https://www.youtube.com/watch?v=ohRo80URuMo
Hello!
I'd like to preface this by saying that I appreciate the cinematic/narrative director at Alkemia has their own preference on how this should work, and ultimately, it's up to the team on how they want to progress. I'm just sharing my thoughts as someone who works in the film industry, with regard to camera work.
So one thing that really threw me off during the Nyras demo, was the jumping between medium and close shots of characters during dialogue. Typically, medium statics are great for allowing the audience to ground themselves in the scene and let the actor (or NPC)'s body movement help sell the voice.
In the Remake, it appears that after every single sentence the camera changes to a new camera shot. As you can see in my video, the initial conversation with Diego goes through 4-5 transitions, based on sentence ends. His "All clear?" means we get jump from an extreme close up, to a medium shot, to a wide shot in a matter of 2 seconds. It's quite disorienting as a player/audience.
In Gothic 1 and 2, we see that the dialogue stays at the standard static wide/medium, often looking at the speaker from the OTS (over the shoulder) view of the listener. The camera also stays the same regardless of how many lines of dialogue the NPC is delivering, which means we can focus on the dialogue.
Anyways, I'm not sure this is something the team can fix @abstract shale this close to release, but perhaps there is an option to before then!
Cheers
Comparing the camera-dialogue work in the Gothic Remake (Nyras Demo) to that seen in Gothic 1 and Gothic 2.
