You'll notice several awkward motions in 3rd person combat when they actually pick the framerate apart, rewind it, or slow it down in general. One example I find always bothering me is when the character is seen from his side, slashing an enemy with his sword whilst doing a spin move. @7:50 minutes into the Rewind Theater video I have linked, they slow it down quite nicely so you are able to see each phase of the animation. In almost every frame that it is paused during this spin move, the main character's limbs are bent far beyond natural possibility, his shoulders remain stiff, and his lower neck to the point of his shoulder blades is somehow pushed forward as though it's a separate joint. This is not the way humans move. It appears as though the animators are still creating strange Oblivion-style movements within this new engine.
I used to do this move a lot in real life, and believe it or not, this looks REALLY natural. That's about the way I do it. and YES, legs DO bend a lot, and yes, you DO NOT bend your shoulders when you plan on doing that move afterwards, as you would end up wasting force during the blow to move your shoulders back in place (which doesn't give you a lot of strenght anyways, so a movement from the shoulders is wasted)
Fighting the frost troll @6:34-ish, the idle left hand with the flame spell is very lifeless, stiff and awkwardly configured. This very same thing is shown in the newly-leaked 5 second clip of the demo that was shown to the press. The fire itself inside the hand is dynamic, and yet your hands are displayed at the most unusual angles and in the most uncomfortable of positions while a ball of fire is wreathed inside your palm. If they are going for that Bioshock-esque feel for spells like it was done with plasmids, they should at least create more variation in terms of idle animations. No one runs around with both their hands and arms folded up near their chest, facing each other, in such a sterile way. People are not made of clay. For a great test of this to see what I mean, place both your hands near your chest in the way you see in the screenshots, and experience how truly uncomfortable and bizarre it feels to behave in such a way. It sounds funny, but to really critique what we're seeing, we need to let go of all our hype for a moment to really understand what's on screen. The game may look gorgeous, and we're overwhelmingly anxious to play it, but I think a lot of us aren't criticizing it or comparing it apples to apples like we should be. Bethesda is boasting about their new Creating Engine.. but to me, it still looks eerily close to Oblivion in terms of mechanics.
Well, the only thing that doesn't look natural in there is the angle of the fingers. As for the rest, EVERY first person game had this kind of view, it must be for a reason, huh?
Another great example, @6:40 or so, the scene where your character slices an unsuspecting person's throat from behind. Pay close attention to the stale movements the character demonstrates very quickly while standing up. It's too rigid of a movement, and doesn't flow properly like a human being would demonstrate. When they slow it down, you can see the individual phases once again, which make it appear smoother, but at full speed it looks incredibly awkward and unnatural. Not to mention the completely oblivious and dumbfounded bystanders that are in the room with you when you do this, which the narrators joke about. (Oblivious Oblivion AI, anyone?)
1st - No one reacts AS SOON as they see something unless they were ESPECIALLY looking for it. And as for the animation, well, he IS in a crowded area, so he got up real fast. and if you can't get up that fast, I think your legs migt be a bit weak... (it's easy to do, really)
@7:38, you see a staff shooting a ball of light down a corridor in a cave. While we're all meant to look at the lighting effects displayed on the walls, we're being distracted from the incredibly awkward manner you are holding the staff itself. Try holding an object like that, a broom for instance, and realize how strange it is to hold and thrust things the way it is shown in 1st person during the video. It's as though several animations have been crafted anxiously without the aid or assistance with motion capture or real life reference.
You must have really tight joints in the wrist, I can hold stuff that way with no problem. Also remember, he's not stabbing, he's aiming. he needs to point where the spell's gonna hit
@8:03, your character draws his sword. Pay attention to how robotic the animation looks, and where he holds his sword as if he was hip-firing an AK47 in Counter-Strike. Watch his left arm move into position in a defense stance as if it were made of cement. This is simply poor animation, and quite honestly, I know people who after a year or so in school learning animation techniques that were able to develop more fluid, natural movements in a digital environment.
Well, he wanted to get it out of its sheath fast. You wouldn't take your time in such a situation, would you? And to be honest... I prefer animations like those, where it looks simple. As for the defensive position... well, there are COUNTLESS sword fighting styles, and each of them has their own defensive stance. This one reminds me of some chinese style in which the sword is held pretty much at the waist level, and the hand in front, but not sticking out too much, in order to allow for more swift manoeuvers.
@8:25, the finishing move is shown when you grab onto a bandit's shoulder and thrust your sword into his stomach. Again, incredibly awkward. Position your own arms into the last frame when the sword is thrusted and the narrators pause to talk about the scene. It is one of the most uncomfortable arm positions I've seen.
The left hand is positionned to pull the guy's shoulder, so it is placed in a way it won't slip. As for comfort... well fighting ISN'T comfortable, and besides, he's not gonna stay like that for half an hour. probably only a second and then let go
But, the absolute worst animation I've seen so far from the trailer, is of the dragon taking flight after he jumps off the temple @10:13. It's as though the dragon is comprised of 2 halves, one front half, one rear half, and the animator simply squeezed the 2 sections of his body together while moving his wings up and down in one of the most unnatural, painful, and abnormal attempts to animate an animal I've ever seen on screen. Now obviously dragons don't exist, so it'd be incredibly challenging to properly animate one without reference, but this is just unacceptable in my eyes. It is things like this, that now after all their latest releases displaying poor game mechanics, I will no longer be able to ignore.
What did you expect out of a dragon flying, seriously? It looks VERY natural to me. The movements are synchronized, and it looks like it's using its own body's weight to help itself fly