But you can't look down and see your own legs. Which I think is actually a significant problem, because Portal involves a lot of careful positioning. Dishonored does this too! Argh!
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Not once have I played either game and wished I could see my feet. I've never really understood that complaint for anything but a few old and very platformy games. New stuff is a lot more friendly when it comes to ledge positioning.
I find it freakish and weird, like in HL2 when you're driving the buggy and there's pedals and a steering wheel and you can see right through the vehicle... but nothing's there. It makes me feel like I'm playing as The King of the Moon and using mind control powers to move around.
It isn't just about being able to see your feet, it's about the way your whole body and the camera itself animates. Mirror's Edge is a great example of how giving the player a body lent a great sense of physicality not normally present in first-person games. That game wouldn't have been as good otherwise.
Dishonored actually did a good job with the camera animation, but your arms look ridiculous the way they're fixed in place and clearly not attached to anything. It does break the illusion of being a person in the game world.
I just see it as another of those videogamey things that doesn't affect me in the least, even in the most immersive (for lack of a better word) games. Other examples: No hands to hold shit in HL2, practically every small object in Dishonored is baked into the geometry. It's nice when a game goes out of its way to break those conventions though!
edit: I think I just have a high tolerance for jank.
It honestly doesn't bother me in most games, but in games like Dishonored where you're playing this very physical character, I think it would add a lot.
I actually disagree with bVork about Portal, though, you can't have feet obscuring your view in that game, especially considering the frequency with which you have to shoot where you're about to land.
I really don't care much about the whole "disembodied head" thing, as it's a very minor aesthetic quibble. It does become noticeable on games with lighting effects where an enemy can project a shadow, but the player can't. It's even weirder in games with selectable viewpoints where in 3'rd person mode your avatar projects a shadow, but not in first person. I imagine it's more to do with resource management rather than lazy programming.
It's both. Making convincing first person animations is tough, and they have to be made specifically to be viewed in first person or it won't look right. Try looking for videos of Mirror's Edge or Dead Island in third person to see what I mean.
Unfinished as it is I think it gives a much better sense of the player character occupying actual space in the world than the armed camera box ever did.Most of the glaring flaws are because the torso generally doesn't move but they still animate the arms and legs as though it is. There's really not many animations which would be that out of place if the rest of the body had been "finished."Quote:
Originally Posted by epmode