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From Mark Brown on melee finishers
Resident Evil 6's punch finisher sells impact through four animation phases. The finisher has a huge wind-up, a very quick strike, a pause on impact and a long recovery. Together these make the hit feel crunchy.
The strike snaps to the target so fast that frames can be cut. The freeze on contact is brief, and the long recovery shows the hero committed to the blow. Mark Brown cites it alongside God of War 3's slow-motion wind-up, Ryse's frame-cut strikes and Transformers' three-frame impact hold. Quote: "Huge anticipation".
Its finisher has a huge wind-up, a very quick strike, a pause on impact and a long recovery, which makes the hit feel crunchy.
Resident Evil 6's punch finisher sells impact through four animation phases. The finisher has a huge wind-up, a very quick strike, a pause on impact and a long recovery. Together these make the hit feel crunchy.
The strike snaps to the target so fast that frames can be cut. The freeze on contact is brief, and the long recovery shows the hero committed to the blow. Mark Brown cites it alongside God of War 3's slow-motion wind-up, Ryse's frame-cut strikes and Transformers' three-frame impact hold. Quote: "Huge anticipation".
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