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Simone Magus
Sep 30, 2020

by VideoGames

kazil posted:

Whatever you think about the film, that was a really awful cover of Smells Like Teen Spirit.

why in the world didn't they just use the already-existing and much-better Tori Amos version????

https://www.youtube.com/watch?v=h2YkdnrM3aw

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Midjack
Dec 24, 2007



Simone Magus posted:

why in the world didn't they just use the already-existing and much-better Tori Amos version????

https://www.youtube.com/watch?v=h2YkdnrM3aw

https://youtu.be/GBUWPHiU6BI

Snowman_McK
Jan 31, 2010

Sir Kodiak posted:

It feels like the people who shot the hand-to-hand combat scenes in this were working on a somewhat different movie than the people doing the CGI-heavy scenes. In the former, getting thrown into, like, a wooden door is a serious and dramatic impact for a character to take. In the latter, standing a foot away from an exploding jet engine just causes them to be stunned and knocked back a bit. There's some individually solid pieces of action in this, but the movie can't decide if people are humans who get cut and bleed and need stitches and ibuprofen or if they're indestructible cartoon characters. Either of which could be fine, but mixed together like this it's hard to know what the personal stakes are from moment to moment.

Given some of the stuff we've learned about how much of the action scenes is worked out by a previs company, there's a solid chance some of the big beats weren't even created specifically for this movie. Someone came up with a 'person jumping between falling wreckage shot' long before it was sure who it would be.

Robot Style
Jul 5, 2009

Previs is driven by the script and storyboards, so it's unlikely that there was a pre-existing Skydiving Through Debris sequence developed in isolation and then just slapped onto this movie.

There can definitely be a disconnect between CG-heavy sequences and stunt-heavy sequences, but I wouldn't blame the previs. Usually movies like this start with the director wanting to keep things consistent, but it takes a fairly disciplined director to keep it that way for the entire movie. With a stunt sequence, you more or less know what you're getting in-camera, and are limited to things that are physically possible. But it takes months to put together CG images anywhere close to the fidelity of live-action footage, and that's usually where the disconnect starts to happen.
Sometimes it's directors getting bored with PS2 quality placeholders, and sometimes it's test audiences responding negatively to unfinished VFX, but what usually happens is that "realistic" CGI sequences start to separate from the reality of the rest of the movie, and begin to break physical rules because people are concerned that the sequences aren't exciting as they were several months ago.

Some of it could be caused by the previs, of course. A director who's developing a sequence in previs is going to be seeing exclusively CGI images, so it's going to read more like a cartoon rather than real people with real bones to break. Once you see the same ideas rendered realistically, it becomes much more apparent that the characters involved should be dead from the stuff that's happening. By that point it's too late to change it though, so then the job becomes mitigation and paying lip service to suspension of disbelief.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
My favorite line is right at the very end
"Is everyone okay?"
"I'm obviously very injured."

And they they just keep going because yes, obviously, none of them are okay, that was a dumb question

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