has been discussed a few times.   Essentially it boils down to a time and money issue. Something that the Devs have responded to and had to compromise on


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?

That doesn't answer the fact that a character like Jacob uses an assault rifle in cutscenes when he can't even equip one!  Why not at least give him a generic shotgun?

#36
TexasToast712

TexasToast712
  • Members
  • 4 384 messages
This is one area DA2 gets it right in. In DA2 anytime you use a weapon in a cutscene its either your main weapon or "teh murder knife" which is believable.

#37
Arppis

Arppis
  • Members
  • 12 750 messages

100k wrote...

The thing is, most of the guns could be handled via the in-game engine!

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! 


The reason why Shepard would use pistols in cutscenes is that it's a fast weapon to draw. Unlike assault rifle. Plus it's easy to handle. I can understand not using pistol in scenes where there are a lot of enemies and Shepard needs to blast them while holding a spot. But there they would need another sollution.

#38
in2seconds

in2seconds
  • Members
  • 89 messages
How about the revenant passing through your hands in cutscenes? It made me cringe the first time I saw it.

#39
Arppis

Arppis
  • Members
  • 12 750 messages

Captain Crash wrote...

The search is bad, but has been discussed a few times.   Essentially it boils down to a time and money issue. Something that the Devs have responded to and had to compromise on


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?

Get it pistolized and we are all good. It wouldn't have been hard to do in ME2 to just add pistols.