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Will "finishing move" animations be back?


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#26
The Antagonist

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hope not those are for dudebros

#27
simpatikool

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The Killing Blow animations are great. I really appreciate them. In other games, the have always results in my trying out other weapons and classes just to see them all.

#28
Sifr

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I want to see them return.

There is nothing quite as satisfying as taking off Vaughn's and Beraht's head in the City Elf and Dwarf Commoner origins.

It's very cool to see someone the size of the Dwarf Noble being able to run someone through with a claymore while facing the other direction or whilst holding the sword with just one hand.

And I always kept a sword and dagger on my Mage in the secondary slot, simply so I could trigger these in fights with Dragons, Ogres and the Archdemon. Squishy Wizard, my foot!

#29
AresKeith

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Would love to have these back

#30
omega321

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so would I.....

and i couldn't agree more with Sifr1449

#31
t0mm06

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AlexJK wrote...

JCAP wrote...

They require time to make, they're not "expensive".

Animators work for free, do they?


I'd animate them for free... they they promied me a job after....

#32
Former_Fiend

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I'd like to see them be made more weapon specific. First time I killed the Archdemon, my dual wielding warrior rammed a mace through it's skull. Awesome, but not completely plausible.

#33
t0mm06

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JCAP wrote...

AlexJK wrote...

JCAP wrote...

They require time to make, they're not "expensive".

Animators work for free, do they?


Do you pay them a salary or 10 dolares for each animation?

And the game release date is set, the money is already counted, all they have to do is manage the time left.


Yes but its not like the animators or any of the developers are just hanging around,
Also $10 for reach animation? LOL i'm not sure about for game but a detailed 5 decond peice for a film can take a few days, keep in mind (in england) you're lucky to get an animator for less then £100 a day.
So look at it like this, lets say because its for game an aniator can do 2 death moves a day, you need lets say 5 kills per weapon, thats what? 2handed sword, 2handed hammer, Mace, Axe, 1Hander, Dule daggers, Daggers, And Magic/staff maybe bows as well. thats around 45 peices of animation, which is lets round down to 20 days, thats $2000 except some of the animators are being paid more then $100 a day so it could be between $2000 and $4000... just for kill moves.

Also this is only if Bioware hire people freelance/per day, If not then its on contract which could be more.  

Edit* I'm not saying i dont want them, i'm just saying they are expensive. And that you cant just say we'll give them to an animator whos already on pay role because they're already going to be busy

Modifié par t0mm06, 12 septembre 2013 - 03:31 .


#34
Fredvdp

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I want them to return, but that they can only be triggered when there's only one enemy left.

#35
Little Princess Peach

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Diffrent animation at random? or the same finishing blow for each boss fight?

#36
Angrywolves

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I enjoyed seeing my city elf warden cut the brood mother's throat.
Had never seen that before .
So yes.

#37
Reofeir

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Davrel wrote...

Zenor wrote...

Oh, another reason I hated it:
As a Rogue I would get stamina for backstab kills, since I need stamina for the stamina draining substained abilities I had on for extreme DPS...
I'd end up messing that up because my rogue wanted to cut a guy's head off, thus gaining me no stamina. Time is valuable, and getting no stamina for a "FANCY" thing is horrible.


I don't like this human, he doesn't understand.

Is it all numbers and figures to you? The ruthless calculus of RPG? Where is your thirst to spill blood, rend flesh and crush bone? Where is your humanity?!

I would be elated to simply have the melee finishers in DA:I, but it would be cool to also have some for archers and mages as well. While I personally LOVE  the DA:O finishers that lock 2 sprites in the same animation, many people don't like losing control of their character, ranged finishers wouldn't necessarily have this problem.

Some examples just off the from the top of my head for humanoid enemies: catching an arrow in the eye, throat or heart, flailing around screaming before burning away to a cinder, actually shattering to pieces after being frozen, spasming uncontrollably due to electrocution, gouging their eyes out from an Entropy spell...

Oh, I love SEEING it. My problem with it is that I'd lose my DPS for the whole bottle or have to waste time because of something silly like that. If they give me my stamina for the kill that I require for being useful in the battle, then sure bring it back. Don't make me suffer for something pretty though, it's not fun being unlucky and now having to have a lot less DPS because the game wanted to let me cut off everyone's head.

#38
lady_v23

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I really, really hope so!

#39
Zack_Nero

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It didn't really seem like that in the pax demo.

#40
The Six Path of Pain

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Yes, bring them back Bioware!

#41
In Exile

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Zeta42 wrote...

I'm replaying DA:O now, and as always, I have mixed feelings about those "final blow" animations. They never stop looking awesome, but on the other hand, they are extremely impractical. They happen randomly. You can't disrupt them. And even though they last only a few seconds, it becomes a bother with a dozen of darkspawn firing arrows at you. Every time you are gutting an ogre and stabbing it in the eyes, you are wide open and easy to kill, and there's nothing you can do about it. So yeah, there are reasons both to love and hate those animations.

DA2 didn't have them at all. But I'm wondering if they'll be implemented in DA:I again? If yes, then I hope they won't be such a bother again. I woulnd't mind having an option to enable ot disable finishing moves. What do you think?


Here's the funny thing about that: it's the only realistic part of DA:O's combat. Why do you think being outnumbered is so bad?

