The Assassins Creed series uses Timing with great precision and success in it's fight scenes. Each blow delivered by Etzio/Altair is pin pointed to affect the victim in a certain way, and it is the chaining of such blows together which makes some moves so poetic;
Unlike the mis-match of jolty and almost 'stiff' movements of 'Bayonetta' as she fights adversaries;
The fighting style does seem to be more Pose to Pose animation style, with very little in-between. Whereas the Assassin's style of conflict is far more fluid and suggests more work has been concentrated on everything between each pose as well.
As for Appeal, Creed has a distinct style and setting to its games. The games have become iconic, and thus their appeal is great. For me, the detailed towns and cities of Tuscany were the biggest draw, and meant that every cut scene was appreciated, every viewpoint enjoyed.
A bad example of appeal would be a game such as; Metro 2033. I found the game trailer didn't really give any information about the plot of the game, or what game play would be like bar a lot of explosions and the hint of radiation being a problem. Therefore it did not sing the game's praises and was not appealing.
Another bad example of Pose to Pose animation would be the PS2 game Genji; Dawn of the Samurai - see below;
I found it quite hard to find examples of Slow In Slow Out, but I thought this Burnout 3 trailer featured a lot of high speed movement towards and away from the camera angle which utilises Slow in Slow Out.
Another great example showing speed through Slow In Slow Out ; Forza 4 Trailer (0:23-0:26) Great setting to music too as it happens!
The fighting style does seem to be more Pose to Pose animation style, with very little in-between. Whereas the Assassin's style of conflict is far more fluid and suggests more work has been concentrated on everything between each pose as well.
As for Appeal, Creed has a distinct style and setting to its games. The games have become iconic, and thus their appeal is great. For me, the detailed towns and cities of Tuscany were the biggest draw, and meant that every cut scene was appreciated, every viewpoint enjoyed.
A bad example of appeal would be a game such as; Metro 2033. I found the game trailer didn't really give any information about the plot of the game, or what game play would be like bar a lot of explosions and the hint of radiation being a problem. Therefore it did not sing the game's praises and was not appealing.
Another bad example of Pose to Pose animation would be the PS2 game Genji; Dawn of the Samurai - see below;
I found it quite hard to find examples of Slow In Slow Out, but I thought this Burnout 3 trailer featured a lot of high speed movement towards and away from the camera angle which utilises Slow in Slow Out.
A terrible example of Slow In Slow Out is the way that the ping pong ball in ping pong does not seem change in shape or size even though it is quite clearly moving across the table and back and forth between two players. This is but the tip of the iceberg for the lack of considerate animation in Wii games, though this example is enough for what I want to illustrate;
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