I just wanted to start a thread concerning the level of quality we've seen from the animations so far, and also to share a few things I've noticed with all of you that are truly worrying me at this point.
We are all aware (or at least 95% of us are/can agree) that the animations from the previous Elder Scrolls games were mediocre at best. Morrowind, even though the game itself was considered a masterpiece, was plagued with awkward animations, among other defects that the story and game itself well made up for. No problem, they didn't detract from the story as much as they would have if the overall experience wasn't so incredible. We all accepted that. Oblivion, though a massive leap forward in terms of visual quality, still suffered this same fate. Except this time around, they relied on its visual prowess to sustain their audience, I think. Personally, I found Oblivion's story to be decent, but for the most part mediocre, and it literally felt like Morrowind's mechanics had been simply recycled into a new renderer. This reflected into several of the reviews it got, but again, the sheer size and awe the game put its players in, allowed gamers to somewhat ignore its flaws and endure them, just like in Morrowind. Eventually though, Oblivion's flaws, animations being one of several major things people were noticing, started bubbling to the surface and fueling the fires it had started. More and more people now generally accept vanilla Oblivion to be a broken game, and yet it still seems to keep its elite status. This is a serious problem, and I think it may be inflating a needless ego that may come back to nip Bethesda in their sleep. (Keep in mind that issues about combat animations and the feel of combat/animations in general have been criticized in a similar fashion a few times now as well by the press, it's not just me trying to nit-pick) Allow me to elaborate..
With a newly redesigned engine, we should be expecting Bethesda's animators to be ahead of the game, developing open-world RPGs for as long as they all have. Instead, I've noticed very similar flaws in the Skyrim footage we've seen. Have a look at IGN's Rewind Theater when they ran through the official Skyrim trailer a little while back - almost all the qualms I have with the current state of Skyrim's animations are there. Or, if you want to skip all the pvssyr, just have a closer look at the official trailer, and really pay attention to the animations. http://www.ign.com/videos/2011/02/24/skyrim-rewind-theater?objectid=14267318
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.
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.
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?)
@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.
@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.
@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.
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.
These are just some of the things I've noticed, as I'm sure once you all take a closer look at things and really start to criticize what's happening on-screen instead of drooling, you'll appreciate what I'm saying.
What do you all think? Am I over-anolyzing this, or do I make a valid point? Do you think (or hope) that Bethesda will clean up these issues before the release date, or are we just going to have to accept the fact that their animators are going to continue to plague us with mediocrity for how the game feels and operates, in hopes that the story will somehow make up for it again?
Sound off, TES'ers. :foodndrink: