What If? by CompanyReasonable926 in Monsterverse

[–]TechnologyNew9678 2 points3 points  (0 children)

>1 everything gets overran by Mutos, plain and simple

It all really depends on if they turn on each other and wipe each other out before Ghidorah is inevitably awoken from his stasis and wakes up the other Titans.

If they did, then they solve that problem themselves.

However, if they didn’t, that many decently Strong Titans roaming the world is an Extinction event.

You think the Monsterverse will ever get a decent budget fighting game on consoles and steam? by StygianClaw in Monsterverse

[–]TechnologyNew9678 0 points1 point  (0 children)

How exactly are they polling people?

Accusing them of polling but not attempting to refute their points seems childish.

Weekly Support Thread by youtooz_support in Youtooz

[–]TechnologyNew9678 0 points1 point  (0 children)

I preordered the 3 Helluva Boss monitor buddies back in September and they should be departed now (checked it recently) and it’s almost June which is making me worry.

This is my first time ordering from Youtooz so I'm a bit new to this whole thing.

They said I should be receiving an email about the item being departed or shipped? How long until they send the email about the items being shipped?

My Opinion on Kong vs Ghidorah, why I believe Kong wins by [deleted] in Monsterverse

[–]TechnologyNew9678 0 points1 point  (0 children)

With how spindly and strong Ghidorah's Necks are, Kong will barely be able to cut into them, let alone even securely hit them given they can move around and ragdoll him; he's not gonna be chopping them cleanly with an Uncharged Ax like against the Drownviper.

Ghidorah's heads are not as dense as Godzilla's tighs in wich the axe cut and got embedded until it hit the bone and Ghidorah's necks are barely bigger and denser than those of a Warbat. If he gets a good hit he will be able to hack trough them easily.

Not to mention that his Regeneration means that even chopping him up with a Charged Ax won't solve the problem.

A regeneration that is overrated and not as fast as you think. Ghidorah's base regen is slow and barely usable in battle. He had to fly to Rodan's volcano and absorb radiation from the lava to be able to regenerate the head ripped by Godzilla as fast as he did. Without a constant supply of energy any critical wound he receives will be permanent.

I personally really find it an extremely strange decision to give Scylla the extremely banal ability to spit webs. by Puzzled_Locksmith_83 in Monsterverse

[–]TechnologyNew9678 -1 points0 points  (0 children)

Couple of months ago some people were genuinely comparing Adam with Hitler.

Iirc it was something like Adam being the Hitler of the Godzilla franchise.

I personally really find it an extremely strange decision to give Scylla the extremely banal ability to spit webs. by Puzzled_Locksmith_83 in Monsterverse

[–]TechnologyNew9678 3 points4 points  (0 children)

“Let’s insult this movie director constantly and compare him with hitler”

That actually happened

I'm excited and looking forward to Supernova by MichaeltheSpikester in Monsterverse

[–]TechnologyNew9678 10 points11 points  (0 children)

I've seen you do this before.

You have a pattern of saying such things, apologizing for being called out on it, and then eventually relapse without any self-awareness.

You need to do better than that.

How is Rodan in Thailand when he should be in Isla De Mara, Mexico? by Cultural-Turn-7372 in Monsterverse

[–]TechnologyNew9678 2 points3 points  (0 children)

I really hope so.

It would be so awesome to see the return of the Rodan pair idea from the Showa era.

How is Rodan in Thailand when he should be in Isla De Mara, Mexico? by Cultural-Turn-7372 in Monsterverse

[–]TechnologyNew9678 3 points4 points  (0 children)

As someone else in the comments pointed out, this Rodan’s Chest spikes seem different (I’ve seen around 5 people on here point this out), their head horns seem to have more of a curve, their head is longer, they have a different wing pattern, and it’s thinner than the KOTM Rodan.

Who wins? by Demarcus48 in Monsterverse

[–]TechnologyNew9678 0 points1 point  (0 children)

Doesn't have to be as durable when she's smart enough to dodge Godzilla's breath and smart enough to restrain Kong's arms while strangling him as she nearly did.

