Errr... What do you mean "two completely different things"? Both have metallic corridors, darkness, white electrical lighting. Yet if you really look at the WoL engine cinematic you'll see that the shadows are quite approximate and much more geometrical than in "Amerigo", they obey the laws of the in-game engine which however good and detailed are not quite realistic (a good approximation, but still obviously an approximation), while the fourteen years old pre-rendered cinematic while having much less detailed textures and (perhaps) even a lower polycount still ends up looking more convincing because it gets the lighting right, you don't have this sense of "approximate shadow" you get in WoL, the behaviour of light and shadow is much more intricate and coherent.
Case in point:
In-Engine WoL
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Old SC Pre-Rendered Cinematic
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I said "show", not "describe" or "mention".What I was (and am) saying is that modern in-engine cinematics still aren't as good as old pre-rendered ones (so if Blizzard would make a pre-rendered cinematic of a space battle in SC 1 quality I really wouldn't mind, as long as the imagery itself is good). Nor do they usually offer the freedom of pre-rendered cinematics since in-game engines are still written with specific kinds of images and atmospheres in mind, so any in-game cinematic is dependent upon that engine's strengths and weaknesses. While a pre-rendered one is made from scratch with a very specific effect in mind. The very mindset of creating a pre-rendered cinematic leads to better and more thought out imagery, even if the textures and models are not the crispest and most detailed out there. I never said that there absolutely can't be a pre-rendered cinematic with good dramatic imagery, just that I've never seen one. I certainly didn't blame anyone or accuse anyone of failure, or said that a scene cannot be portrayed unless portrayed photorealistically. You asked why not settle for an in-engine cinematic instead of a lower quality pre-rendered one? Well, once in-engine graphics will possess enough visual versimilitude to allow the artist to create as eloquent and deliberately composed shot as this (or any other sort of image the artist has in mind) without having to compromise due the engine's shortcomings and specializations I'll happily settle for in-engine cinematics:
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Perhaps, but I do know that if I want an image with a spaceship exploding next to another one, a sun in the background and perhaps several energy bursts zooming past I'll definitely have to deal with more than one source of light.






What I was (and am) saying is that modern in-engine cinematics still aren't as good as old pre-rendered ones (so if Blizzard would make a pre-rendered cinematic of a space battle in SC 1 quality I really wouldn't mind, as long as the imagery itself is good). Nor do they usually offer the freedom of pre-rendered cinematics since in-game engines are still written with specific kinds of images and atmospheres in mind, so any in-game cinematic is dependent upon that engine's strengths and weaknesses. While a pre-rendered one is made from scratch with a very specific effect in mind. The very mindset of creating a pre-rendered cinematic leads to better and more thought out imagery, even if the textures and models are not the crispest and most detailed out there. I never said that there absolutely can't be a pre-rendered cinematic with good dramatic imagery, just that I've never seen one. I certainly didn't blame anyone or accuse anyone of failure, or said that a scene cannot be portrayed unless portrayed photorealistically. You asked why not settle for an in-engine cinematic instead of a lower quality pre-rendered one? Well, once in-engine graphics will possess enough visual versimilitude to allow the artist to create as eloquent and deliberately composed shot as this (or any other sort of image the artist has in mind) without having to compromise due the engine's shortcomings and specializations I'll happily settle for in-engine cinematics:

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