1.0 GC final scenario, To Kill A raven
After the very last scene, the camera switch to a higher elevation, and seems a little bit blurred
It was them alright
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1.0 GC final scenario, To Kill A raven
After the very last scene, the camera switch to a higher elevation, and seems a little bit blurred
It was them alright
http://img.photobucket.com/albums/v6...ps5d493bbf.jpg
there is no reason at all for the camera to switch to higher elevation
Earlier in the same scene there is the same camera angle to show all the people there cheering for you (plus a view from straight overhead). Just prior to the shot you posted your character looks over their shoulder smiling at the empty lotus strand. I would assume that if you have party members when you do the scene it is them that are standing there that you smile at and whom the camera would be showing in the final zooming out.
Oh...
What you are looking at is what we call a "cinematographic technique". The overwhelming majority of games and movies use various angles and perspectives to make the experience more dynamic and aesthetically pleasing than if you were watching a performance at your local theatre.
The only game I am aware of where the camera is from a character's perspective for most of the time is Super Mario 64, thanks to the Lakitu film team.
Sorry, but I'm calling a red herring.
Well, a friend suggest the same thing, just some camera play
But I think its worth a consideration, and make me leaning even more to the wild theory that is 'SE flop 1.0 on purpose'
I'm pretty sure that it is nothing more than a viewpoint to simply add to the cutscene. Giving a sense of closure or "THE END". Nothing more, nothing less.
http://i.imgur.com/fVESVm8.gif
Probably one of the flimsiest theories I've come across on these forums.
This is really grasping at straws, I'm sorry to say. This is an artistic form of storytelling, a classic if not cliche method of "wrapping up" by panning up and out, as the hero fades off into the "distant sunset".