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by eska
1870 days ago
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I'll never understand how game artists put such immense effort and detail into hardly visible in-between frame details, while putting zero effort into 80% of the time visible base animations. They don't even bother to attach weapons to the character properly (huge sword hovering 20cm away from the back). The transition from slow walking to an intense dash is also hysterical |
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The swords sort of materialise in a "digital" manner that I feel helps to convey that the androids aren't humans. It also enables a lot of the flashy moves that involve attacking with the weapon while not touching it.
Lengthy transition animations can make movement more realistic but it also can degrade gameplay by making the characters feel slow or clunky when responding to input. This works well for games like gears of war or where the character's motion should obviously be restricted but not so well when the combat is meant to feel fast paced and fluid.