Clive Thompson over at collision detection has spotted a very bad example of the "Uncanny Valley" rearing its ugly head (literally) in the trailer for the upcoming PS3 game, Heavy Rain, the sequel to Fahrenheit: Indigo Prophecy. The theory of the "Uncanny Valley", realized by Japanese robotics engineer Masahiro Mori, states that people's attitudes towards robots (or in-game characters) will become negative at the point at which the model is regarded as "almost human". Characters that lie within the valley are technically realistic, but their subtle differences compared to real humans freak us out.This trailer well and truly scrapes the bottom of the valley: the poor lip animation, the glazed eyes and the lifeless skin combine to make the model look like a mash-up of Sofia Coppola and a deformed porcelain doll (ouch!). Now that console hardware is capable of near-CGI quality graphics, game developers and artists better watch their backs if they don't want to unintentionally scare their customers. As for designers of horror games, they can quite happily add another tool to their belt.
[Via collision detection]
Update: added an extra word that restored sense to the sentence (and to life, the universe and everything).













(Page 1) Reader Comments
Reply
Reply
Reply
Make everyone an over the top cool characature of reality. Barely open character's mouths, ensure all girls have high squeaky voices, all males have extremely deep voices. The funny thing about the lip-synching in this video is that Valve have clearly done a better job with HL2, and their system is almost fully automated.
Most people play video games for escape. If they wanted to watch talking heads all day long the soaps are on at noon. I say the industry should stick with the caracatures for another 3 or 4 years until they've perfected the artificial human. Then they can spring it on us and scare the Bejesus out of us.
Reply
Other than that, the movement on the "chick", the facial gestures, the lightning effects, etcetera. It all looks very very realistic. In fact, the first 5 seconds of the video, I didn't know the trailer had started already! I thought it was a commercial or something until I realized that the lip synch was shit (ok, not shit, but again, needs improvement).
Like Killzone, it shows promise, except this looks a lot more genuine (i.e. not pre-rendered).
Reply
Let's not forget about gameplay though.
Reply
As it is now, most ultra-realistic human characters in computer games come off as robotic puppets. The entire face needs to be 'alive,' not just the mouth and the eyelids. It's like to think that better facial motion capture could fix this, but it really didn't seem to help with any of the characters in The Polar Express.
Reply
However, the movement of that character is extremely fluid and life like. Not only that, but when she pulled out that fantastic looking gun, you can really see the tension in her face.
This 'uncanney valley' is certainly an interesting theory, but who cares? It looks good, and I was intruiged by a trailer that was -just a woman talking-!
Reply
Reply
First, they try too hard in areas that didn't make sense... why did they add the camera wobble and bad framing/focusing? and when the 'character' spoke, her lips barely moved, and when they did it looked like the lips might fall right off her face. A little more attention to detail here would have really made a difference.
I understand the difficulties of making realistic eyes and skin. The light absorption, reflection/refraction of real skin/eyes must be very hard to recreate in a computer environment. Maybe because the lip-syncing was so bad in this video I didn't notice the skin textures... but I sure noticed those teeth (not even going there, yikes).
Maybe it's just my preference, but I would rather see a Buzz Lightyear/Woody type CGI character than something that "truly scrapes the bottom of the valley".
Reply
As technology advances, is it always necessary to push the unrealistic towards realism? At some point you have to decide to stay in the realm of fantasy or asymptote towards realism.
Think about it. How much more "real" can you make Mario without losing the intrinsic qualities of his face that we identify Mario with?
Being that it is not a goal attainable within the confines of modern console technology as it stands, I believe thats why Nintendo for so long took the "cartoonish" stance. For example, why it made Wind Waker cell shaded instead of more realistic. Maybe they have the right idea? You can't make Link more "real"; you can make a more realistic model and dress it the same and call it Link, but you still have to hope that consumers can make that mental association and transition between models. With Wind Waker, they did the opposite and still failed. ["Link isn't blonde!!!"]
Reply
That was disturbing to say the least.
Reply
So why comment so negatively on a project that's already really under-publicized?
