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Member
(07-16-2012, 09:11 PM)
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#101
Lately I've been kind of against any type of non gameplay elements in games, so I guess no cutscenes is preferable in general.
However, a lot of developers seem to take pride in having no cutscenes only to replace them with annoying scripted scenes that really aren't any more interactive, but less visually interesting and never skippable which is just worse in every way. As for in-game vs pre-rendered. It's a bit disjointing when there is a too big difference between cutscenes and gameplay, and whenever I see a trailer with prerendered with pre rendered cinematics it seemes like false advertisement and as a developer pre rendered cutscenes feels like cheating, but honestly from a user experience it's hard to argue why it would matter if it's rendered in realtime or not and why it wouldn't be better to have as good looking cutscens as possible. |
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(07-16-2012, 09:17 PM)
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#105
I like in-engine cutscenes.
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Member
(07-16-2012, 09:17 PM)
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#106
Few expository, non-gameflow breaking cut-scenes, in-engine where possible (I understand it is not possible in every game). Got nothing against 2D cut-scenes either (like the comic books style some games frequent), as long as they are short and fit well with the art style.
I don't care for pre-rendered, CGI, or others where it is obvious they are using different assets or lighting and they show stuff that can't be done/achieved in game. It breaks the mood and immersion more often than not, even if they are well done. |
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Member
(07-16-2012, 09:17 PM)
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#108
In-engine all the way. Like people have pointed out, it's great to see your customizations and stuff actually get reflected in the cutscenes. For example, the in-engine cutscenes in Max Payne 3 show your chosen skin in arcade mode, as well as the weapons in your inventory, a nice little detail.
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Member
(07-16-2012, 09:18 PM)
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#109
I prefer stuff that is completely rendered in real time. Let's you really appreciate the graphics. Otherwise you have to wonder if that scene would even have been possible if they hadn't pre-recorded it. It sucks especially in Gears of War because of the bad video compression.
Uncharted does it better, but I don't like that almost every cutscene is pre-rendered in the game's engine, even those which would have been possible on the system.
Last edited by Kinyou; 07-16-2012 at 09:23 PM.
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Member
(07-16-2012, 09:19 PM)
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#112
NO GODDAMN CUTSCENES. I HATE cutscenes so much. I'm trying to play Ys Origin and I can't skip any of the cutscenes, it's seriously killing my interest in the game. People need to learn from Valve. Integrate your "cutscene" scenarios into the actual game. Don't take control away from the player, ever.
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Member
(07-16-2012, 09:19 PM)
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#114
I'll take lavish and lengthy FMV's all the way. Make that shit use up exorbitant amount of space too. The more discs/blurays a game spans, the grander it feels to me. :p
I would die for an epic 5 blurays spanning JRPG with meaty gameplay and lengthy cut-scenes that make xenosaga's and MGS5's cut scenes feel brief.
Last edited by ZombiePlatypus; 07-16-2012 at 09:22 PM.
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Member
(07-16-2012, 09:21 PM)
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#117
On consoles, I prefer CGI with in-engine assets so that they hide the loading, can be skipped, and save the devs from some head-aches (I prefer the enginers to work on gameplay related things, I'm fine with some tricks for cinematics).
On PC I prefer in-engine stuff because loading times are rarely a problem (or won't be on a future PC), and with the infinite possibilities of configurations, it's impossible to make proper CGI that don't look different from the actual gameplay, and it brakes the immersion. Oh, and it needs to be skippable! |
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Member
(07-16-2012, 09:23 PM)
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#119
I've always loved CGI cut scenes but going PC and a few PS3 HD collections made me realize that in game is ultimately better. It's jarring to play a game in 1080p (HDTV) and then see a 480P cut scene (Ratchet & Clank HD) or a cutscene at a lower resolution with shitty compression compared to the pristine ingame visuals (Darksiders).
On the other hand, I can't say no to the CGI goodness Square Enix produces. I also loved the CGI interludes in Diablo (despite the visible compression artifacts). I'd hate to lose that, if only the devs wouldn't have to compress everything to hell so the game would still fit on a DVD. That's why the PS3's Blu-Ray format is a godsend. |
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Rage Apologist
(07-16-2012, 09:30 PM)
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#125
Can't find crap on Google but I can promise you this was the case. I've loaded the identical cutscenes on two computers at once, one had some framerate problems and the artifacts were noticeable while the other one was really solid and clean.
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Member
(07-16-2012, 09:30 PM)
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#126
btw. Contradicting my previous post; I didn't mind those in the new Deus Ex at all. Even though they were a weird mixture of prerendered in-engine and CGI http://www.youtube.com/watch?v=KLQkJiSfpJs&feature=plcp
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Member
(07-16-2012, 09:39 PM)
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#128
I think Crysis 2 was much worse, specially since Crysis was all in-game; and the pre-rendered cutscenes made for the sequel did not look any better than what the engine can do in-game.
Last edited by Vulcano's assistant; 07-16-2012 at 09:45 PM.
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Banned
(07-16-2012, 09:49 PM)
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#130
Really, it depends on the game. Even story-heavy games can get by without a single cutscene, such as Portal 2 (the end scene/credits doesn't count), and I think Portal 2 is a flawless game one I would personally describe as perfect. So maybe I prefer games with no cut scenes at all.
