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  1. #21
    GiveMeTactical's Avatar Banned
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    OGR was played, for the most part, by adults wanting an immersive feeling of being a badass operator. GRW is played, for the most part, by kids and young people wanting to show off their cosmetics in their social media channels. We have gone from talking to ex military personnel to talking to Hollywood stylist personnel.
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  2. #22
    shobhit7777777's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    Correct me if I'm wrong but I distinctly remember that, at the time this game`s release, those "running down the hill" animations from the trailers weren't in the game.
    It took the community demanding them to be implemented as was shown in the trailers. Which would indicate to me that this game was meant to be even duller in the animations department than it currently is.
    Downhill running anims have been there since Day 1.
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  3. #23
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by shobhit7777777 Go to original post
    Downhill running anims have been there since Day 1.
    My bad. Thanks for the clarification.

    On the topic of particular animations; if in the future prone/urban prone to standing again prove to be challenging to the GRWs animation department, MGS5 has some beautifully seamless (albeit at times a bit too snappy for my taste) examples of properly animated humans doing it, and doing it right.
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  4. #24
    Originally Posted by El_Cuervacho Go to original post
    The thing is, in the case of GR or any tactical shooter for that matter, character animations need to not only be mechanically competent and visually appealling, but accurate to the way professional soldiers/operators move. One aspect that the first GR nailed back in the day.
    Certainly with a game as large as GRW, players aren't always in or expecting contact, so animations should be required to reflect at least those two states of alertness; "patrol ready" and "combat ready" (GR1's characters were in "combat ready" mode 100% of the time, as you were generally already in or expecting contact at the moment the player took control)
    Of course whilst some animations might be common to both sets, largely they'd differ substatially as trained professionals, let alone highly trained ones tend to move in a very particular and deliverate manner.
    All this to say that the GRW's studio should hire themselves some military advisors/mocap actors and provide their next, innevitable game in this franchise at least complete sets of lifelike animations that is up to their own standards.
    As I said earlier If they had used The Division's animations as a starting point for this game It would be perfect. I have no idea why they decided to change the character movements when they could've use GR:FS's movements and improved on them... When you think about it, this game doesn't feel like Ghost Recon... I miss the cover to cover system and some of the other things you could do in Future Soldier like barrel rolling and even being able to carry or drag bodies to hide them is something that they missed out on. There is so many ways they could rework the movements but I think it's too late for that since I think it's safe to say we can expect a new Ghost Recon game to be announced this year.
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  5. #25
    shobhit7777777's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    My bad. Thanks for the clarification.

    On the topic of particular animations; if in the future prone/urban prone to standing again prove to be challenging to the GRWs animation department, MGS5 has some beautifully seamless (albeit at times a bit too snappy for my taste) examples of properly animated humans doing it, and doing it right.
    MGSV is indeed an excellent example if not for the exact anims but how smooth and well controlled they are.

    I'd definitely like to see my Ghosts move like modern special operations soldiers.
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  6. #26
    The animations were definitely one of the most disappointing things when I saw actual gameplay.

    Definitely need mocap and solid vetting from consultants in GRW2/whatever.
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  7. #27
    Originally Posted by El_Cuervacho Go to original post
    My bad. Thanks for the clarification.

    On the topic of particular animations; if in the future prone/urban prone to standing again prove to be challenging to the GRWs animation department, MGS5 has some beautifully seamless (albeit at times a bit too snappy for my taste) examples of properly animated humans doing it, and doing it right.
    I can only agree with that. I still come back to MGS5 from time to time just to go around clearing areas and extracting soldiers... Sadly a lot was cut from the game because of Kojima being fired of Konami aka Dickbag inc. I thing MGS has probably been the spark for every other stealth game because of how good it was but I wish stealth/action games took more of the concepts from MGS since I don't thing we'll get anymore of them after MGSS
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