For those who haven't played it, indigo prophecy was ace.
Reply
Thats not the problem here. We need fresh ideas
Please not another boring Cry-ad stupid namehere- generic shooter.
Give me those distorted grapichs any day.
If I was a dev, I would made this game ?Awful plastic surgery 2? this misshapen art style ? kinda like the Soundgardens Black hole sun video- would be perfect. ( soory 4 the poor english)
Reply
As for that video...the subtle gestures of her hands and the crossing of her legs was nice, but that girl showed waaaay too much teeth when she talked. She talked less like a human and more like Mr. Ed. I think they laced her gums with digital peanut butter.
Reply
That's because David Cage used motion capture. They didn't actually animate her movements. The facial expressions are very ugly though. Personally, I thought Cage's Indigo Prophecy was interesting, but it wasn't really a game. It was more of an interactive movie. And I don't think that's where we should be heading in games.
Reply
Reply
Reply
Reply
Reply
Reply
Remember Star Wars Episode I (and II and III)? Ick. Some of those scenes and characters were so poorly done (and yet they were meticulously created). You shouldn't be able to tell which characters are real and which are computer generated. If you can, don't do it. That's not "realisim."
Which brings us right back to video games. If you want realism, this is not the generation you're going to get it. True realism is actually capturing the complete factual nature of things as they are (or should be). I think it's a waste of money and time to try to achieve this with sub-par means.
Reply
I remember totally turned off by Final Fantasy X by them adding ridiculous voice acting and I got through that. Oh wait, no I didn't I never finished it. All the Final Fantasys before were better. I don't know where I am going with this anymore. Um, it was neat.
While I am semi-off-topic... (THREE HYPHENS! WOOOAH!)
Post #2: I really enjoyed the capitalization of "Bejesus." This is not sarcasm, I just thought it was funny. Like it's Jesus' not as well-known brother. That reminds me of the Life of Brian...
*trailing off into indiscernable non-relational thoughts... please continue*
Reply
Reply
Reply
Reply
Reply
This line just made my day. :)
Reply
http://ndeaa.jpl.nasa.gov/nasa-nde/biomimetics/Biomimetic-robot-Hanson.mov
http://androidworld.com/Hanson-Head.wmv
http://www.akihabaranews.com/en/news-11711-SDTV%3A+EveR-1+l+Actroid+Korean%2C+the+video.html
There is also a really cool japanese female android that I can't remember the link to - similar to Ever-1, but IMO better - if anyone has this I would like it.
Reply
To add to this, you see a flicker of light (that is supposed to be the tongue) but you never see the tongue when talking, it looks like a deep black hole. This also made the teeth stand out too much. Some items in the scene (frig magnets) apparently didn't run through the same lighting engine as the rest of the scene (notice how they glow). Her skin was way too smooth looking (light reflected and shined rather than being absorbed).
A few other things didn't work for me, like lake of breathing, some of the hair, etc....
And to answer one of the other questions, why did they use out of focus shots? It shows a state of mastery. Shooting something out of focus (esp. in an artistic manner) isn't simple in a digital age. Even more difficult is switching focus. When you see this in movies (esp animation Lion King pops into mind) the tech is saying "Look what I can do..."....
anyhow my two scents.
Reply
Reply
I'm freaking terrified.
I don't exactly agree with the "mash-up of Sofia Coppola and a deformed porcelain doll", I'd say she looks more like Penelope Cruz mixed with a blow-up doll with the mannerism of Jack Sparrow and a fistful of marbles in her mouth.
I won't be able to sleep for a year now. Thanks a bunch.
QuanticDream is the anti-christ of game developers, but it's nice of them to let us know that we should avoid the game even before a demo comes out.
They should do something like this for Omikron and Fahrenheit to spare me some of the pain.
Reply
Reply
Reply
It's weird how such a small thing, such as her upper lip never moving, can have such a profound effect on the viewing. Again, maybe it's because I want to love the game that I can forgive some of the other "Uncanny Valley" effects such as the skin and eyes.
