![]() You Get James Woods Right Now: If you pre-order the game right now, you get the James Woods operator pack for use in-game right now. It’s worth noting that the previous-gen version will still be playable on next-gen through backwards compatibility: it’s complicated. It’s unclear at this time what the price of the next-gen only version will be. If you want to upgrade to next-gen, that will be an extra $10. They seem like exercises of pure style, but they go so far that I find them headache inducing to watch for more than a few seconds.The Cross-Gen Version Costs More: As revealed earlier, the game will cost a standard $59.99 on Xbox One and PS4. I think style should never be used at the expense of clarity, because then it becomes noise.įor example, if you search YouTube for something like " Call of Duty edit" you'll find a community of people who capture footage from games like Call of Duty or Battlefield, then use After Effects to cut together montages with fancy transitions. ![]() For example, hard cuts feel more appropriate to a trailer about a serious subject matter than long dissolves and fades, because there's an immediacy and matter of fact feel to hard cuts, whereas fades feel more dreamlike. If it doesn't somehow fit into the feel of what you're making a trailer for, the editing style can take away. The other thing I would caution is adding too much style for the sake of it. But AAA games are a very known quantity which like movie trailers, get to flex some more creative editing muscles. I think this is one reason I tend to try not to dress up the editing of my game trailers very much. The risk of getting TOO stylish in a game trailer is you might convince the audience part of the editing style is reflective of the actual gameplay rather than the editor having some fun. I touched on this a little bit in a previous post about match cuts, but this video takes it to a whole other level through use of changing the footage's speed at transition points, camera moves, zooms, tracking movement, and I think there's some light masking in a handful of the shots. This is a great example of how matching edits on motion can create seamless transitions, and be hypnotic in its own way. In general, I dislike realistic war games because they make me feel gross to look at and play, but I can't help but find trailers like this incredibly entertaining to watch even though it's ostensibly doing the thing I find most distasteful about war games, which is to make war look "cool." But take a look at how this trailer syncs up gunshots to the beat for what amounts to a trailer saying: "We added new locations to Battlefield V."Īn advantage this video has is that there isn't really a discernible narrative which it's worrying about telling other than showing off some amazing images from Turkey, and syncing it to the music. Take a look at this trailer for Battlefield V. You pretty much have carte blanche to edit as you please, provided the editing doesn't become distracting or disorienting. This means things like quicker shots, syncing actions, sound effects and cuts to the beat, maybe some sort of motion graphics for flourish. Without the concern about teaching the audience what they're seeing, the trailer editor for these games mostly has to worry at about telling a story, but otherwise has free rein to use every editing trick in the book. At a glance, it's not difficult for people to understand what they do in these games. This also applies to games which are based on things people do in real life like: fishing, golf, racing, or cooking. It's easy to understand footage of a video game about shooting and fighting people or even jumping on platforms, because those mechanics are well trodden ground. For better or for worse, most AAA games tend to feature violence, and things which exist in the real world. This is the main reason AAA game trailers are edited the way they are. But what should a trailer editor do when the gameplay is easy to understand?Ĭlarity is probably the most important thing in editing, so when you're confident the footage and concepts are clear, that's when you get to focus on flourish and style! I focus a lot on how to make gameplay comprehensible in a trailer, because a lot of indie games' hooks are designed around new ideas and mechanics.
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