[Sword Art Online Deux]
One thing that really struck me about the latest episode of
Sword Art Online is that they couldn't even manage to direction the
action sequences correctly, which is pretty weird when you consider that this should be one of the show's appealing qualities.
Now there are two major problems with the flashback battle sequence that are worth talking about. Firstly, the action that we do witness is shot in a way that's designed to hide the lack of animation and secondly the small sequence we do see played out doesn't even make sense.
Now, to my first point, a large number of shots in this sequence are close ups of weapons hitting each like so:
Notice in this scene with Asuna attacking an opponent we don't even see her hit him because it's shot from behind, again to save money. They just draw the 'effects' animation that would accompany a hit without actually animating one.
This is obviously done to give you a 'sense' that a fight is going on without actually having to stage the fighters in a location, display their attacks or say anything about what the battle really looks like. You don't even have to draw the characters fighting! Of course, at one point even that is too much effort so they just draw the
effects of the weaponry:
Thrilling. At one point we
do briefly get a shot of the battle itself and, well, you just need to see for yourself:
A truly
mesmerising mix of CG characters bouncing up and down like robots with sparks drawn over the top of them but not even draw
where fighters are hitting each other. They just slapped them on top of the CG haphazardly. Amazing work.
As you'll recall my second complaint was with the logic of an action sequence. Well here it is:
We're first shown a lone character, with one hit point remaining, surrounded by three other people:
For reasons unknown he manages to surprise one of the players:
And then, somehow, even though clearly by attacking one person he'd leave himself open for attack from two other people he still manages to get a free attack off on the second player:
Which clearly results in:
The last player, even though his opponent is one hit away from death, just rolls over and dies, I guess?
Which just leaves us with this:
One character has somehow over powered three others and the visual language of the action didn't convey how he did it
at all. What you'll notice if you re-watch the sequence is that as soon as the 'villain' starts to attack the 'heroes', we only ever see him attack one of them at a time and we also don't see how he moves from one person to the next in his attack. The camera is very tightly focused so that there's never more people in shot then villain and the guy he is killing. This makes it look like a series of three one-on-one duels.
This is a lie that the director is trying to feed you by shooting the sequence in this way. If the camera was stationed at a distance from this sequence where you could clearly witness the action you'd see a three guys waiting in turn to get killed even though they held the complete advantage.
This may all sound very pedantic but when I watched the sequence unfold it just didn't make any sense and that's because the director had taken serious shortcuts when laying out the scene. If you want to have one character best three you can, but then you actually have to stage an action sequence where he bests his foes through strength or speed or tactics, you can't just slap a bunch of shots of him killing people together in a sequence because it doesn't
make any sense.