Kev Inkline
(devious)
- Joined
- Nov 17, 2015
- Messages
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I think this is the pinnacle of wannabe movie shittiness. My condolences if you made it through watching it all.
I think this is the pinnacle of wannabe movie shittiness. My condolences if you made it through watching it all.
I think this is the pinnacle of wannabe movie shittiness. My condolences if you made it through watching it all.
The vast majority of that mission were gameplay sections
The Anstoss series has character portraits changing their expression depending on how the contract negotiations go.I’m not really sure I’d say Fallout was experimenting with anything that felt old at the time. And some of the stuff it was doing felt new. I mean there’s the talking heads, which besides being fully voiced would also change expressions based on how they felt about you. I’m not sure something like that really shows up outside of Fallout and Fallout 2 until the face stuff in LA Noire. Oblivion has a stupid (but funny) version of this I guess with the persuasion wheel where characters make faces to tell you how much they like or dislike an option before you select it; it’s kind of the same be also not.
If someone sets off that canon it would be extremely painful.
I think this is the pinnacle of wannabe movie shittiness. My condolences if you made it through watching it all.
The vast majority of that mission were gameplay sections
Well, I meant how bad the cutscene was.
I think this is the pinnacle of wannabe movie shittiness. My condolences if you made it through watching it all.
The vast majority of that mission were gameplay sections
Well, I meant how bad the cutscene was.
Eh, I can forgive it. They're trying to set the mood right before the final rush to find the person you've been pursuing all game. And it does provide some exposition + world building on the Salarians. It serves a purpose, cringe it may be.
That's much different than any no name NPC telling boring monologs for minutes at a time with "high tier voice acting and camera movement" like actual wannabe movie games do.
A few "Movie scenes" mixed into there but I don't think ME1 went full *cinematic experience*. Intro sequence, visiting Citadel for first time, Escaping Virmire, Attack on Citadel and the like only happen at key points and last a couple of minutes at most. It's not Hollywood levels of scene after scene.Uh, isn't Mass Effect a prototypical wannabe movie game, though? They themselves speak about a cinematic experience at Bioware. For me, just another shade of brown. I enjoyed the game to some extent, still, ngl.
Yes, that's the problem: cutscenes are still prevalent they just changed shape.I wonder if part of the reliance on cutscenes is that a lot of current devs will have grown up in the 80s/90s, where cinematic elements were still exciting. I remember rushing through the levels in Command & Conquer and Crusader: No Remorse just so I could see the next FMV sequence, and loving the cutscenes between Tomb Raider levels so much that I wished they'd make a whole movie of them.
Of course the novelty of those elements in games has long since worn off, but I wonder if a lot of modern developers are just trying to recapture how impressed they were at some older games, especially in the mid-90s, that first started playing around with movie-like qualities. It's interesting to think back to the era of QTEs because, even though they were shit, they were an sincere and genuine attempt to fuse gameplay and cutscenes.
This is a really good case study. I do think BG3 generally does a fair job of letting the player improvise and play with game systems (you can skip the entire Nightsong arena battle and the entire Cazador battle, plus maybe some others, with the right amount of thinking ahead, and the game allows for it) but that undead thing is definitely an example of them getting it wrong.The final release doesn't let you do this anymore, but I "broke" one of their early cutscenes in EA. It's in the crypt at the starting area. There's a bunch of undead that rise when you push a lever. I picked up those undead and threw them into a fireball trap nearby. THEN I pulled the lever... This worked insofar as that the undead were toasted when they rose. In the movie.mpg aka staged cutscene beforehand however, they were clearly shown rising in their usual place. Naturally so. It's a movie somebody had staged beforehand. I could have thrown those undead someplace else. Anywhere else. The movie would have always shown them rising in the place I picked them up from. Larian's solution to this was to limit your agency. You cannot touch these guys anymore without the cutscene being triggered and them rising immediately. This is a simple example. But one that shows the dilemma.
There's a lot of cool ways that cutscenes/scripted events change based on what you've already done though - one example that springs to mind is that if you pickpocket the book from the woman who can teleport you to Avernus, she'll play out the cutscene as normal but when the time comes for her to get the book out, she'll realise it's been stolen, correctly blame you, and tell you to get out of her store, which forces you to figure out the ritual on your own.
What modern games are you and the other guy talking about? It seems like cutscene, especially in western developed games, are far less prevalent than they were during the PSX era and into the PS2 era. Western game philosophy now seems to be built around the Warren Spector idea that games shouldn’t have cutscenes that take the player out of the game, and instead should be in-game moments. Which was an interesting idea in the late ‘90s and early 2000s when he’d talk about it. But after more than a decade of video games where you control the character doing nothing during what is essentially long unskippable cutscene that happen in game, (which means you can’t cut like you would during an actual cutscene, so something that could’ve taken a minute in a cutscene because this boring ten minute thing where you’re just walking around or some other bullshit) I’d more than welcome a return to cutscenes.
Like most absolute statements, this one is completely wrong.
If your story requires cutscenes, it's not an appropriate story for a video game and you need to rewrite.
Rewrite this, motherfucker.If your story requires cutscenes, it's not an appropriate story for a video game and you need to rewrite.
Like all of my statements, this one is entirely correct.Like most absolute statements, this one is completely wrong.
If your story requires cutscenes, it's not an appropriate story for a video game and you need to rewrite.
I enjoy how The Dig is your example of games not trying to be Hollywood like when it was based on a concept by Stephen Spielberg.The Dig
I must admit - first few minutes of The Dig are VERY cinematic:I enjoy how The Dig is your example of games not trying to be Hollywood like when it was based on a concept by Stephen Spielberg.The Dig
Which Bond movie was this?Fortunately we still have Larian's Belgian greatness. As long as our Flemish overlords got us covered, we'll be OK.
Which was deemed too salacious for moviegoers and subsequently all copies were destroyed with this still being the only surviving image of from the film.It's from "The Bear Who Loved Me".
Sure it wasn't The Man with the Golden Barrel?It's from "The Bear Who Loved Me".