Strange walking animations?


(Damblo) #1

Ive been thinking about this for a long time, you know when you walk… Well your gun seems to wobble and bounce around alot. I dont really like the feel of games that do this such as BF BC2 (compared to a game like COD it is quite “bouncy”)

Any one know if they would have lowered it a bit since the trailers, assuming that was a beta version (because guns didnt have much recoil either).

So, do you people like this bouncy movement, or do you like plain walking animations like me. Watch any of the vids like container city, and youll know what im talking about.


(DoHo) #2

[QUOTE=Damblo;257519]Ive been thinking about this for a long time, you know when you walk… Well your gun seems to wobble and bounce around alot. I dont really like the feel of games that do this such as BF BC2 (compared to a game like COD it is quite “bouncy”)

Any one know if they would have lowered it a bit since the trailers, assuming that was a beta version (because guns didnt have much recoil either).

So, do you people like this bouncy movement, or do you like plain walking animations like me. Watch any of the vids like container city, and youll know what im talking about.[/QUOTE]

Ah yes. Something I noticed most on the Container City (part 1) video… The player barely moves forward, but the pistol moves around as if they’re running around. I also hope that from a 3rd person perspective people don’t appear to be sliding around or having that comical look like they’re running on ice with their legs moving about more than the amount of steps they take.

^Perhaps I didn’t explain that well, but I think someone will know what I mean.


(Bagnol) #3

I noticed this too and thought it didn’t look right. It’s hard to tell because of how the video keeps cutting and switching, and because when it goes to the first person view they’re usually firing or sprinting but in the Choir of Guns video it looked like the bouncing wasn’t there.


(LyndonL) #4

Bouncing is a little off putting at first, but when you’re actually playing you look past it in your scan (and a lot of players will disable the gun skin from what I’ve read on here…).

Everyone in the other thread is banging on about immersion: Try grabbing a machiine gun sized object or even a pistol and run around the house with it held out straight and see how well you squelch the bounces :smiley:


(.Chris.) #5

I seriously doubt they are the same people who want bob turned off.


(Gogeku) #6

I definitely not a fan of gun shaking / head bobbing, I really hope there’s not a lot of it, or there’s a function to turn it off.


(DoHo) #7

[QUOTE=LyndonL;257531]Bouncing is a little off putting at first, but when you’re actually playing you look past it in your scan (and a lot of players will disable the gun skin from what I’ve read on here…).

Everyone in the other thread is banging on about immersion: Try grabbing a machiine gun sized object or even a pistol and run around the house with it held out straight and see how well you squelch the bounces :D[/QUOTE]
Are you one of those die hard fans who can se no fault in Brink? =/

If I’m walking forward with a pistol my hand can stay pretty steady, check out the Container City video near the start where the player is looking around. He takes barely any steps yet the bobbing not only looks excessive, it just looks wrong.

As another poster up there said when you’re in action using iron sights and stuff it might not be a big deal, but in my experience excessive bobbing (when walking or otherwise) can also tie in to 3rd person movement animations (see my comments about running on ice).


(DarkangelUK) #8

I believe it was mentioned a while ago that the bob has been toned down a bit since those videos were released.


(Apples) #9

Doom had uber gun bobbing left right (with the pistol) and nobody complained about it right?

:smiley:

Well I’ll disable bob (head one) anyway, not sure about showing the weapon yet.


(LyndonL) #10

No, but I’m less picky about things than some people. As DAUK said, it’s been toned down. Look at the Choir of Guns footage. Sure most of it is weapons being fired, but there are a few strafes, and a few sprints where the bob is no worse than any other game. The only time bob is important is when the gun is firing, and its non-existant just about depending on the weapon in that footage.

The only large bob I saw was when the guy was sliding forwards, and if that’s not acceptable to you then I guess there’s no pleasing some people :slight_smile:


(Senethro) #11

If you remember, at the time SD said it was broken.

The old trailers really aren’t reliable sources of information anymore.


#12

Quake Wars has an option so you can turn the bobbing movement off when moving, cant see why they wouldn’t have the same option in Brink.


(tokamak) #13

BC2 is excessive, if you run you hold your gun in front of your face obscuring one third of your vision. It doesn’t make sense.


(Scip) #14

it s something you can usually turn on/off in almost every game


(tokamak) #15

Usually it’s the weapon turned off entirely. I’d like to see a weapon in front of me, or mistakes happen (wait I’ll revive you with this frag grenade), just not swaying in front of my face.


(DarkangelUK) #16

You can usually turn bob off in any game where you can turn the weapon off in the idtech games.


(BioSnark) #17

What Senethro said.

But if those are off hand then that’s unlikely to happen in Brink.


(Damblo) #18

I legitimately LOL’d


(beute) #19

I actually quite liked the movement in the first 3 gameplay videos ^^.

The pistol movement was a bit too much, but It looked pretty awesome once he switched to the assault rifle.
I thought it was kinda fitting, considering the games art style and all.
Like Paul wedgewood said in a video, “every detail would be exaggerated” and it would only makes sense if the same is true for that animation.

I hope there will be a config setting to increase it, if they infact have turned it down a bit.


(Damblo) #20

[QUOTE=beute;257829]I actually quite liked the movement in the first 3 gameplay videos ^^.

I thought it was kinda fitting, considering the games art style and all.
Like Paul wedgewood said in a video, “every detail would be exaggerated” and it would only makes sense if the same is true for that animation.
[/QUOTE]

If you look at ti that way it makes sense