SHORT: Hitman Absolution: Chimera

dwyz

Active member
Hi guys :-)
Heres the short ive been working on for the last few months, thought i'd try my hand at a fan film, for the upcoming video game, Hitman Absolution.

I was pretty happy overall though hard going having to edit and write the soundtrack as well.
Not too happy with the cinematography, I seem to have trouble getting rich images.

Anyhoo, feedback from you guys would be invaluable as i'm suffering from complete lack of objectivity due to working on it too long :-) :zombie_smiley:

Thanks in advance.
 
Im fan of the game but IMO first - you need steadicam with wide angle to do film like this, also more dramatic rembrandt lighting would be better.
 
You said it yourself; the cinematography isn't really there. Mainly I'd say it's your blocking (or lack of rather) as well as the editing. I found it very odd to cut from a wide shot to a medium shot to a close-up, in a scene that would have done much better just staying on the wide shot. Take the scene with the man about to enter his apartment; For some reason you cut to a close-up of his keys in the lock - Even though his keys or the fact that the door was locked didnt play any significant part at all in the story to justify the shot.

One thing to try is thinking in key frames - To start off in one framing and end up in another through a camera move (tilt, pan, dolly, etc). For instance, you might have put the camera on a tripod, started off showing the guy walking (from a wide shot) up to the door and ending in that medium shot, then pan with his hand as he puts the key in the lock (ending in a shot of the key in the lock), and then panning back in time to see our beloved assassin do his thing. This would have incorporated all these different 'shots' into one 'uber shot' - And you'd be surprised how subtle and effective that technique is.

From a Hitman-fan's POV I quite liked it -- But the lack of silent and effective killing felt rather out of character (but then we all play the game differently right)
 
Thanks guys, appreciated, been thinking a lot about what you said Tolin, thanks for stimulating the ol brain cells :-)
 
I liked how you linked the action of killer to the actions of killer at home. Gave a strange discomfort to the piece. GO out and kill - at home just like anyone else.

Generally under lit, always been an issue in low low budget productions. Place your lights and use controls to create your shadows as opposed to under light so you still have shadows. Theres of course a lot more to it than that simple statement. A bit more direction to camera movement etc - just ensure what you do/dont have doesnt dictate how you tell your story. Maybe a little vague, but I could go on and on.

I have no idea about the game, never played it and have never seen it. But generally I thought your construct was pretty solid.
 
I was about to say that was freddiew's video, but then I checked and it wasnt lol. Good vid though man.

He even uses the same music you did for your hitman video, weird. If you made yours first you should contact him, that is too funny. Freddiew could have copied you.
 
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