Author Topic: cutscene from horizon zero dawn  (Read 1969 times)

https://www.youtube.com/watch?v=DUpPYvELLB8

im going to try not to touch on the animation that much, but that writing is comparable to a sitcom, especially at the 2:36 part

"i must kill myself"
"no wait dont do this you cant do this"
"am Self Delete"
(walks off-screen)
"he was a good man, it's a shame he died"

they dont even wait 3 loving seconds after he walks off-screen before talking in past-tense about him, he had no goddamn chance whatsoever to even jump or hit the ground at that point. they dont even move from their spots to try to stop him. she also seems to have a seizure from 2:48 onwards

something that really got to me was also that the voice acting actually tells one story, but the animation tells a completely different one. to me it's seriously impressive how someone can mess up this bad, it just looks like someone mismatched the video and put in voice acting from something different. seriously, just watch the full thing, get a sense of what's going on, then mute it and re-watch it and try not to look at the subtitles

im not a huge fan of the characters either

this looks like 'the sister' was just caught in a bad moment by a screencap or something but no, they look like this throughout most of the video. what emotion is she even trying to give us here? nervousness, happiness? did she just see them wrapping up her subway sandwich the wrong way but she really doesn't want to say anything because she's afraid of seeming rude?

infact i'd say they somehow made this worse than the gun disarm cutscene in ME:A

what were they thinking
« Last Edit: January 30, 2017, 03:12:53 PM by Decepticon »

i have to say that the graphics look kickass but yeah the writing is pretty subpar. for all the artistic merits the game has, the characters' campy feeling makes it feel like some amateur high school filmmakers directed the cuts and storytelling.

note though that when games get developed, the writing happens mostly separate from the gameplay/artistic design. they probably hired a stuffty writer, but that doesn't automatically mean the game is stuff.

do black voice actors just not exist? ive never heard any besides in gta, every other game just has some white guy doing the voiceover hoping people wont notice

I didn't have any interest in this game and now it just looks even less interesting.

And goddamn people need to take a page out of Koji Pro's book when it comes to mouth movement, the animations were amazing in MGSV, but taking a long time to complete something isn't in Sony's specialty (unless you're Kojima with Death Stranding or MGSV)

do black voice actors just not exist? ive never heard any besides in gta, every other game just has some white guy doing the voiceover hoping people wont notice
yeah, somehow gta sa got samuel l jackson to voice tenpenny which is amazing



do black voice actors just not exist?
They do, but the "differences" are subtle, if non-existent. There's no such thing as a black voice, from my opinion. It's just in the quality of the subtle little elements of the delivery, such as the speed and the way emphasis is used.

note though that when games get developed, the writing happens mostly separate from the gameplay/artistic design
You literally have no idea what you're talking about. Please don't continue to avoid further embarrassment.

And goddamn people need to take a page out of Koji Pro's book when it comes to mouth movement
Kojima had nothing to do with the quality of the lip sync, the technicians and animators hired to do their job did. Unfortunately, lip sync is one of the single most complicated systems in all of gaming technology (because of the way that audio systems and animation systems are NOT sync'd at all), and it's not always feasible to get it 100% accurate.

People seem to have this weird (and frankly stupid) opinion that because ONE game pulls something off great, every other game from that point forward MUST do it as well. What you don't realise is that, while we might be a small community and there is a decent amount of knowledge sharing, there's also a lot of things kept secret for the sake of NDAs, and so the product of one genius mind may not reach other places for a very long time. As an example, most of everything Nintendo has ever achieved has to be manually studied and rebuilt from scratch by other developers, since the company is generally very tight-lipped (they've gotten more lenient, which was evident from the time they talked about Super Mario Galaxy's tech at GDC once).

The facial animation gives it an uncanny valley feel, eugh.

I need to point this out about lip sync and facial anims;

Many people wonder why facial animation can be so good in an animated film, but stuff in video games (even when we use a hell of a lot of technology, ala L.A. Noir). The reason is focus.

3D Animation is done in layers called "passes". The first is a Camera Pass, where the camera is animated for the shot, even though there's no objects in the scene. Then a rough block-out is done with T-Posed characters, showing how they move about the scene. Depend on studio, they'll either then do the limb animation passes, where each limb gets progressively more fleshed out with smoother movements, or they'll do the lip sync/facial rig pass, where animators (whose job it is to SPECIFICALLY focus on this part) will carefully align the face bones with the audio in the background (final voices and temp music/SFX are laid out first, before the cameras are done, to give the timings for everything else). These guys have the whole benefit of working on a platform that's constant, where the audio does exactly what they expect it too, and there's far less overall work, so they can dedicate more time to get the specific timings and smoothness of the animation curves correct.

When working on the facial rig for a game, it's extremely infeasible to have an animator do EVERY motion 100% Pixar-Quality accurate by hand, unless you have a very big budget (with a big focus on storytelling) and can afford for people to just power their way through the work from Day 1 to Day End. The system most games use (for non-cinematic faces, generally) is to have a series of pre-defined face shapes, and for each dialogue file have a kind of "script" that tells the animation system after 'X' amount of seconds to switch to 'Y' face, giving the impression of speaking with minimal resources spent. Then, on the most important animations (like cinematic faces), traditional animation is used, but only a rough pass is done and there's generally nothing to stop the animation and the audio falling out of sync with each other.

Why can't they sync up? Most games use fire and forget audio (an event triggers off a sound which plays until end), which is cheaper to deal with than tracked, looping sounds (generally left for the background audio systems like music and ambience). A big problem, when combined with micro-stutter, is that audio can become a couple of frames out of sync with the animation it's supposed to be tied to. This isn't a problem, for example, if you were playing the a sound over two gears rotating, as there's no real midpoint that a player can connect with the gear rotation. But, we humans can easily recognise the subtle changes in mouth and eye shapes as somebody speaks, hence why simplified animations seem so weird to us.

Remember, the Metal Gear Solid franchise heavily, heavily relied on its cinematics (MGS4 sits at about 9 hours, and MGS5:TPP had about 5 hours), and hence they hired and focused people to make sure they were done to the highest quality possible. Other studios are focusing far more on gameplay, so they probably don't have the talent, time or money to do the same tier of quality.

They do, but the "differences" are subtle, if non-existent. There's no such thing as a black voice, from my opinion. It's just in the quality of the subtle little elements of the delivery, such as the speed and the way emphasis is used.
nah, i get what youre saying and it can be true in some cases, but only in the case of mixed voice actors. but even then, its still easy to tell if the actor is at the very least NOT white. this guy in the cutscene, whose character is obviously not white, has the whitest american accent ive ever heard. listen the nasally voice and the way he prounounces words, the flow of his sentences. this is p evident in a lot of games, and it just ruins the whole dialouge.

black female characters usually seem to be voiced correctly tho, like the one in this cutscene.