In cut 08 the soldier walks towards camera (tracking with), readies his weapon and fires. We’ve added a 3-point tactical sling to the weapon design, and included a chambering action prior to the trigger pull. While he still fires into the extreme foreground, we’ve moved him a few degrees off the perpendicular to avoid covering the action with the muzzle blast.
C09 is an insert cut to show the first reaction of the Patient as the bullets slam into the air before his face. It’s a very fast cut (starting as it does with the weapon already firing) and pushes the camera back very fast to help sell the impact and allow room for his arms to swing up into the air before him
C10 is one of the only cuts where we maintain a camera perpendicular to the action, for a couple reasons. As the primary intention of the cut is to illustrate sustained fire with a closing gap, a straight angle that clearly shows the space between the characters is most effective. In addition there’s a few tricks we’ll be able to use to save resources that won’t work as effectively at a sharper angle.
We also suggest an interruption to the fire that allows the Soldier to reload. A fully-loaded automatic weapon can empty a clip in just 4-6 seconds. A rapid reload action not only grounds the weapon in a realistic manner but also helps to display the professional, cold skills of the Soldier (who never slows down his stride nor pauses more than necessary in his steady rate of fire).
c11 is where it all goes wrong for cold, professional skills. The Patient goes from deflecting the bullets to a sweeping motion that simultaneously pushes wide the limbs of the soldier, forcing him into a pose similar to that of the Patient. His weapon drops to his chest and his arms are stretched back to the breaking point. This cut is similar to the version in the animatic, but delays the most gruesome action until the following beat.