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Banned
(07-16-2012, 08:10 PM)
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#51
Why 'gamers' would love loosing any control over their game is beyond me.
You want a good story, read a book. You want something exciting to watch, see a film. Gameplay > Story Not Ga- STORY-mep- STORY- l - STORY-ay STORY STORY STORY. Sure you can throw a story on top of whatever I'm playing, I'm cool with that. However when half the games development costs goes into animators and CGI ... fuck that. |
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WELCOME TO THE XANDER ZONE
(07-16-2012, 08:10 PM)
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#53
In-engine is my favorite, especially if well animated. I love getting a good look at the game's assets (hurr hurr hurr) and it helps maintain the atmosphere.
Good thing that's not what this thread is about! |
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Member
(07-16-2012, 08:10 PM)
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#54
I've decided after playing Binary Domain, the absolute worst way of handling this sort of thing is the Gears style player controlled slow walk method. Let me control my character normally during the dialog or take away my control completely and show me some kind of cut scene.
I'm not a huge fan of constantly interrupting gameplay with cut scenes but I typically prefer in-engine at this point.
Last edited by Felix Lighter; 07-16-2012 at 08:13 PM.
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Member
(07-16-2012, 08:15 PM)
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#63
It's like they threw a dice and randomly selected was was going to be CGI and what not, and they ended deciding that post-action moments were the ones to go. I mean that Cain funeral could have been something else.
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Rage Apologist
(07-16-2012, 08:16 PM)
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#66
By the way, might wanna spoiler that! |
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Member
(07-16-2012, 08:17 PM)
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#67
Is the "no cut-scene" option something along the lines of Half Life, where they don't take you out of the character's view during the scripted events?
I have no preference since both styles have their own qualities, but no matter what I prefer real time over CGI. CGI can produce prettier results but is far less impressive on a technical level and offers a far less consistent experience. |
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Member
(07-16-2012, 08:17 PM)
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#68
Quote:
Last edited by Vulcano's assistant; 07-16-2012 at 09:34 PM.
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Member
(07-16-2012, 08:20 PM)
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#71
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Member
(07-16-2012, 08:22 PM)
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#73
It's hard to say. I think a mix of both is sometimes ideal. For short cut-scenes that are meant to showcase dialogue I think in-engine makes the most sense. But I always love a giant epic cinematic CGI cut scene.
The original Ninja Gaiden for XBOX still has some of the cooler CGI cutscenes I have ever seen. |
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Member
(07-16-2012, 08:29 PM)
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#76
D3 is so bad in this that it isn't even funny! Just a few CGI cutscenes and the rest just concept art bullshit. And then key scenes in in-game graphics. Just a fucking joke. So glad that I don't play it anymore. |
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Member
(07-16-2012, 08:31 PM)
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#78
I still wish for CGI like FFX where they go in and out of cutscenes without breaking the flow at all. If that is an option I'd choose that.
Second would be in engine since graphics have evolved quite a bit. This isn't bad at all. Last is no cutscenes, and I only take this as a good form if the only story being told is a backstory one. Dialogue in these sections while giving the player pseudo-controls are awkward as hell. |
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Spelling is Hard
(07-16-2012, 08:31 PM)
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#79
FF13 quality CGI cutscenes.
That shit makes my mouth water. I wish more games did that, I get bored/tired of the in-game bullshit. We already see that when we're playing why would you show it in a cut scene too, just let us play the cut scene in that case and take away 'cut scenes' all together like Valve does with Half Life. I wouldn't ever want Half Life to adopt those CGI scenes, but I'm talking about games where it fits like Mass Effect I'd love to see CGI scenes instead of in-game stuff with their jarring terrible animations. |
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Member
(07-16-2012, 08:37 PM)
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#82
I like in-engine if/when the engine itself is capable of a consistent high-quality appearance. In the case of older games, I didn't mind CGI tossed in here and there -- i.e. every PSOne Final Fantasy -- because the graphics were pretty primitive and the cut-scenes would have lacked umph.
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Member
(07-16-2012, 08:45 PM)
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#89
textboxes/dialog trees > in-engine > hand animated > FMV > CGI
I really don't mind it when games have a lot of dialog. But the moment a game had an actiony cutscene, I wish they just made that part playable. Prerendered cutscenes are usually poorly compressed, and end up looking worse than the actual game, especially on PC. |
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Member
(07-16-2012, 08:46 PM)
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#90
But I still sit and watch - its almost like I love agony. |
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tagged by Blackace
(07-16-2012, 08:49 PM)
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#93
Interesting thread.
In-engine by far. Maximum Quality and potential immersiveness without something that's clearly disconnected from the experience your having right now when looking at CG. I still prefer cutscenes over no cutscenes because they're still the most effective method of storytelling IMO, as hard as devs try this gen to integrate things into what you see/play. |
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Member
(07-16-2012, 08:56 PM)
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#99
In-engine/real-time. Don't really see a point in pre-rendered cinematics since they always look completely inconsistent with the actual game. It was one thing back on the PS1 and I guess the PS2, but today, and especially going forward, I think it's totally unnecessary.
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Junior Member
(07-16-2012, 08:57 PM)
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#100
In-engine everything, thank you.
When it comes to cutscenes I prefer them Uncharted style: ergo gameplay segments with cut scene like camera movement. Limited in control over the characters but still with player input at some level. I have found that this kind of thing can be very effective, if you can call it cut scene at all. The Valve way of no cutscenes at all is great too, but I can't think of any other genre that would really benefit fromt this very strict style. FPS games allow you get in very close to the world and the characters. And cutscenes should in general blend in more seamless instead of the very obvious formula of gameplay segment -> cutscene -> gameplay segment, and so on. Although structured like this Max Payne 3 managed to conceal it very well. |