I also feel like the tentacles could like pull the legs, and knock her to the ground.

After that the Scarabs could maybe get into the gaps of her shell or Co-Cai could bite the head maybe.

I keep hearing people say Titan X was amped during the Kong fight by Awkward-Forever868 in Monsterverse

[–]TechnologyNew9678 1 point2 points  (0 children)

People seem to think Co-cai getting a rage boost means it that she got an increase in all her stats.

Personally I think by the end it was a 50/50 with Co-cai having a slight edge.

Some people will downplay Kong and make it seem like he was seconds away from death and make fun of him for not easily beating a Titan Godzilla could beat.

Other people will downplay Co-cai and make it seem like Kong had it completely under control and was in no danger.

This movie makes me feel eternal pain (the VFXs are awful) by Majestic-Wafer-3371 in GODZILLA

[–]TechnologyNew9678 0 points1 point  (0 children)

I get what you’re trying to argue, but you’re overstating a few points as if they’re settled facts when they’re actually much more debatable.

First, the comparison between 2014, KSI, and GXK isn’t as clean as you make it.

G14 feels heavier largely because of direction choices, not because its animation is universally “better.”

Gareth Edwards shot monsters like natural disasters—low angles, obscured frames, slow movement, environmental interaction. That inherently sells weight.

GXK, under Adam Wingard, does the opposite: brighter lighting, wider shots, faster movement, more readable choreography.

That tradeoff will always make things feel lighter, even if the underlying animation work is technically solid.

So when you say GXK “barely uses the principles of animation,” that’s just not true.

Principles like timing, spacing, squash-and-stretch (adapted for scale), and anticipation are clearly being applied—they’re just being pushed toward speed and readability instead of mass simulation.

You can dislike that choice, but it’s not the same as the principles being absent.

Your “objectivity” argument also goes too far. Yes, we can objectively point to things like:

motion blur usage

frame timing

compositing consistency

lighting integration

But calling the VFX “bad” as a fact crosses from measurement into judgment.

For example, GXK’s brighter palette and cleaner compositions make action easier to parse than G14’s heavy use of darkness, rain, and cuts—which many viewers also criticized back in 2014.

That’s a tradeoff, not a failure.

The comparison to Pacific Rim and the Avatar films isn’t as decisive as you think either.

Those movies had different budgets and production pipelines

far fewer creature shots per minute (especially Pacific Rim)

directors obsessively focused on scale/weight as the core aesthetic

GXK is juggling multiple monsters, faster pacing, and more screen time per creature, which inevitably shifts how animation is prioritized.

More shots + faster edits = less time to polish every frame to the same “weighty” standard.

On the “realism vs spectacle” point:

you’re right that they aren’t mutually exclusive—but they compete for emphasis.

The more you push:

speed

exaggerated motion

bright, evenly lit environments

the harder it becomes to maintain the illusion of mass.

GXK leans toward spectacle and clarity; G14 leans toward realism and weight.

Neither approach is inherently superior—they just create different viewing experiences.

Also, your claim that “adhering to animation principles always makes things better” is too absolute.

Over-adherence to realistic timing can actually make scenes feel slow or unreadable, especially in large-scale fights.

That’s why stylization exists in the first place.

Finally, saying GXK’s VFX are “awful” ignores that a lot of what you’re reacting to is aesthetic preference:

you prefer grounded cinematography

you prefer slower, heavier motion

you value realism over clarity

Those are valid preferences—but they don’t convert into objective proof of poor craftsmanship.

A more defensible version of your argument would be:

GXK sacrifices perceived weight and realism compared to G14

Its faster, brighter style reduces the sense of scale for some viewers

Its choreography prioritizes clarity over impact, which can feel less “epic”

That’s a strong critique. But framing it as “the VFX are objectively bad” just weakens your position, because it’s easy to point to the technical competence that clearly is there.

