Quote Originally Posted by Magnus View Post
I agree that the robots are visually 'busy', but I suspect that that was intentional. It showcases the robots' complexity and reminds us that these are large, complex machines, as opposed to the boxy, inflexible G1 designs from Marvel/Sunbow.

In the same vein, the odd, gangly proportions and angular, complex faces reinforce the point that these are alien robots. That's probably why the faces are hard to 'track' in fast action sequences. It's easier following faces in general during longer or 'calmer' shots, and to the filmmakers' credit, action shots are easier to follow in the sequels.

The other thing is that the complex designs mean the character models have a lot of freedom of movement without joints 'cheating' or solid parts stretching or flexing. How many times in G1 or Beast Wars have we seen joints 'float' or solid pieces warp or twist to allow a character to move?
These are the exact things that I find appealing about the movie bots. I like the complexity and their alien forms. This was particularly drawn into focus for me in AoE when you compare Bee's "classic" face to the faces of Drift, Hound and Crosshairs. They're all basically just humans with faces made out of metal. Bee actually looks like a robot alien.

I don't think the solution is necessarily to just give them human faces like in AoE. As long as you can give them clear and distinctive features without too much visual noise and complexity. I hate to say it, but the Twins are a good example. As awful as it was, you could definitely tell you were looking at faces.

Distinctive colour identification of characters makes a big difference in action shots. It's just a shame that they didn't do with the AOE dinobots what they did with the toys (obviously it would have to be toned-down for the screen).