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That would be amusing...Drunk-Cam and VR combined! Then we can have the Vive Hurl to go with Pac-Man Elbow and Asteroids Shoulder...
....Dead or Alive breast physics jiggle less than that camera.
Notice how it's constantly shaking and zooming in and out? Well my stomach certainly does.
I think SFDebris said it best in his review of Battlefield Earth. It's like the director had heard of the dutch angle sometimes being used by better directors, but he didn't understand the subleties of why, when, and how it was used and just decided to shove it into every single frame of the film.
Except replace 'dutch angle' with 'shaky cam'.
In NBSG it was in "every" f-ing seen, it basically became an irritant - wait for the wobble or zoom moment.
Yeah...and like I said, it takes a *lot* of extra work to produce that effect in CGI. Special people there...
Great if you like it, but you make it appear as if it is more realistic, while it is basically a camera trick to induce a feeling action. Your eyes don't zoom wobble, not even in air / naval combat.
Most realistic flight sims have smooth as baby buttocks movement, few if any have effects like buffeting or shaking to the extend it becomes hard to read your instruments, lose a wing or tail and you might lose control in a "violent" spin, but still no wobbles or zooms.
Again great if you liked the show and visual effects choices, but please stop emphasizing the realism part, cuz it aint so.
It is like FFB steering effects.
Anyway, it is all Felgercarp - lets hope the game lives up to the expectation, I am in line waving my wallet.
"This idea, the presentation of a fantastical situation in naturalistic terms, will
permeate every aspect of our series:
Visual. The first thing that will leap out at viewers is the dynamic use of the
documentary or cinema verite style. Through the extensive use of hand-held
cameras, practical lighting, and functional set design, the battlestar Galactica will feel
on every level like a real place.
This shift in tone and look cannot be overemphasized. It is our intention to deliver
a show that does not look like any other science fiction series ever produced A
casual viewer should for a moment feel like he or she has accidenth/ surfed onto a
"60 Minutes" documentary piece about life aboard an aircraft carrier until someone
starts talking about CyIons and battlestars.
That is not to say we're shooting on videotape under fluorescent lights, but we will
be striving for a verisimilitude that is sorely lacking in virtually every other science
fiction series ever attempted. We're looking for filmic truth, not manufactured
"pretty pictures" or the "way cool" factor.
Perhaps nowhere will this be more surprising than in our visual effects shots. Our
ships will be treated like real ships that someone had to go out and film with a real
camera. That means no 3-D "hero" shots panning and zooming wUdly with the
touch of a mousepad. The questions we will ask before every VFX shot are things
like: "How did we get this shot? Where is the camera? Who's holding it? Is the
cameraman in another spacecraft?
Is the camera mounted on the wing?" This philosophy will generate images that
will present an audience jaded and bored with the same old "Wow — it's a CGI
shot!" with a different texture and a different cinematic language that will force them
to re-evaluate their notions of science fiction.
Our visual style will also capitalize on the possibilities inherent in the series
concept itself to deliver unusual imagery not typically seen in this genre. That is,
the inclusion of « variety of civilian ships each of which will have unique properties
and visual references that can be in stark contrast to the military life aboard
Galactica For example, we have a vessel in our rag-tag fleet which was designed to
be a space-going marketplace or "City Walk" environment. The juxtaposition of
this high-gloss, sexy atmosphere against the gritty reality of a story for survival will
give us more textures and levels to play than in typical genre fare.
Editorial. Our style will avoid the now cliched MTV fast-cutting while at the same
time foregoing Star Trek's somewhat ponderous and lugubrious "master, two-shot,
close-up, close-up, two-shot, back to master" pattern. If there is a model here, it
would be vaguely Hitchcockian — that is, a sense of building suspense and dramatic
tension through the use of extending takes and long masters which pull the audience
into the reality of the action rather than the distract through the use of ostentatious
cutting patterns."
Every series did smooth camera transitions. RDM wanted to be different by making it seem like it was someone with a handheld camera trying to catch the action as it happened. I think everyone here has seen multiple instances of handheld videos where the camera operator could not hold the camera steady and made love to the zoom slider.