(edited by blud.8174)
Claw Island voice acting and plot
I think the whole conversation method Anet chose to go with was off here. Putting the characters of the dialogues in front of boring 2D backgrounds with little to no emotion-expressing body language is a particularly bad idea for supposedly highly stressed scenes like a battle or a tearful goodbye or whatever. When you have no well-paced animation, writing that doesnt feel forced, and no sense of the background events (like said battle), all you have left is what you hear. And Mira didnt provide a good enough performance to take our attention away from these other failings.
I think the whole conversation method Anet chose to go with was off here. Putting the characters of the dialogues in front of boring 2D backgrounds with little to no emotion-expressing body language is a particularly bad idea for supposedly highly stressed scenes like a battle or a tearful goodbye or whatever. When you have no well-paced animation, writing that doesnt feel forced, and no sense of the background events (like said battle), all you have left is what you hear. And Mira didnt provide a good enough performance to take our attention away from these other failings.
Well said. I like the direction they went with cutscenes with Dragonbash onwards. I think the development/animation team would really benefit from developing a tool like Source Filmmaker. It would not only result in better cutscenes with less development time (and thus, a more engaged player body), but also allow players to make movies as well. This would really increase the awareness of Guild Wars 2 and put more money in NCSoft’s pocket.
I realize that they’ve already got a lot on their plate, but I hope someone sees this and is willing to discuss it.