Quokka wrote: The audio is a big one for me more so when watching it at home than in the cinema, explosions too loud or conversations too quiet, I end up watching half the movie with the remote in my hand.
That all started around the time of Hi-Fi sound on videotape. High dynamic range means the sound engineer can record dialog at very low levels with no annoying amplifier "hiss," and still have plenty of headroom for explosions, music, and other exciting bits without peaking the record levels. If you live alone, far from neighbors, have an excellent sound system, and are
really into the action, then high dynamic range can be a plus. For the rest of us it can be a tad annoying. Check the menus on your gear (TV, disc players, etc.) for volume compression. A good compression circuit can moderate the loud and soft parts so that you don't have to keep pulling the cat off the ceiling.
JunkMonkey wrote: Another one that pisses me off every time I see it is bullets which just stop when they reach the target. There's a good example of this in Hellboy 2.
Let me get this straight: you're beefing about the realism in a movie like
Hellboy 2? It reminds of a time when a friend was picking apart the preparedness of the hero in a scene dripping with hyperbole, "Oh, right. He just happened to have one of those obscure tools with him!" I looked at him and said, "That's the only weird thing you noticed about the scene?"
Wacky ballistics are a given in the movies, but the movies generally
exaggerate the performance of guns and bullets—such as "assault weapon" bullets that will pass right through an engine block as though it were not even there.
I haven't seen
Hellboy 2 and have no idea how big these fairies are.
Realistically, a bullet could be deflected by impacting some small, airborne target and missing a body that was otherwise farther along its path. A bullet hitting a human body can do all kinds of crazy (and nasty) things if it hits bone. Contrary to Hollywood depictions, most bullets are not the hypothetical "irresistible force." For example, water can easily deflect most bullets. (But because a projectile can pass through its target, there are hollow-points, which were not created to be nasty, but to prevent them from continuing on after hitting the intended target.)