Most superheroes are at
their best during action sequences.
Not exact matches
I have a lot of problems with watching movies in 3D, especially
action movies, and this was one of the few films in a while that actually held up
well during the
action packed
sequences.
The
action sequences and fight scenes in the first two acts of the movie are equally impressive in their staging, taking visual cues from sources that include Coogler's own grounded boxing scenes in Creed, as
well as many a James Bond film
during a nightclub
sequence right out of something like Skyfall.
Film editors Michael McCusker and Dirk Westervelt not only knit together the
action scenes effectively, they also maintain a
good sense of momentum
during the dramatic
sequences, and enable the few comic moments room to breathe.
In fact
during almost every
sequence of rock spurting
action I was impressed by the effects which also included some
good model work and
good matte paintings of the mountain.
The smattering of
action sequences during this portion of the proceedings fare
better than one might've anticipated as
well, with, in particular, one such moment possessing far more excitement and genuine thrills than anything contained within the first movie.
But renowned Hong Kong
action director Woo puts a striking new spin on the chaos, using lots of slow motion, freeze frames, and dissolves
during the many
well - staged
action sequences.
From actors who can be seen breaking into laughter
during takes, to the blatant delight with which Cate Blanchett purrs her lines and chews her scenery, to the exuberance of
action sequences, to the spirit of Thor himself, Ragnarok rollicks along, riding laughter and zeal to definitely the most fun Marvel movie, and possibly the
best one, too.
We have the Coliseum and the London Eye, but what really make the 3D work really
well is the
action sequences during the circus acts.
But, they stray from that formula a little too often and bog down the proceedings with unnecessary exposition and motivations that could be
best revealed
during action sequences and not by bringing everything to a pace - killing halt.
During action sequences, Quantum Break becomes a cover - based shooter granting the player three weapons in their pack, as
well as a whole host of time powers.
To be entirely honest, I'm still not entirely sure how I managed to finally sprint out from beneath the shadow of that winged terror and it was
during this section, as
well as maybe two others, that I felt that the game unfairly locked you into an
action sequence where you were at a clear disadvantage.
The original music particularly stands out for its energetic approach
during action sequences, making everything not only memorable and exciting but fun as
well.
Leveling up isn't the only way to improve attributes, as they can be enhanced
during conversations as
well as by simply performing
actions during combat, a design choice that gives more meaning to optional combat
sequences.