However, I think when it comes to games that do have cutscenes, in-engine is better. Playing Arkham City recently I have found that some cut-scenes are in-engine and are very smooth, even including facial animations and subtle hints of interactivity. However, it is also spliced with scenes that are not in-engine, and I immediately notice because there are tons of video compression artifacts which takes me out of the game, what's more these videos don't seem to be much better than in-engine, WHY they choice to use videos I'm not sure. I suppose there are subtle animations that they couldn't quite do in-engine. Generally though, if you're going to tell a story between snippets of gameplay, I'd rather the look be consistant. I'm super impressed with Naughty Dog's persistance to keeping everything in-engine, it gives a much smoother experience because the transitions are flawless and you get more of a movie-type pacing. CGI is good too at times, but it can seem gimmicky, as a bit of a CGI enthusiast maybe my vision of games like Final Fantasy X are regarded by myself as so high because the cutscenes were of such quality. When looking back, the story was nonsensical and pathetic. Had the CGI cutscenes been replaced with the awful animation of in-engine ones (which FFX is littered with too) the game in my own opinion would have probably sucked. |
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(07-16-2012, 09:53 PM)
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#132
As few cutscenes as possible, and EVERYTHING that's not actual gameplay, including exposition where you jump around the room like an idiot, should be skippable. If a cutscene must be used, in-engine is best.
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Member
(07-16-2012, 09:56 PM)
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#133
In-engine all the way. The difference between the visuals in the PSX era with stuff like FFVII pissed me off to no end. I also hate having to watch low res videos in PC games where I can clearly see the compression, especially when it is easily something they could render in game and keep it at the res I'm playing at.
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Member
(07-16-2012, 10:02 PM)
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#136
Don't mind cutscenes. Prefer in-engine ones.
Last edited by Fjordson; 07-16-2012 at 10:06 PM.
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Member
(07-16-2012, 10:04 PM)
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#137
I love seeing my hilariously customized characters partaking in would-be serious cutscenes, thanks. CG destroys all that.
But regarding cutscenes versus no-cutscenes, I prefer a middle ground: short cutscenes which are to-the-point, have little to no dialogue and do little more than transition between two distinct levels or introduce the boss I'm going to fight with. If the game wants to present longer dialogue, for whatever reason, do it during the gameplay so I am free to choose whether to listen to it or ignore it.
Last edited by M3d10n; 07-16-2012 at 10:09 PM.
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Junior Member
(07-16-2012, 10:07 PM)
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#138
Dude I can't stand this. Frame rate drops during a cut scene are super unacceptable. You've taken out all the factors which normally cause frame rate drops (AI, unexpected game state changes like massive explosions/physics) and the state of the game is completely locked into a predictable state and you're still dropping frames? That's like saying "we know 100% the frame rate is going to drop here, and there are lots of things we could do to fix it, but we don't care." That's pretty weak to me.
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Member
(07-16-2012, 10:28 PM)
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#143
I'm okay with CGI for openings, endings, and other really significant events in games.
During the rest of the game.. well it depends. I don't like it when the graphical difference between CGI cutscenes and ingame is too vast, like if the CGI is high-res, anti-aliased, very polished, detailed and full with advanced effects, but the actual game looks like shit. Makes me sigh disappointedly when I'm back to ingame. They're not really cutscenes, but I detest all those short sequences in the Zelda series like the grappling hook slinging around branches (Wind Waker) or doors unlocking. Stand on switch, watch door unlock. Leave switch, watch door lock. Accidentally walk on switch again, watch door unlock. Leave switch, watch door unloGODDAMMIT I get it. |
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Member
(07-16-2012, 10:34 PM)
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#145
in engine make more sense for games that you are going to play several times and support things like changing the appearance of something that appears in it (like the character clothes in the original MGS, Xenoblade or RE:4)
I prefer in engine any way. Also, you are forgetting anime cut-scenes :P
Last edited by AJSousuke; 07-16-2012 at 10:39 PM.
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Member
(07-16-2012, 10:34 PM)
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#146
In-game.
I find there's a disconnect when I am playing, then suddenly the art looks leagues better. When the CGI scene has ended, it makes me feel like I am playing some budget version of the game or something. Authenticity. That's what I like. When I see the cinematics done in-engine, it feels like the action really is taking place in the world I am presented with as I am playing. Plus, I like to see what sort of effects they can push with the hardware in the cinematics.
Last edited by Empowe; 07-16-2012 at 10:41 PM.
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Member
(07-16-2012, 10:40 PM)
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#147
Portal 2 gets it right. Perfect, in fact. Games shouldn't have to take you out of the action to tell a story. Cut-scenes (despite their high budgets) are just lazy in-game storytelling.
That said, if a game absolutely must use cut-scenes, then it has to be in-engine. Otherwise the immersion is lost even further. |
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Member
(07-16-2012, 10:45 PM)
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#148
Love cut scenes. Love em.
In game is always more impressive and more immersive though. I do like the occasional CGI hype video, but hate CGI announcement videos in general. Halo 3 Starry Night ToR Trailers Deus Ex Extended Cut CGI all awesome. But prefer the actual game to have in game real time cut scenes. |
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Member
(07-16-2012, 10:46 PM)
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#149
Is that so? I played at 1920x1080 and installed the game using my Collectorīs Edition CD, and there is still plenty of artifacts and macroblocking in scenes with lots of movement. I canīt imagine the download versions being much worse.
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