But I will say that the fluid and mostly realistic movement goes a long way to making the character believable.
Reply
So what is the target platform here? Is it going to be real-time rendering with much happening in the background simultaneously? On older platforms (Xbox/PS2/GC) the limited resources could understandably cut down on the complexity of the facial animation model. If this is for PC/Xbox 360/PS3, there is far less excuse. Creating an engaging rather than subtly repulsive character is one of those improvements we expect from the next gen investment beyond prettier pictures.
Reply
Ever since I was a kid I was always more scared of the Carrousel of Progress and Hall of Presidents than the Haunted Mansion.
It's all fake talking dead guys anyway.
Reply
I agree with the lips problems, but other than that I found it very well made.
Reply
It's like watching Freddy Mercury in drag trying to audition for a role in serial killer flick.
Reply
Reply
True. Upgrading the visuals on a character like Mario is a tricky business. Especially since his proportions would be grotesque in real life. 'Better' and 'real' and two separate values. The visual style of Wind Waker let the artists express everything they needed in a cartoonish way that was nicely efficient on the resource side.
On the issue in #8, that is actually less of a problem than you may think. Lipsyncing engines can be tuned for different languages phonemes and voice tracks. Not an issue at all for realtime rendering. For pre-rendered stuff you just run the render again with the localized voice track to produce a separate final animation for that region. One you've got every scene rendered once to satisfaction it isn't a big deal beyond time on the render farm to do another run through for different voice tracks.
Pixars has been doing that kind of customization for a long time. One of the first examples was on 'A Bug's Life' where they produced a separate version of the movie for non-widescreen TV presentation. The cost was fairly small, especially since an editor didn't have to produce a pan and scan cut of the movie. As a result the viewers of the TV version lost something from the theatrical presentation but nowhere near as much as is normal for a movie 'shot' in widescreen being altered for 4:3 TV.
Pixar and other CGI productions have since gone on to do the same for foreign voice releases where the market was big enough to merit it. As machine time for high quality CG drops in cost it becomes a normal part of doing business. But it only has that merit if the facial animation was good in the first place.
Reply
...i think it's kind of a gyp. i see people all day every day. if i want to see ultraphotorealism in maximumm definition, i'll turn to my right and look at the soccer mom in the cubicle across from me.
...i look at games for different environments, different art styles.
...also... the incredibles was infinitely more believable than this 'heavy rain' tripe. she looks like an animated MANNEQUIN. kinda cool to watch, but c'mon: the lip animation is terrible, and the inside of her mouth is horrifying. her skin looks hard and, if you look closely, you see she moves like the tin man. her fingers are stiff and don't "rest" on anything.
...if developers would stop trynna wow us with ultrahypersuperduperphotorealism, maybe we'd bypass the "uncanny valley" and have actually interesting artistic styles instead of the hollow, soft-plastic skinned mannequins that populate games nowadays.
Reply
I think the theory is meant for Hyper-realistic characters such as Aki from FF:spirits within. I think that this females facial animation is actually pretty horrible. (not saying that these guys cant do better) But her mouth movements, way to subtle face movements added to her "teeth all the time" dialog doesn't scream Realistic to me.
Reply
Here is the real actresses page with an image on it. They used huge eyes because she really does have huge eyes. I think later on when they are actually doing the scene some of it can look really good. Still a long way to go though. Facial expressions would be helpful. If you notice though, any profile shot actually does seem to pull it across a little better.
Reply
Reply
Btw, I think it's meant to creep you out, even a little bit, à la David Lynch.
Reply
I like how they grabbed probably the ugliest frame of that video for the post.
Can anyone suggest a replacement site? A place that's about gaming as a source of fun rather than a topic for hating on?
Reply
This looks great!
If you compare that to Halo 2's in-game cinematics rendering, it's like night and day.
This whole thing is progressing much faster that expected.
Reply
"I like how they grabbed probably the ugliest frame of that video for the post."
Are you frikkin' kidding me? You're reeeeeeaally reaching now, aren't you?
Reply
Go to PS3fanboy.com
I'm sure you'll feel more welcome there.
Reply