History Main / GoingThroughTheMotions

6th Jul '17 8:14:25 PM eowynjedi
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* ''VideoGame/FinalFantasyIX'' does this; during scenes, each textual box is accompanied by a gesture. Played on a loop. This leads to hilarity, particularly with Steiner, since he notably shakes his fists up and down in front of him or actually jumps and has a tantrum: depending on how long you can keep laughing/bear to watch, he can stand there jumping indefinitely.
** Similarly, Zidane will ''always'' go into his high-alert hald crouch position before a boss battle, even if there's a lengthy slab of exposition beforehand. Doesn't matter how long it takes you to read the text, he will be alert until the FightWoosh.

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* ''VideoGame/FinalFantasyIX'' does this; during scenes, each textual box is accompanied by a gesture. Played on a loop. This leads to hilarity, particularly with Steiner, since he notably shakes his fists up and down in front of him or actually jumps and has a tantrum: depending on how long you can keep laughing/bear to watch, he can stand there jumping indefinitely.
**
indefinitely. Similarly, Zidane will ''always'' go into his high-alert hald crouch position before a boss battle, even if there's a lengthy slab of exposition beforehand. Doesn't matter how long it takes you to read the text, he will be alert until the FightWoosh.


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* ''VideoGame/FinalFantasyXIII'' doesn't use this much in cutscenes, but each character has two idle animations they switch between if you leave your party standing one spot for a while. Lightning just switches which hand she has on her hip, but Snow will pound one fist into his hand, Hope will alternate between swinging his arms and tapping his fingers together like he doesn't know what to do with his hands, Vanille will crouch down to rest, etc.
6th Jun '17 1:25:51 PM Malady
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* ''VideoGame/GoldenSun'' is one of the more pathetic examples of this. Yes, it's a Gameboy Advance game, but when every emotional reaction is represented by ''jumping up and down''... There is even a scene in the first game where the two main-characters try to explain that the world is going to end and stuff by [[CrowningMomentOfFunny running around and jumping.]]
** Luckily they still have Emotion Speechbubbles.

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* ''VideoGame/GoldenSun'' is one of the more pathetic examples of this. Yes, it's a Gameboy Advance game, but when Basically every emotional reaction is represented by ''jumping up and down''...down''. There is even a scene in the first game where the two main-characters try to explain that the world is going to end and stuff by [[CrowningMomentOfFunny running around and jumping.]]
** Luckily they still have Emotion Speechbubbles.PictorialSpeechBubbles to express emotions with.


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* ''VisualNovel/Again'': Outside of small cutscenes, character portraits are often animated this way. such as with Detective Lane's does this occasional {{facepalm}}s and some instances of GivingSomeoneThePointerFinger.
20th May '17 1:58:49 PM nombretomado
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* ''ValkyrieProfile'' has a truly impressive number of unique situational sprites. There weren't more than a couple scenes that were made with stock poses. You could tell when crap was going to hit the fan by the use of Valkyrie's more emotional reactions or more dramatic poses.

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* ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' has a truly impressive number of unique situational sprites. There weren't more than a couple scenes that were made with stock poses. You could tell when crap was going to hit the fan by the use of Valkyrie's more emotional reactions or more dramatic poses.
30th Apr '17 2:04:34 PM nombretomado
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* The ''HarvestMoon'' series makes full use of character portraits during dialogue to to show emotion. However, ''[[VideoGame/HarvestMoonMagicalMelody Magical Melody]]'' took this trope to extremes with the characters moving wildly to express emotions such as embarrassment, joy, or panic, turning the characters into [[LargeHam Large Hams]]. While amusing at first, it gets old quickly. Other games like ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' and ''[[VideoGame/HarvestMoonANewBeginning A New Beginning]]'' tend to do this better.

