This is a perfect example for why flycams are unrealiable for proving anything. This isn't a motion picture. All the details have to be artificially created and though of beforehand. The developers are mostly concerned with what is shown during the normal course of the game. If they were to design every detail - even what is not visible - the cost and feasibility of producing a game would be unbearable. The game soesn't process the wound data structures until they are needed to save resources (CPU, memory).EpyonX3 wrote...
dreamgazer wrote...
EpyonX3 wrote...
Both of his arms are a bloody mess. The reason it's seen better in that scene is because Bioware raised the level of detail. It gets raised slowly as the scene progresses. I posted pictures before. Let me know if you'd like to see them.
Blood starts spilling from the wound. The camera focuses very clearly on it for emphasis once Shepard slumps onto the circular thing at the center, and you see it coat Shepard's arm afterwards once s/he starts stumbling towards the console. Whether it's for emotional impact or surreal suggestion is another argument altogether, but there'a s significant shift in the integrity of the wound after the gunfire sequence.
The arm-holding shouldn't be given too much credence, as it's a stock "I'm hurt" motion across all three games. The pronounced increase in trauma of the wound after the Anderson shot, however, is very noticeable ... to a point where it's pretty obvious that it's intended.
There's no wound there that we can see. there isn't even a hole in his armor for blood to be spilling out.
His arms are covered in blood before he holds his wound for the last time.
There isn't a clear wound here either and his armor isn't shining with blood like his arms are. The blood is coming from his arms.
Modifié par paxxton, 06 juin 2012 - 06:08 .




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