Well first off, good job to the both of you for getting this out so quick despite your extraneous circumstanced causing delays (it won't deduct points don't worry).
RedTimeZ
+ Pretty flashy and in your face beginning (strong start).
+ 0:07-0:11 was some well paced combat with a nice blizzard sequence at the end.
- The 'story' if you can call it that felt crammed at the end and didn't really add much to the animation, no context, nothing.
- The map is fairly bland, a tile, some pillars a sky and a statue of wolferian (which lacks the grainy stone texture). Would've been nice if you added some more objects and played around with it in the fight as well as some background objects between the sky and tiles.
- The perspective of the tiles aren't executed correctly. It looks to me that you either
squished it (the tiles aren't aligned either) or
skewed it. If you're using Animate CC, follow this
webm I made. Otherwise you can do it on an external program like Photoshop, GIMP or After Effects.
- The combat 0:07-0:11 was well paced but it was just looped combat
- While a lot of the fundamentals were fine, two stuck out to me as badly executed. One, which Azurector above me covered, was the physics. So I won't dwell on that since he said pretty much what I would have.
- The other which was the worst offender was the pacing. Throughout this animation there were mostly pauses, after the great into from 0:00-0:04 and then a weird pause for the flame kick that Alpha's OC did at 0:05 after the tatsumaki barrage felt unnecessary. What followed was great combat that was well paced up until the blizzard. Nothing much happened, shots were drawn out and it ended up feeling like 20 seconds of filler. You want to keep the combat flowing without breaks and you certainly don't want to draw it out if you want to improve this aspect of your animation.
Alpha
+ I got a chuckle out of how you implemented the rank system into your story, was a nice touch. Simple quests like these can do the job context-wise.
+ Your combat was really well executed pacing-wise. There wasn't any bit of slow-down and it flowed really well together making it energetic and exciting. This is pacing done excellently.
+ Slick choreography that was pretty nice and easy to follow.
- Sound design was pretty bland, add some whooshes before hits to emphasise the impacts of them.
-
Characters weren't aligned to the top of the floor. This isn't a perspective, it's a flat 2D floor so it's best to keep them at the top.
- The dialogue sequence was animated kind of blandly, I also felt this was put together real quick since there's a lack of movement or variation in poses on top of stale camera work... more on that later.
- The fake loading screen doesn't really work here since that's normally done if you want to replicate a video-game footage but it just seemed slapped in there.
- There wasn't any standout dynamic moments in your animation unlike with RedTimez's blizzard sequence. I'd like to see more 'oh shit' moments.
- The physics weren't well executed. You used a lot of 'triangle' jumps and the weight wasn't portrayed as well as I would have liked. Try using nested tweens for jumps and easing in movements as well as adding slight build up for larger and heavier hits. Check out this clip from
Neil's VOD review.
- The camera work really held this down. I mentioned before in the dialogue there were no close-ups, etc. to emphasise the static nature of it - it's also true for the combat. There wasn't anything to emphasise the action going on. It's always zoomed out and static in a single position until a quick shake happens that doesn't taper out. You really need to engage the viewer with tight camera work and include shakes for hits that are hard to emphasise them (or tweens, etc.) there's a lot of ways to go about it. Also, it's a bad idea to rotate the camera
like this if at all, so try to make an effort to avoid that.
Conclusion
I think it's clear that my vote goes to
Alpha. While he had a lot of things holding him down in regards to other fundamentals, the most important one to me, which I said earlier that makes or breaks a fight, i.e. the pacing, was very well executed. The combat didn't slow down and delivered on the mob battle a lot more better than what RedTimeZ attempted in my opinion. Regardless, good job for the both of you for getting this out there and for showcasing your stuff. Can't wait to see where you go from here.
Last edited Aug 16, 2019 7:52 PM
by Kayas
(3 edits)