29th March 2005, 3:13 PM
Whoever says that facial reactions dont add to the story is a moron. And cliche's are needed only because it helps people identify what they're getting in to. If you see a game cover with a muscle bound character holding a sword with a human head on the end of it you know exactly what you're getting in to. If you see a movie poster with Nick Cage running from an explosion, or a monstrous hand peeking from a shadow or even a cute couple kissing you have an instant identification with the story. That's why cliche's are popular and that's why they're still being made; Because they sell.
But facial action and reaction is probably the number one priority in visual story telling a side from camera movement and shots. In RE4, we expect Leon to make an "oh shit!" face when he's being attacked, if he didn't make that face, it would be dull and unnatural. If Ada didn't smile when she gives Leon the keys to the jetski it would not have had the same level of emotional impact.
Mario should be sad when he dies and laugh happily when he finds a star, Link should yell and grimace as he shoves the sword through an enemy or awe in shock as he sees GANON's castle for the first time. It not only lets us in on who the character is, it tells us what's going on and it brings us further in to the game or movie. Even the most subdued expression, such as Samus Aran narrowing her eyes right before she's attacked or the simple animation of Link's eyes looking around his environment speak volumes to the game player.
But facial action and reaction is probably the number one priority in visual story telling a side from camera movement and shots. In RE4, we expect Leon to make an "oh shit!" face when he's being attacked, if he didn't make that face, it would be dull and unnatural. If Ada didn't smile when she gives Leon the keys to the jetski it would not have had the same level of emotional impact.
Mario should be sad when he dies and laugh happily when he finds a star, Link should yell and grimace as he shoves the sword through an enemy or awe in shock as he sees GANON's castle for the first time. It not only lets us in on who the character is, it tells us what's going on and it brings us further in to the game or movie. Even the most subdued expression, such as Samus Aran narrowing her eyes right before she's attacked or the simple animation of Link's eyes looking around his environment speak volumes to the game player.