New Horizon on 15/12/2009 at 16:41
Wow. I'll have to check out that film.
Melan on 15/12/2009 at 16:56
I already dropped a hint to my brother that it would make a splendid Christmas gift. :D
clearing on 15/12/2009 at 17:33
:thumb: Thanks for info, Dominus!
Tannar on 15/12/2009 at 19:37
Thanks for this excellent interview! :thumb:
demagogue on 15/12/2009 at 22:16
This was fun to read.
I agree that there are still innovative things to learn from the LGS experience and esp his point that so much art and cinematographic direction these days is just doing what's possible for its own sake rather than having a unique vision that contributes to your story and atmosphere. I so agree that so many games and movies are regurgitating tropes rather than making their stories a fresh and original experience.
Beleg Cúthalion on 16/12/2009 at 12:02
On the other hand, I wonder why no one has reacted to the statement yet according to which the many shadows were made to save time and not because it was some pure LGS vision (TM).
jtr7 on 16/12/2009 at 12:17
Because it was pure LGS, and it was a good thing. That comment was a pleasant surprise. It fits right in with how they did a lot with a little, and how what they pared the grand vision down to due to budget was a genius distillation. Too many films get hung up on worrying about facial expressions and doing them too stiff or over-selling them instead of realizing it isn't nearly as necessary to have faces visible as they think. In animation, actors don't need their close-ups for vanity, fame, and to sell themselves as a brand, and just the voice is more than enough, with physicality taking it even further.
Students crammed into an office breaking all kinds of rules on a smallish budget, making their own software, processes, and methodology, and creating something stripped down yet saturated and dripping with talent, heart, and soul.
When I saw you had posted, I had a feeling it would contain something wiseass-sounding.
Melan on 16/12/2009 at 15:42
Quote Posted by Beleg Cúthalion
On the other hand, I wonder why no one has reacted to the statement yet according to which the many shadows were made to save time and not because it was some pure LGS vision (TM).
They turned necessity into a virtue. That should be in the by the book definition of 'good design'. :cool:It is the same way how a darkish swordfighting game got turned into something about stealth and exploration.
Beleg Cúthalion on 16/12/2009 at 22:04
Quote Posted by jtr7
When I saw you had posted, I had a feeling it would contain something wiseass-sounding.
When I see any comment about LGS I have a feeling that it contains a lot of
ex post infatuation.
LGS has a vision and keeps true to it until the end. --- GREEEEAAAAT!
LGS has a vision but has to cut it down due to all sorts of economic reasons. --- GREEEEAAATT!
LGS guys mess around with a game which they cannot improve due to all sorts of economic reasons. --- FAAAIIILLL! Thank god they were not called LGS then.
The situation of limiting criticism of LGS to Metal Age robots at the most is alone a sign of missed impartiality. I mean, you cannot possibly be serious by adding even lucky accidents to the "grand vision" LGS idea.
This is a counterpoint post. (
http://www.ttlg.com/forums/showthread.php?p=1908642) I-know-I'm-being-ridiculous-but-you-really-are-capece? :p