- The hammer is not meant to be taken as a literal object, but rather as a stylized element; the comparison to a “container” is subjective and does not imply a design flaw.
- As for the size, it is an intentional artistic decision: a larger weapon emphasizes the silhouette and reinforces the character’s presence, which is common in this style of models.
- Regarding the walk, the movement is designed to remain consistent with the heavy armor he wears; if it appears “robotic,” it is actually a representation of the rigidity imposed by the equipment.
- As for the shoulder plate and the attack visual effect, these are minimal details that do not affect gameplay or the overall readability of the animation.
All in all, labeling it as a “mid-tier with stiff animations” oversimplifies the work, overlooking the artistic intent and the stylistic context.