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Member
(07-18-2012, 09:05 AM)
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#202
Depends on the game and especially the pacing. I never thought of anything feeling "off" in a CG cutscene after a sucessfull mission in a RTS game or SpaceSim (FreeSpace, WingCommander). That doesn't have to be using ingame engine (although StarCraft 2 made an impressive showing with it's in-engine cutscenes), because the pacing of these games allows it.
In more action oriented games (TPS,FPS) I do like my cutscenes in-engine, if they pull it off as good as MGS4 with it's cutscene to gameplay transition in real-time (thinking of the intro) it's close to perfect. Now I know a lot hate in-engine cutscenes FMVs, but I'll say, if they mask loading times as perfect as a lot of modern games I'll take them instead of a black loading screen, which should stay an option if you want to skip the cutscenes (looking at you Max Payne 3). The only thing I really hate is real time cutscenes á la Half-Life 2, having scripted dialogue happening while oneself is trying to hump a leg of a pivotal currently speaking character is not only akward and ruins the whole mood of a scene, it only undermines the importance of the played character. No matter what he does or if he even is in the room or not, the dialogue just kind of .. happens, even if he is not around and he is the one who is adressed in the dialogue. It's weird. |
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Member
(07-18-2012, 12:04 PM)
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#208
Depends on art-style, genre, developer ability and disconnect.
-Jak 2's art style made the cut scenes better for being in engine, and negated the disconnect -Naughty Dog's graphical ability made the disconnect negligible with Uncharted 2 -God of War 3's cutscenes are CGI I think, but you don't get a jolt of realisation when it goes back to normal, as the game itself looks so good. |
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Member
(07-18-2012, 12:09 PM)
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#209
I always liked cgi or even anime style cutscenes in RPGs. They felt like rewards for putting in time, like hey you put in 10 hours to get to this point here's an awesome cutscene to tell a bit of story and set up the next act.
As an example I am currently playing Knights in the Nightmare (PSP) and it has a really cool intro and it would have been nice that somewhere in my 25 hours played thus far another cutscene in that style occurred to propel the story. Instead I have to watch the same SRPG style in game cutscene for every chapter and it grows a bit tired. For all other games I prefer a seemless transition like Uncharted, naughty dog has nearly perfected it and hope more games utilize their method. No load times and cutscenes end with you back in control without a cut away even.
Last edited by Man-is-Obsolete; 07-18-2012 at 12:13 PM.
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Member
(07-18-2012, 12:24 PM)
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#213
I hate popping in a new game and getting overloaded with loading / splash screens, going through the hassle of opening a new file, double checking the options, etc, all to be rewarded with having to watch a long intro. Games are at the forefront interactive experiences, so I don't want to wait before getting a feel of the controls and whether or not I find it fun.
Maybe if it's a game celebrated for its story, it's okay but most of the time it's not. At least give me a few minutes to screw around in the game before you toss a story at me, developers! And I'll be more receptive to the (likely silly) plot that way, too. |
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(07-18-2012, 12:29 PM)
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#214
I'm a big fan of ingame cutscenes.
While I don't mind a good CG cutscene, it takes me out of the game to much. One of the reason's that while Kojima loves his cutscene's he's using his ingame assets, so that the user is sucked out of the expierence as much as people think. However at the end of the spectrum he also has done my least favorite, which is the "stylized" cutscenes. You know the comic book drawing cutscenes and what not, I absolutely hate that unless it makes sense within the game. I know Peace Walker and Portable Ops had some size constraints, but that style never felt like it worked for MGS. Maybe it was just the way the artist drew it, since I wasn't a big fan of that either. |
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Member
(07-18-2012, 12:29 PM)
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#215
Besides a short opening and an ending I'm all for "no cutscenes", but if there have to be additional ones, then let them either be in engine or if this is not possible let the cgi look like in-engine. No better models or anything, it's really disturbing the feeling of a game.
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