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I love Cut scenes: am I crazy?

post #1 of 15
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Hey guys, something I have heard people railing against for the past few years in addition to linearity and endless bland First Person Shooters has been Cut scenes. The lack of them is some thing that a lot of people drool over something like Dark Souls for but Im left scrathing my head at how those same people can say it has a deep story. Something like Bioshock Infinate, mass effect, and Metal gear solid have stories I love to death because of their heavy cutscene exposition. I looked forward to every elevator cutscene with Booker and Elizabeth like a reward because it ment more fleshing out of the world and its characters. Same goes with talking to my shipmates in Mass effect.

Maybe I'm just insane but can anyone relate?
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post #2 of 15
You must really like Final Fantasy XIII, 2, LR. rolleyes.gif
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post #3 of 15
Well, dialogue and cutscenes are two completely different things, the dialogue between characters in the elevators in bioshock/mass effect are not "cutscenes".

Dark Souls has a very deep story, if you want it to. You have to explore, read item descriptions, and put the pieces together yourself. If you don't, then you won't learn the story.

I have nothing against cutscenes, over story telling like Dark Souls, both are perfectly valid forums for story telling, they just have to be done right. I hated the cutscenes in FFXIII because they were 20 minutes long, then when I finally got control of my character, I'd take 3 steps just to trigger another 20 minute cutscene.
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post #4 of 15
Just as crazy as the rest of us. Its subjective, what is truly normal???

I enjoy cut scenes when they are seamless and just flow between scene and gameplay.
There seems to be a lack of cutscenes these days but it depends on the kind of game I guess, If its immersive enough then does it matter?


Though fighting my way through the Tekken games to see the cut scenes for the characters was my thing back when I was younger....


Dang I want to play Tekken again now redface.gif
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post #5 of 15
I like in-game cutscenes better. I think it adds to the immersion, especially if you can still control the character.
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post #6 of 15
You don't need cutscenes to have a great story (see Amnesia: A Machine for Pigs, Dear Esther, Anna: Extended Edition, S.T.A.L.K.E.R. Shadow of Chernobyl), but they can really help bring a player into the story. Games like Mass Effect as you mentioned do it best, since you choose what you say and actually feel like you're a part of the story.
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post #7 of 15
Thread Starter 
Quote:
Originally Posted by Syan48306 View Post

You must really like Final Fantasy XIII, 2, LR. rolleyes.gif

Actually I hate FF 13 and all its malformed lumpy faced spawnings. Not because of the constant cutscenes but because FF13 had absolutely no gameplay to speak of in the 4 hours of it I played. While I LOVE MGS4 which has just as many cutscenes that run on for just as long. Maybe its because by the time MGS4 rolled around I was already invested in the characters and plot or maybe because MGS4 has gameplay in addition to its deep exposition. biggrin.gif
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post #8 of 15
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Quote:
Originally Posted by End3R View Post

Well, dialogue and cutscenes are two completely different things, the dialogue between characters in the elevators in bioshock/mass effect are not "cutscenes".

Dark Souls has a very deep story, if you want it to. You have to explore, read item descriptions, and put the pieces together yourself. If you don't, then you won't learn the story.

I have nothing against cutscenes, over story telling like Dark Souls, both are perfectly valid forums for story telling, they just have to be done right. I hated the cutscenes in FFXIII because they were 20 minutes long, then when I finally got control of my character, I'd take 3 steps just to trigger another 20 minute cutscene.

I would argue that the elevator bits in BioShock Infinite are cutscenes. You are in a set area watching characters talk and reveal more about the games world and themselves. Only difference between the ones in BI and Final Fantasy is you can make your character stare at a wall the whole time.
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post #9 of 15
Quote:
Originally Posted by Deadboy90 View Post

I would argue that the elevator bits in BioShock Infinite are cutscenes. You are in a set area watching characters talk and reveal more about the games world and themselves. Only difference between the ones in BI and Final Fantasy is you can make your character stare at a wall the whole time.

Using that logic the entire game is a cutscene. The definitive factor of a cutscene is you lose control of your character and are shown something, usually in a cinematic fashion. Bioshock's elevator scenes are certainly more cinematic than mass effects, so I can see why you'd feel like it was a cutscene, but it's not a cutscene.
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post #10 of 15
Cut scenes are grossly overused in games these days. If I want to watch a movie, I'll watch a movie. I play video games because it's supposed to be an (overwhelmingly) interactive experience. A few, well done cut scenes can definitely contribute something to the game, but more often than not, the cut scenes are terrible. I don't want to be nauseated by a load of clichéd B-grade-American-TV-drama-esque drivel. I just finished Far Cry 3, and that game had some especially painful ones. And a lot of devs seem to overestimate the capabilities of their engine, resulting in many fruitless attempts to convey nuanced emotions through engines that are nowhere close to being sophisticated enough to pull it off. An example of this could be Crysis Warhead. I actually thought the human-centric cut scenes in the original Crysis were pretty natural for the time ("Yeah, like Uncle Sam's going to spend millions to protect your scrawny arse, Johnson"), but then in Warhead they tried too hard to squeeze emotions out of the Psycho facial model. Many perplexing and mildly uncomfortable cut scenes ensued.

QTEs don't exonerate excessive cut scenes either. QTEs are no substitute for gameplay. QTEs do not constitute meaningful player participation. All they do is counteract any immersion-enhancing effect your cut scene might have had by A) shattering the illusion with a stupid pulsating "MASH _ TO ____" banner, B) making the on screen character twitch and convulse unnaturally as it tries to act upon erratic player input, or C) turning that short period of cinematic into a repetitive grind as the player is forced to repeat the QTE, learning one action at a time. So while the best course would be to keep cut scenes to a minimum in favour of actual gameplay, if you simply must have a frequent cut scenes, just keep them as pure cut scenes and don't think that propping them up with the band-aid QTE solution will justify them. Tomb Raider was atrocious in this regard - the game felt like one long semi-interactive cut scene.

Another argument I might make against the over-use of cut scenes is this: As I understand it, motion captured cut scenes are time and resource intensive things to accomplish, so when I see a cut scene laden game equally laden with bugs, I wonder if those resources might have been better allocated.

An over-abundance of cut scenes also frequently coexists with another fad of console-age gaming, and that's checkpoint saving. Checkpoint saving and cut scenes often combine with appalling results. My advice to any dev is this:

1) Don't be a moron and implement checkpoint only saving (yeah right).
2) If you're a moron and implement checkpoint only saving, then put the bloody checkpoint after your tedious, poorly voice-acted cut scene, not before.
3) If you're a complete and utter tosser, implementing checkpoint only saving and then choosing to put your bloody stupid checkpoint before your horrid little cut scene, then for the love of God, you better make that cut scene skippable.

For if that cut scene is not skippable, that is the point where I abandon the game.

Oh, and another thing about cut scenes: "cinematography". The "hand held" fad was already bad enough in real cinema/television, and now game devs are jumping on the bandwagon with poorly synthesized camera shake as though it's being filmed by a robot with Parkinsons disease. And then there are all the stupid cuts and post processing techniques. Compare Max Payne 2 with it's tasteful, uncluttered cutscenes to Max Payne 3's garbage.
Edited by Oubadah - 3/21/14 at 12:58am
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