#42
zMataxa

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Seeing Leliana on top of Flemeth the dragon with the finishing kill was one of my fav memories of DAO. So throwing some in here and there as a surprise bonus - oh hell yeah!

#43
Zeta42

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In Exile wrote...

Zeta42 wrote...

I'm replaying DA:O now, and as always, I have mixed feelings about those "final blow" animations. They never stop looking awesome, but on the other hand, they are extremely impractical. They happen randomly. You can't disrupt them. And even though they last only a few seconds, it becomes a bother with a dozen of darkspawn firing arrows at you. Every time you are gutting an ogre and stabbing it in the eyes, you are wide open and easy to kill, and there's nothing you can do about it. So yeah, there are reasons both to love and hate those animations.

DA2 didn't have them at all. But I'm wondering if they'll be implemented in DA:I again? If yes, then I hope they won't be such a bother again. I woulnd't mind having an option to enable ot disable finishing moves. What do you think?


Here's the funny thing about that: it's the only realistic part of DA:O's combat. Why do you think being outnumbered is so bad?

And what do you do when you are outnumbered? Anything you can to avoid getting killed. You run into cover, you Leeroy your enemies, you use a healing spell/potion - anything but standing still showing them your belly and begging them to shoot you repeatedly there until you die. Which is exactly what happens during those animations.

#44
sharkboy421

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Zeta42 wrote...

In Exile wrote...

Zeta42 wrote...

I'm replaying DA:O now, and as always, I have mixed feelings about those "final blow" animations. They never stop looking awesome, but on the other hand, they are extremely impractical. They happen randomly. You can't disrupt them. And even though they last only a few seconds, it becomes a bother with a dozen of darkspawn firing arrows at you. Every time you are gutting an ogre and stabbing it in the eyes, you are wide open and easy to kill, and there's nothing you can do about it. So yeah, there are reasons both to love and hate those animations.

DA2 didn't have them at all. But I'm wondering if they'll be implemented in DA:I again? If yes, then I hope they won't be such a bother again. I woulnd't mind having an option to enable ot disable finishing moves. What do you think?


Here's the funny thing about that: it's the only realistic part of DA:O's combat. Why do you think being outnumbered is so bad?

And what do you do when you are outnumbered? Anything you can to avoid getting killed. You run into cover, you Leeroy your enemies, you use a healing spell/potion - anything but standing still showing them your belly and begging them to shoot you repeatedly there until you die. Which is exactly what happens during those animations.


This is my biggest issue with them.  I'm fine if they return, but I'd rather either we had control over when they trigger or if they only occur on the last enemy in the group.  Assassin's Creed 3 had a similar system where when you killed the last guy in a group Connor would occasionally do a very stylized slow-mo take down.  I would be down with something like that in DAI.

#45
Ebony Dragon

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As many have said, I'd like them to return in a Skyrim-like way.
But also, it'd be nice of certain moves for the bigger moves could only be triggered by the protag.
I only say this because when I was fighting Flemeth with my sword-and-sheild human I wailed down her health and got ready to trigger the final blow-and then Zevran swoops and in stabs it, triggering the animation himself.
I could just imagine my Warden standing on the ground with her arms crossed glaring at Zev as he triumphantly stabs Flemeth's head midair.
THAT WAS MY KILL!

#46
deuce985

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I think Bioware commented on them awhile back and said not likely but it's possible if they get enough time/resources.

I hope that means we can decapitate someone and then go to a cinematic right after that with them on their knees apologizing! That always gave me a laugh in DA:O.  :devil:

#47
Tonishi

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To be spesific, mages at least had one finishing move against ogres in DA][. If you managed to get the killing blow with Crushing Prison, your mage would do the same kill animation as in the Hawke versus Arishok cinematic. Not a very good video of it, but here it is:

I'd like them to return too, though as many others have stated, let it be activated only when it's the last enemy standing. OR! Make the character immune to damage during that time? I know, it isn't realistic but then again, no game is.

The only killing blow animation which bothered me most, was the fact that it happened with the Archdemon. Knowing that Grey Warden is supposed to hit the killing blow on the Archdemon and Leliana climbing on his neck and stabbing it to death looked a bit odd... Alright, the "real" killing blow animation came as a cinematic afterwards but it was still a bit silly.

#48
GloriousDame

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Somebody else said that there didn't seem to be any "finishing moves" in the DAI gameplay sample we've seen, but we haven't seen how Big Boss fights end in the demos.  So there's hope still.

I still remember the first time my Dalish rogue leapt onto an ogre's chest, and dove her dagger, twisting it to ensure the wound was fatal.    I missed seeing the finishing move on DA2 and hope to have it back in DAI.

#49
t0mm06

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Just as a question, did anyone else let Alistair take the kill of the Ogre the tower? I always liked having him kill it because i felt it held a nice juxtaposition that at the same time Calin was killed by one, Alistair overcame one.

#50
Zeta42

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t0mm06 wrote...

Just as a question, did anyone else let Alistair take the kill of the Ogre the tower? I always liked having him kill it because i felt it held a nice juxtaposition that at the same time Calin was killed by one, Alistair overcame one.

I did once... in a manner of speaking. It was actually more complicated, more awesome and more creepy as a result. My Warden and Alistair were both hitting that ogre and went into the finishing move simultaneously. Yes, they literally merged while jumping on the ogre and stabbing it with their swords. And when the animation ended, the two of them unmerged just as suddenly. I will never forget that view.