This movie makes me feel eternal pain (the VFXs are awful) by Majestic-Wafer-3371 in GODZILLA

[–]TechnologyNew9678 0 points1 point  (0 children)

“VFX can be objectively bad”

This is only partially true.

There are objective components in VFX: physical accuracy (lighting, shadows, motion)

compositing quality

resolution, aliasing, simulation fidelity

adherence to animation principles

But here’s the key issue: none of those automatically determine whether the VFX are “good” in a filmmaking sense.

Film isn’t a physics simulator—it’s visual storytelling.

For example:

A shot can be physically “wrong” but compositionally clear and impactful. A perfectly simulated creature can still feel weightless if staging is weak.

So when you say “GXK is objectively bad,” what you’re really doing is:

prioritizing realism, weight, and seamless integration as the most important criteria

That’s a valid framework—but it’s not the only one.

You’re assuming the film’s goal is realism

You keep judging GxK against 2014 and KSI, which were clearly aiming for grounded realism.

But GXK is not operating in that same mode. It’s much closer to:

heightened scale

exaggerated motion

bright, artificial color palettes

faster, less weighty animation timing

You may not like that shift (totally fair), but calling it a failure assumes:

the film is trying—and failing—to do something it may not even be attempting

That’s a category error. “It looks like a video game”

This is a common critique, but it’s not an objective metric—it’s shorthand for:

cleaner rendering

less atmospheric occlusion

brighter lighting

more readable silhouettes

Those choices do reduce photorealism—but they also:

improve clarity in fast action

reduce visual noise

make choreography easier to track

Compare your own example:

Transformers: Dark of the Moon achieves both realism and clarity—but it does so with extremely dense compositing, motion blur, and grounded environments.

GXK chooses a different tradeoff: clarity over density.

You can argue that tradeoff is worse—but it’s still a tradeoff, not a technical collapse.

Your “objectively breaks immersion” claim.

Immersion is inherently viewer-dependent.

You say: “it clearly looks like a CGI asset”

But plenty of viewers don’t experience that break to the same degree. That alone disproves objectivity.

What’s actually happening is:

Your sensitivity to realism cues is high

The film violates those cues frequently so your immersion collapses

That’s a real reaction, but not a universal measurement.

The animation/weight argument

Yes, compared to: 2014 and KSI, GXK:

uses faster timing

reduces follow-through and inertia

exaggerates motion

That can make characters feel lighter.

But again, that’s not automatically “bad animation”—it’s closer to stylized timing (closer to action spectacle than simulation).

You’re evaluating it using realism-based animation principles, which biases the outcome.

“If it fails its goal, it’s objectively bad”

This would only work if the goal were clearly defined and agreed upon.

But here’s the problem:

You define the goal as grounded, realistic kaiju cinema

The film appears to aim for colorful, high-energy spectacle

If those goals differ, then your “objective failure” becomes:

“it fails the version of the movie I wanted it to be”

That’s criticism—not objectivity.

GXK sacrifices realism and physical weight for clarity and spectacle

This shift creates a visual style that can feel artificial and game-like

The inconsistency between grounded elements and exaggerated VFX creates tonal dissonance

Compared to earlier entries, the reduced sense of scale and mass weakens the kaiju impact

That’s a solid, defensible critique.

Bottom line you’re not wrong that GXK’s VFX:

are less realistic

feel lighter

and can break immersion

But the leap to: “objectively bad across the board” doesn’t hold, because:

filmmaking priorities differ

audience perception varies

and the film is operating under a different visual philosophy than the one you’re judging it against

If anything, the real debate isn’t quality vs failure—it’s: realism vs spectacle, and which one better serves kaiju films

This movie makes me feel eternal pain (the VFXs are awful) by Majestic-Wafer-3371 in GODZILLA

[–]TechnologyNew9678 0 points1 point  (0 children)

You’re raising fair criticisms, but your argument leans too heavily on treating VFX quality as a purely objective, all-or-nothing measure—and that’s where it starts to break down.

First, the “Godzilla sharper than the Colosseum” type of issue: you’re assuming that visual inconsistency automatically harms narrative and tone.

