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Member
(07-10-2012, 04:24 AM)
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#352
I guess the cinematic experience is here to stay. I... don't really know where I stand in this debate, however. I feel there's room for all types of games, but at the same time I'm not sure this is what I wanted out of Resident Evil. I would rather remain immersed in the game, which is particularly important for the survival horror genre.
We'll see how it turns out. |
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Member
(07-10-2012, 04:26 AM)
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#353
Resident Evil 0-3 needed cut scenes to let the player rest. Those cut scenes functioned as exposition dumps and the player could use them as breaks from all of the scares and tension. Resident Evil 4's cut scenes were different. Resident Evil 4's cut scenes were very funny 1980's action movie esque cut scenes that added some much needed humor and bat shit insane action sequences that probably couldn't be implemented as gameplay.
The cut scenes in Resident Evil 5 were stupid. Not in an ironic way either. They weren't funny and there was no tension or scares to be found so it couldn't even function as a break for the player. Big, dumb, and loud action scenes that were, worst of all, boring. |
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Member
(07-10-2012, 08:32 AM)
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#358
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(07-10-2012, 08:36 AM)
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#359
I disagree so long as the cutscene involved wesker it was pretty great. You also can't forget the best line from any of the new RE games. Complete Global Saturation! With that said i'm pretty stoaked that this has 4 hour's worth of cutscene's. RE's story is one of the main reason's I like the game so much This should mean there's a good amount of meat in this story, hell this could even mean that they mention some of the forgotten character's in the series and at least tell us what they are up to. RE is in need of some sort of MGS4 ending where they just dump what's going on with all the characters in the franchise. |
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(07-10-2012, 08:54 AM)
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#362
This game is going to be so bad. Can you imagine a Mikami RE having this many cutscenes? People don't want that shit.
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(07-10-2012, 09:06 AM)
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#368
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Member
(07-10-2012, 09:16 AM)
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#370
Like some of you i too enjoy cut-scenes so i'm all for it. In fact, i prefer games that tell their story through cut-scenes as opposed to a game like Bioshock. Don't get me wrong that game is great but i've always been more of a visual person and Bioshock's story relied too much on those audio diaries.
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(07-10-2012, 09:17 AM)
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#371
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Member
(07-10-2012, 09:23 AM)
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#372
It might not be a problem if they're well integrated (Binary Domain had its long moments, but I wouldn't have thought it had 4 hours of cutscenes), but I'm not very interested in RE story, so this is a little discouraging. |
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Member
(07-10-2012, 11:58 AM)
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#374
lttp: but also really hope it has 255 min of skippable cut scenes
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(07-10-2012, 12:10 PM)
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#375
That can be disputed. Sure I know the easiest example would be something like Flower, journey, Ico and Shadow of the Colossus. But you can't rightfully say that if a game uses cutscenes, audio, and text to craft it's story that it's not good. |
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Member
(07-10-2012, 12:16 PM)
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#376
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Member
(07-10-2012, 12:35 PM)
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#381
Resident Evil has always had cutscenes. HOWEVER, and this is important, every single Resident Evil game, even 5, had in-game story. They told a lot of what was going on in the environment. Since RE5 was the most recent, there were a lot of clues to hint to what was coming up always. A bunch of bats flying around was always a hint at that one bat boss. In the scene in the ruins before you to the collapsing pillar, you can see enemies run around in the background and see the cracks on the pillar above the bridge. The game starts off (in 1-1) with a good mix of cutscenes and story-telling through the game, with lots of subtle things the player can catch on to (such as if you are fast enough and stand by the gate past the decapitated dog, you can see the two enemies run to the building that stuff the Plagas into the others mouth). There were playable story scenes (going through the ship as Uroboros was taking it over), cinematics, and lots of smaller story and foreshadowing in the environments. RE6 is likely to be the same way, as every single Resident Evil title has always had a mixture of cinematics, in-game story telling, and notes/files. |
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Junior Member
(07-10-2012, 12:59 PM)
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#387
There is no other way of telling a story in games. Unless you mean pseudo control as a silent protagonist where you can walk around and do nothing while the other character jabbers on. I hate that method of story telling. What a bore. I rather have cut scenes instead of that.
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Member
(07-10-2012, 07:16 PM)
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#389
I think it really depends on the game what way a story should be told. I think cutscenes work just fine for RE. |
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Member
(07-10-2012, 07:32 PM)
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#390
Statement from CAPCOM.
Quote:
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Member
(07-10-2012, 07:48 PM)
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#392
Don't forget that it's also every single death scene repeated for every single character in the game (7 characters if Ada's in there). One rather lengthy and gruesome death is in the demo. When killed by a zombie wielding a pipe, the zombie will begin to repeatedly impale the character's face with it.
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