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* The ''HarvestMoon'' ''VideoGame/HarvestMoon'' series makes full use of character portraits during dialogue to to show emotion. However, ''[[VideoGame/HarvestMoonMagicalMelody Magical Melody]]'' took this trope to extremes with the characters moving wildly to express emotions such as embarrassment, joy, or panic, turning the characters into [[LargeHam Large Hams]]. While amusing at first, it gets old quickly. Other games like ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' and ''[[VideoGame/HarvestMoonANewBeginning A New Beginning]]'' tend to do this better.
11th Feb '17 8:12:32 PM easytorememberhandle
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* ''VideoGame/DeusExHumanRevolution'' has expressive motion-captured body language and subtly-animated facial expressions... during the "social battle" conversations. In regular conversations, ''everybody'' has the same set of animations. Men will perform the downcast head-scratch, the sly chin-stroke, and the angry "cut it out" arm gesture. Women will clasp their hands, bobble their heads nervously and generally act like they're plucking up the courage to ask Adam on a date. Once you notice the reused animations, you can't ever ''not'' notice them.
26th Jan '17 7:55:46 AM Morgenthaler
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* Lt. Kirce James in ''VideoGame/CommandAndConquer 3'' acts exactly as the seductress example given above, shifting from one 'sexy' pose to another at the end of every... hang on, she's a ''[[BadBadActing real(ly terrible) actress]]''!
* Every character portrait in ''{{Starcraft}}'' has a few different motions they do while talking. This leads to people nodding about once every third word they say.

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* Lt. Kirce James in ''VideoGame/CommandAndConquer 3'' ''VideoGame/CommandAndConquerTiberiumWars'' acts exactly as the seductress example given above, shifting from one 'sexy' pose to another at the end of every... hang on, she's a ''[[BadBadActing real(ly terrible) actress]]''!
* Every character portrait in ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' has a few different motions they do while talking. This leads to people nodding about once every third word they say.



* [[VideoGame/StarcraftII Starcraft 2]] normally goes well, well out of its way to create realistic movements in pre-rendered and in-game cut-scenes alike, but most standard conversations display a surprisingly limited number of speech animations. Some, like [[spoiler: Valerian Mengsk]]'s tendency to raise his hand as he speaks, become painfully noticeable.

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* [[VideoGame/StarcraftII Starcraft 2]] ''VideoGame/StarcraftII'' normally goes well, well out of its way to create realistic movements in pre-rendered and in-game cut-scenes alike, but most standard conversations display a surprisingly limited number of speech animations. Some, like [[spoiler: Valerian Mengsk]]'s tendency to raise his hand as he speaks, become painfully noticeable.
14th Jan '17 10:12:46 AM nombretomado
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* Obviously present in most second-generation LucasArts adventure games:

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* Obviously present in most second-generation LucasArts Creator/LucasArts adventure games:
6th Dec '16 11:56:22 AM Scorpion451
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Pretty much the only time it's completely avoided is when the director is convinced that they are not making a game, but making a movie. At that point, all they can really do is hire a large amount of motion actors and hand animators, caffeinate them, and walk up and down behind them with a large stick threatening violence to them and their extended family if they fail to portray your grand artistic vision. [[VideoGame/MetalGearSolid Hideo Kojima]] favors this method. That or work for Valve.

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Pretty much the only time it's completely avoided is when the director is convinced that they are not making a game, but making a movie. At that point, all they can really do is hire a large amount of motion actors and hand animators, caffeinate them, and walk up and down behind them with a large stick threatening violence to them and their extended family if they fail to portray your grand artistic vision. [[VideoGame/MetalGearSolid [[Creator/HideoKojima Hideo Kojima]] favors this method. That or work for Valve.
29th Oct '16 1:45:11 PM nombretomado
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* ''GuildWars'' uses the built in emote system in order to make the animations in their cutscenes. Cutscenes for the later installments did have arguably better animation, and ''Nightfall's'' release ''did'' allow for basic lip-synching for all cutscenes, even those of the previous installments.

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* ''GuildWars'' ''VideoGame/GuildWars'' uses the built in emote system in order to make the animations in their cutscenes. Cutscenes for the later installments did have arguably better animation, and ''Nightfall's'' release ''did'' allow for basic lip-synching for all cutscenes, even those of the previous installments.
20th Oct '16 10:35:25 AM Ferot_Dreadnaught
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* XtraNormal videos, at least the ones made on the website, either don't let characters talk and gesture at the same time and use stock gestures, or the creators are [[TheyJustDidntCare too lazy]] to bother fixing their creation. Either way, any gestures made will be made after a comment is made, looking incredibly awkward.

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* XtraNormal videos, at least the ones made on the website, either don't let characters talk and gesture at the same time and use stock gestures, or the creators are [[TheyJustDidntCare too lazy]] lazy to bother fixing their creation. Either way, any gestures made will be made after a comment is made, looking incredibly awkward.
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