rastex said:
Ya, I hear what you're saying, but it's incredibly difficult to find the right balance between good animation and quick response. I never played the game, but from what I've read Killzone was a more slow-paced and tactical game, so it makes sense the player felt heavier. Whereas PD0 seems to be a more arcadey game so they sacrifice that weight for faster responsiveness. It pretty much comes down to arcade vs sim just like racing games.
As for the enemies the animation can be substantially improved which dramatically increases visual fidelity without sacrificing any kind of gameplay. Half Life 2 is a great example of great NPC animation while having substandard Player Character animation (the whole floating camera thing really bothered me).
Yeah, response is a problem with certain games and would cause problems in something fast paced. Killzone is somewhat in the middle, but probably slower than PD0 will be. It was very well done, though. To the point where the simple act of reloading your weapon felt enjoyable. I actually think Halo did a pretty good job with it, to be honest. There are a few complaints that could be made, but the balance between quick response and smooth, "weighty" animation was totally there.
Half-Life 2 certainly did have "floating camera" syndrom (in addition to several weapons that just didn't feel good while in use). Doom 3, on the other hand, did both enemy and player animations very well. It felt quite solid. The AI routines were so simple, however, so it wouldn't work in every game (they had an almost arcade like design to them).
The worst for me would be the crazy flying weapons. FEAR has this problem, as did DeusEx IW. When moving, it seemed as if your arms were just flying around and caused the weapon to go crazy with bobbing motion. It's as if your weapon weighed like a few grams or something. A cardboard cutout. They would also snap it in and out when you were too near a wall.
It really is an art in and of itself. Nailing the feeling of a first person viewpoint can take a lot of work.
PD0 doesn't seem bad in that regard, but (as I said), everything seems to have that quick/jerky look to it. When she reloads her pistol, it just doesn't flow. The 3rd person additions really seem out of place as well. I'm sure we'll see some refinements of that, though.
I can't and won't judge enemy animation just yet, though, based on their statements.
I think the biggest improvement we've seen this year would be Frame City Killer. Oh ho ho, the E3 animation was a riot. Every foe would fly up in the air in the same unrealistic fashion. Looked totally ridiculous, but was good for a laugh.