You're over-reacting. Where does it say there's no option to turn off kill-cam?
I loved it in FO3. In fact, if I finished off an enemy outside of VATS I was disappointed with myself. It only kicks in when you take away the enemy's last remaining health, so you are still get the full combat - the only difference being instead of watching a ragdoll slump to the ground, you get a stylish cinematic.
I voted like for all of them, but I'm all about teh options for you guys who want to make the game boring.
I know, I know. That post was from reading the thread but ignoring the OP. I've edited it now.
But it's going to do something that my character can't do normally. I can't spend 10 minutes of real time perfecting my timing of the controls of the the forward knife stomach lunge finishing move, because I as the player can't control that. The thing is - the kill cam/slow motion finishing move looks like it is essentially going to be a terrible feature, because I can't control it myself, but I have to rely on the game to decide to do it for me.
The other peeve I have is that it looks like my character will spend 10 minutes doing the same repetitive sword slash movement at a bandit leader, without any contact with the sword attacking him, and then out of nowhere kick him in the balls, whack the pommel of the sword on the small of his back as he lurches over, reverse his grip on the sword in a beautiful flourish and drive the sword straight through the bandits heart and deep into the ground...
So why the heck did I have to endure 10 minutes of dull combat where the animations weren't fluid at all, just to witness a finishing move that is, in the game world, next to impossible, because my character can only do it if there is an enemy to kill.
Why the heck didn't my character start the fight by doing that?
just out of curiosity what game would that be?
Jedi Knight Two Jedi Outcast. and I never played the prequel or sequel, so I can't comment on how those are.
Would finishing moves become repetitive at some points? Maybe, but they're still more interesting than enemies slumping over like a bag of potatoes...
Then implement more interesting death animations - enemies reacting to their fatal wound before collapsing. The enemy still needs to fall to the ground in some way, so they'll still slump over like a bag of potatoes, finishing move or not.