Xynthes Posted January 17, 2013 Share Posted January 17, 2013 Animation is one of the key factors that makes a game appealing the the gaming audience. Upon starting the game, the player is greeted with a Tenno in a kneeing position - presumably meditating. Around ... him/her/it ... are the warm embers flowing around. After the player logs in, it zooms out from the medium shot of the Tenno so that the solar system is entirely visible. Focusing on just that for now, I really have to praise the artist(s) for both the design of the Tenno and the unique entrance to the game. This is really what sucked me into the game; I saw the cover of the book, it looked VERY nice and i dived right in without hesitation. Moving on... Upon starting a mission you see a small ship approach a larger ship, and then the scene cuts to the panel hitting the ground, allowing players to assume that the Tenno snuck onto the ship. Lights, Camera, Gameplay. Time for the "criticism." Looping animation is very much acceptable and understandable with walk/run cycles, meelee, shooting, player death, enemy death, and so on. This leaves me to ask the question, why loop the beginning sequence of every mission? While i may be in no position to suggest an alternate entrance for the missions, I humbly ask that there is a sense of progression. Are the enemies really falling for the same sneak-in time and again? Changing the beginning sequence, say, every half dozen missions, would add depth the not only the enemies you are fighting, but the Tenno as well. Continueing... As the game is played there are a bunch of ambient animations that add to the over mood of the environment. In an Infection mission there is a bunch of moving and crawling organic matter, which puts the player on edge. In a Corpus mission, there is the presence of turrets and other automated machines, again changing the feel to a more mechanical stand point. The Tenno animations are nice to look at as walking and running feel natural. Even the way the Tenno climb and roll all adds to their sense of character. The ability and meelee animations are accented in a way that adds emphasis to the Tenno's core character when used. My, my, all that apprasal means that it is time to focus on the things that should be improved. First and foremost; timing. Now, this is more so in the walk cycle than in the run cycle, there is a slight and awkward pause between the walk and the dive roll. This may be intentional, but it doesn't appear that way. Additionally the transition from power slide to the spinning sword slash feels quite clunky and not as nimble as the Tenno appear. All the best! -Xynthes Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now