Agreed so much on when they don't do anything to let you know that a cutscene has ended and gameplay has resumed except for killing you character's dopey ass for standing there too long. I also hate when you can't tell that gameplay has stopped and flowed right into a cutscene, and I don't notice until I try to do one thing and the character does something else.
That was at least the one (and only one) positive thing that using prerendered video instead of the game engine for cutscenes had: you could tell when you were playing and when you were watching due to the change in graphics quality. It is nice that we've gotten away from the need for prerendered bullshit, but now it's time for developers to learn to use their game engine made cutscenes responsibly. We need to know when we're playing and when we're watching, and "oops you stood there too long and died" isn't the way to go about it.
That was at least the one (and only one) positive thing that using prerendered video instead of the game engine for cutscenes had: you could tell when you were playing and when you were watching due to the change in graphics quality. It is nice that we've gotten away from the need for prerendered bullshit, but now it's time for developers to learn to use their game engine made cutscenes responsibly. We need to know when we're playing and when we're watching, and "oops you stood there too long and died" isn't the way to go about it.