Search Results
6/26/2025, 8:34:06 AM
>>713682404
>>713682493
It's the typical nu-Hollywood mentality: gotta unmask and highlight the "heroes" mugs 24/7.
If you look around, you even see these zoom zoom polaks DEFENDING the lack of stark shadows and the overall shitty cinematography in the de-make, saying shit like "lol stronk shading equals amateur film making! SH2 was never good, so we fixed it! :^)"
>Do these people know you can use the lighting to tell your stories?
They unironically do not.
You have to remember: this generation was born and raised by the CGI-only Marvel slop, that was completely made in greenscreen. No actual lighting whatsoever, just as flat shading as possible, because that shit was then projected into a 3D computer scene.
>compared to the original, it looks like shit and is terrible at environmental storytelling.
That's exactly what it is.
And it's not just the cutscenes either, as the IN-GAME cinematography took arguably the biggest hit. Since everything is constantly in over-shoulder view (essentially an FP view with a guy's back projected on top), you never get fancy camera angles and natural highlighting of important stuff using scene composition, color coding and lighting. In their place are sterile, empty rooms and button prompts.
>>713682493
It's the typical nu-Hollywood mentality: gotta unmask and highlight the "heroes" mugs 24/7.
If you look around, you even see these zoom zoom polaks DEFENDING the lack of stark shadows and the overall shitty cinematography in the de-make, saying shit like "lol stronk shading equals amateur film making! SH2 was never good, so we fixed it! :^)"
>Do these people know you can use the lighting to tell your stories?
They unironically do not.
You have to remember: this generation was born and raised by the CGI-only Marvel slop, that was completely made in greenscreen. No actual lighting whatsoever, just as flat shading as possible, because that shit was then projected into a 3D computer scene.
>compared to the original, it looks like shit and is terrible at environmental storytelling.
That's exactly what it is.
And it's not just the cutscenes either, as the IN-GAME cinematography took arguably the biggest hit. Since everything is constantly in over-shoulder view (essentially an FP view with a guy's back projected on top), you never get fancy camera angles and natural highlighting of important stuff using scene composition, color coding and lighting. In their place are sterile, empty rooms and button prompts.
Page 1