Oblivion

I appreciate big-budget sci-fi, but the story felt a bit too predictable and the expensive CGI setting was just kinda dull. I’d rather be watching Edge of Tomorrow than this.
I appreciate big-budget sci-fi, but the story felt a bit too predictable and the expensive CGI setting was just kinda dull. I’d rather be watching Edge of Tomorrow than this.
Another artsy Antonioni film, this time in color! This one seems to be all about desolation in a bleak, industrialized world. Every frame is composed like a masterful painting. The characters traverse factories, docks and beat up fishing shacks without any sort of plot to keep us interested. It has its moments, but it’s a bit too hoity toity for my tastes.
As January comes to a close, I am pleased to report that most of the new character sprites are in place. The player character was by far the most challenging character to animate, and technically I am still not done. I still need animations for using the paint gun and throwing grenades (two elements from the original game that I was hesitant to bring in to the new version). I also spent a good deal of time honing the final boss and his level’s unique game-play. I have to say the final level is looking pretty good, but it’s still seems too easy for me. That may just be a result of me having had to play it hundreds of times whilst in development.
There are still many many background elements that need to be created and animated, but I’m getting close to the next phase. Here is a brief preview of where the game it at now:
I might be going a little overboard with the particle effects, but right now I think they look great.
This might be the first of these James Bond novels that actually feels like the movies. There’s a megalomaniac villain with an island lair and a penchant for revealing all his plans in long monologues. What more do you want?