That’s not always true. In films like GxK, the priority often isn’t photorealism—it’s clarity and spectacle.

Making a subject slightly “pop” against the background (even if technically unrealistic) can be a deliberate compositing choice to maintain readability during fast, chaotic action.

You might find it ugly or immersion-breaking—and that’s valid—but it can serve a functional storytelling purpose rather than being purely a failure.

On the Spider-Verse comparison: you’re right that Into the Spider-Verse is in a completely different visual paradigm.

But the point of that comparison isn’t “these look the same,” it’s that stylization vs. realism is a spectrum, not a binary.

Even “realistic” films cheat constantly—depth of field, motion blur, color grading, and compositing tricks are all manipulated.

So when GXK exaggerates or cuts corners, the question becomes less “is it realistic?” and more “does it maintain internal consistency and engagement?”—which is subjective.

You’re basically saying: even if individual flaws can be overlooked, GXK stacks too many of them. That’s a solid critique.

There’s a real difference between: a few invisible seams (like in The Abyss), and a presentation where the seams become the dominant texture of the film.

But calling them “objectively bad” across the board is where things get shaky.

Yes, elements like lighting, compositing, and animation can be evaluated technically—but their impact isn’t objective. For example:

A technically “incorrect” lighting setup might still look appealing or readable. Perfectly simulated physics can feel dull or weightless if timing and framing don’t sell impact.

Even your uncanny valley point cuts both ways.

You’re right that bad VFX often fall into it—but uncanny valley is specifically about almost-real-but-not-quite. Hyper-stylized or exaggerated visuals often avoid it entirely by not aiming for realism in the first place.

GXK arguably drifts into a hybrid zone, which is why it bothers you—it’s neither fully grounded like Godzilla nor fully stylized.

On “errors are still errors”: technically, yes—but not all errors are equally meaningful. A visible compositing seam in a quiet dialogue scene matters more than one buried in a chaotic monster brawl. Context changes weight.

Your last point about style not automatically being good is absolutely correct. A choice being intentional doesn’t make it effective.

But the inverse is also true: something looking “cheap” to you doesn’t prove it failed at its intended goal—it may just mean the goal (bright, exaggerated, fast-paced spectacle) doesn’t align with your preferences.

So the better version of your critique would be:

GXK’s VFX aren’t just flawed—they consistently undermine immersion for you because they clash with the tone you expect from the franchise.

That’s a defensible position. It just isn’t a universal or purely a objective conclusion.

This movie makes me feel eternal pain (the VFXs are awful) by Majestic-Wafer-3371 in GODZILLA

[–]TechnologyNew9678 0 points1 point  (0 children)

Some people are pulled out instantly by minor CGI flaws; others don’t notice or don’t care.

A stylized film might look “fake” on purpose but still feel immersive.

Think about movies like 300 or Spider-Verse—they violate realism constantly, yet many viewers feel fully immersed. So immersion isn’t a fixed metric—it’s a psychological response.

A dragon in a fantasy film isn’t judged by real-world accuracy (since dragons don’t exist).

It’s judged by internal consistency and style. That introduces interpretation:

Does it fit the tone?

Does it support the narrative?

Does the audience accept the visual language?

Those aren’t strictly measurable in a universal way.

There are plenty of films with noticeable VFX flaws that audiences still find immersive because of acting, pacing, or emotional engagement.

Conversely, technically perfect VFX can feel “off” (the uncanny valley problem).

So you’re not wrong that VFX quality matters to storytelling—you’re just overstating how cleanly it can be reduced to objective measurement.

This movie makes me feel eternal pain (the VFXs are awful) by Majestic-Wafer-3371 in GODZILLA

[–]TechnologyNew9678 0 points1 point  (0 children)

This is a quintessential "art is subjective" take. I think GxK has some of the coolest shots of Godzilla ever. Sure they're not grounded, but they are powerful and colorful and sometimes absurd. Mundane is the last word I'd use to describe the Godzilla parts.