ALL shadows (that one ingredient in images that makes them look three-dimensional). It means that nothing looks quite right. It means that nothing is truly convincing. This is far from a minor complaint, this is the most major sort of flaw your image can have.
They shouldn't be just "getting the job done". They should be right.
Can you name a single truly memorable shot from these in-game cinematics? There are precious few, and the reason is that the visuals are good enough to "get the job done" but not good enough to truly get it right.
No. It's like saying that every paragraph in a book should have good rhythm when read aloud and the precise dramatic impact you want it to have (both by itself and in the context of the overall narrative).
OK, here you are quite mistaken. Not just about images but about the fundamental way in which our perception of them works.
Here's why:
Things in real life (like walls) indeed don't have less detail for the purpose of emphasizing things, they in fact possess far more detail than our brains process unless we actually look at these things with the intent to see what they are like, and even then they often possess more detail than our brains can process at once. Needless to say, this applies even more strongly to a whole scene. Ever wondered how many things around you do you actually notice on your trip to buy groceries? I am willing to bet that far from everything.
So, our brains are highly selective in processing visual information unless we consciously make them focus on it, and even then they often can't process everything at once. And this is something that greatly aids artists and imagemakers everywhere, since they don't need to recreate a facsimile of reality to create a convincing scene but rather reproduce convincingly the details that matter (the ones that tell our brain that the image is real).
If you look at this painting by Brom, for example, you will see that while the creature and the figure before the altar are quite meticulously rendered the background is far less detailed, but not less convincing, and even the creature itself relays on very specific visual elements to make it work, the shadows are emphazised and brought forward to your attention by the artist since they are those crucial details that create visual versimilitude:
All the details on which the artist really worked on in this image are the ones that make it convincing, anything that is not important doesn't get the same treatment, the level of detail is anything BUT consistent, and yet it's a realistic image.
Therefore quality in an image is NOT a matter of consistency in the level of detail (in fact it could easily lead the image to become an overrendered mess) but rather of a certain threshold of quality that has to be maintained in those crucial details that make an image convincing. That threshold depends upon the creator's skill as well as on the tools at his disposal. And what you're arguing here for essentially is inferior and more limiting tools.






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. Then again, who says she wasn't potentially showing (or feeling for that matter) those emotions at that particular point in the cinematic? Depends on your interpretation of that scene I suppose.