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:Some good scenes in there, but overall it's still anticlimatic (due to poor/nonexistent audio-video synchronization and/or mediocre on-screen action). It doesn't get any worse than the "dead comrade" scene, but that's of little comfort ^_^ Most of my objections are beyond verbal commentary, so I will just provide you with short drafts or storyboards when I can. Below are just a few points that I think need stressing. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | :Some good scenes in there, but overall it's still anticlimatic (due to poor/nonexistent audio-video synchronization and/or mediocre on-screen action). It doesn't get any worse than the "dead comrade" scene, but that's of little comfort ^_^ Most of my objections are beyond verbal commentary, so I will just provide you with short drafts or storyboards when I can. Below are just a few points that I think need stressing. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | ||
*After the No One Left To Trust soundtrack kicks in, there ought to be a randomly awesome mixed-bag section without an introduction of any kind (except for the "seven years later"). Right now, you have a (static -_- ) white Spartan chaingunning at the (static -_- ) camera through glass. That's random enough, sure, but it only lasts a split second (''and'' it's static -_- ) and the next moment you start shooting taglines at the viewer... That's strange. Why don't you move some segments of OTA gameplay and gmsly's mod over to the start? Under those thematic headers of yours, they may look more or less out of place, but in opening/closing mixed bags they'll always be at home; and that'll also help you avoid putting three sequences of gmsly's mod one after the other - that, too, is strange. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | *After the No One Left To Trust soundtrack kicks in, there ought to be a randomly awesome mixed-bag section without an introduction of any kind (except for the "seven years later"). Right now, you have a (static -_- ) white Spartan chaingunning at the (static -_- ) camera through glass. That's random enough, sure, but it only lasts a split second (''and'' it's static -_- ) and the next moment you start shooting taglines at the viewer... That's strange. Why don't you move some segments of OTA gameplay and gmsly's mod over to the start? Under those thematic headers of yours, they may look more or less out of place, but in opening/closing mixed bags they'll always be at home; and that'll also help you avoid putting three sequences of gmsly's mod one after the other - that, too, is strange. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | ||
*Your coverage of "modding power" was surprising, which is probably a good thing. But there's stuff to edit and polish even there. For example, I'd avoid showing editor views of ripped levels: my current impression is that they scream "big-time EULA violation!", at least if there is no added value; I will try and provide replacement footage using one of [[ | *Your coverage of "modding power" was surprising, which is probably a good thing. But there's stuff to edit and polish even there. For example, I'd avoid showing editor views of ripped levels: my current impression is that they scream "big-time EULA violation!", at least if there is no added value; I will try and provide replacement footage using one of [[New levels|our new levels]]. Another issue is Motoko. Her hair still looks like someone barfed a bunch of polygons together, and her face also looks quite rough for its polycount. So I'd think twice before showing her if I were you... just a thought ^_^ --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | ||
*The ending sucks. My first viewing was a casual one, and I honestly didn't notice the bomber at all. For me it was just another drawn-out OTA scene shot with a boring static camera. The falling bomber and the subsequent explosion are actually very ignorable (people falling, things exploding - just how is that different from the previous minute and a half? ^_^ If you want to show a bomber going off, you have to ''really'' show the bomber going off. There are plenty of ways to capture the explosion in a visually stunning way: you can wear a shield, or go into overpower, or "flee... sexily" like in [http://www.youtube.com/watch?v=E0x7LNwRpvo THIS] video at 2:30. And to top it off the sync of your ending with the music is awful. After the explosion, there's almost a second of intense soundtrack and zero onscreen action. You could have synced the explosion with the end of the music, for instance. But I think the ending needs to be much more intense than that sequence anyway. Something like [http://geyser.oni2.net/edition/trailer/outro_example.wmv THIS] (just an example; other scenes are possibly more fitting, from creative meta-shapeshifting to [http://www.youtube.com/watch?v=sa-h6lXQ-p4 walking Iron Demon]). Note the ending credits: same font everywhere (your alternative use of tall and wide fonts is, well, strange, even without the serifs at the end). "ONi" is admittedly awkward, but I wanted it that way in this version. Eventually we can go for small caps (sans serif please) or for something special like "Bungie's O<small>N</small>i", or we can keep the lowercase "n" (after all, that's the way the logo looked in 1998). The effects and timing of the ending titles are of course primitive. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | *The ending sucks. My first viewing was a casual one, and I honestly didn't notice the bomber at all. For me it was just another drawn-out OTA scene shot with a boring static camera. The falling bomber and the subsequent explosion are actually very ignorable (people falling, things exploding - just how is that different from the previous minute and a half? ^_^ If you want to show a bomber going off, you have to ''really'' show the bomber going off. There are plenty of ways to capture the explosion in a visually stunning way: you can wear a shield, or go into overpower, or "flee... sexily" like in [http://www.youtube.com/watch?v=E0x7LNwRpvo THIS] video at 2:30. And to top it off the sync of your ending with the music is awful. After the explosion, there's almost a second of intense soundtrack and zero onscreen action. You could have synced the explosion with the end of the music, for instance. But I think the ending needs to be much more intense than that sequence anyway. Something like [http://geyser.oni2.net/edition/trailer/outro_example.wmv THIS] (just an example; other scenes are possibly more fitting, from creative meta-shapeshifting to [http://www.youtube.com/watch?v=sa-h6lXQ-p4 walking Iron Demon]). Note the ending credits: same font everywhere (your alternative use of tall and wide fonts is, well, strange, even without the serifs at the end). "ONi" is admittedly awkward, but I wanted it that way in this version. Eventually we can go for small caps (sans serif please) or for something special like "Bungie's O<small>N</small>i", or we can keep the lowercase "n" (after all, that's the way the logo looked in 1998). The effects and timing of the ending titles are of course primitive. --[[User:Geyser|geyser]] 06:31, 23 September 2008 (CEST) | ||
*The above problem (poor directing) comes up in a few other places. Muro's shotgun, for example, will be perfectly unintelligible even in lossess 640x480, at that distance. An example of a situation where the appearance of new weapons will be unignorable is the sniper scope (imagine that Striker swinging a shotgun as he runs towards you, or trying to nail you with Muro's Tractor). Oh, and if you're serious about being happy with that "accidentally cinematic" scene (SBG chick with a messed-up TRMA, who spends ''ages'' reloading), or with the DeLorean footage (jerky manual camera and ghost midget in the foreground), then for the sake of all of us, set your sights a little higher. --[[User:Geyser|geyser]] 18:15, 23 September 2008 (CEST) | *The above problem (poor directing) comes up in a few other places. Muro's shotgun, for example, will be perfectly unintelligible even in lossess 640x480, at that distance. An example of a situation where the appearance of new weapons will be unignorable is the sniper scope (imagine that Striker swinging a shotgun as he runs towards you, or trying to nail you with Muro's Tractor). Oh, and if you're serious about being happy with that "accidentally cinematic" scene (SBG chick with a messed-up TRMA, who spends ''ages'' reloading), or with the DeLorean footage (jerky manual camera and ghost midget in the foreground), then for the sake of all of us, set your sights a little higher. --[[User:Geyser|geyser]] 18:15, 23 September 2008 (CEST) |