I never said the original Metroid, I said Metroid Prime, totally different games. And nostalgia? Are you kidding me, the Prime is considered a damned modern classic.Abandon4093 said:the original metroid had crap pacing and story telling.Mr Somewhere said:I have already mentioned scripted events, akin to Half Life 2. Or even moments in game as emphasis for the plot. Or the kinds of conversations you see in most modern western rpgs. There are much more meaningful ways to get the plot across. Look at the original Metroid Prime, sure it's peppered with short cut scenes, but they're minimal. The majority of the story was told through the environment. Cut scenes are used as an unimaginative crutch.Abandon4093 said:You're neglecting the fact that giving the audience/player control diminuishes the directors/creators control.Mr Somewhere said:When did I say I didn't want to play story driven games? When I play a game it's (usually) for the story, if I'm interested, which, mind are few and far between.Abandon4093 said:At the risk of repeating myself.Mr Somewhere said:They're terribly outdated. I don't play videogames to have the control taken off every so often. It simply kills pacing. I don't mind quick cuts, such as the kind used in the original Dead Space or such. I just think cut scenes are rather played out, there are much more effective ways of gleaning information. It's just weak, and not very involving, which is the very point of videogames. It's counter intuitive.Abandon4093 said:Bullhockey.Mr Somewhere said:Really? But there are much more effective means of storytelling in games rather than relying on impersonal cut scenes. It's very much old hat at this stage.Abandon4093 said:Blum gets hate? He's a dude.GrizzlerBorno said:Bulletstorm was a success? I mean I quite liked it, but it didn't seem like it succeeded....at anything, really?
Except maybe at how to do Shooter Protagonists right? As much hate as Steven Blum gets, he voiced the protagonist well. Wasn't too obnoxiously talkative during battles; Was pretty funny; and succeeded in not making Bulletstorm too cutscene-infested like other games with voiced protagonists.
And Bulletstorm was a lot of fun to play. What more did it need to do to succeed? It also managed an engaging plot. It was humerous and the writing and character development worked quite well. It didn't take itself too seriously and it was colourful.
Honestly, it's everything people have been asking for, yet they still moaned about it.
You seriously cannot please gamers. We just like to moan.
Personally I think it was one of the best lighthearted shooters I've ever played. It was certainly better than DNF and I don't see Serious Sam being that good.
Also, MOAR CUTSCENES No game suffers from too many cutscenes syndrome, not if the story is interesting.
Not even MGS4.
A cutscene shouldn't be the only way a story is told, but when they're done right they can advance a certain plotpoint very quickely and effectively that would otherwise have taken a while to drop hints at during gameplay or simply wouldn't have been as effective in doing so.
A story should be told through a multitude of ways. Be it through backstory, ausiotapes, in game interactions and cutscenes.
I play games to play games.
I watch movies to watch movies.
They are separate and should remain as such. None of this Heavy Rain nonsense.
Bullhockey.
If you don't want story driven games, don't play them.
A combination of good ingame story telling and cutscenes is the best way to tell a story in a game.
There are much, much, much more effective means of telling a story.
Isn't it wiser to involve the player rather than just rely on a cutscene? I have no impact during a cutscene, it's a weak outdated method. Even giving the illusion of control during a scripted event can garner a more meaningful impact. Again, I think cutscenes are old hat.
How are you supposed to rely on the audience/player to know how and when to react with the same effect as a carefully planned and choreographed cutscene.
It's never going to have the same effect.
Too often you have to sit around and watch a cutscene.
Would you rather watch a cutscene in which you're shown a building crumble to pieces, or have it occur in game through a scripted event. There's much more meaning if you see it happen.
Compare Metroid Prime to Metroid Other M.
I'm sorry, but nostalgia much? And other M is just a horrible game and story. You can't compare an absolutely shit example of cut scene story telling and proclaim all to be inferior.
And a building crummble doesn't have to be scripted if it doesn't advance the story. You're really picking at silly things here. A heavy story section, in which a large chunk of plot is explained or revealed simply doesn't work aswell without scripting. And quick time events or the ability to move your perspective doesn't change the fact that it's a cut scene.
All of what you say still isn't as effective as a good cinematic.
Try and convince me MGS4 could have worked any other way. It made an shite game epic.
Metal Gear Solid 4 was a fantastic game marred by a convoluted plot and abysmal stretches of ham-fisted cutscenes. You are not helping your case referring to that game.
So, you're telling me that pivotal plot points couldn't be orchestrated through naturalistic dialogue played out through gameplay? it's a much better method of exposition as opposed to the game halting info-dumps that were presented in Metal Gear Solid 4. In contrast you had a wealth of information presented by choice and at your leisure in Metroid Prime, the scanning mechanics of the game offered a naturalistic means of divulging the story and it's all totally optional.
You're still ignoring the fact that you give much more to the story through the game world. You don't need to awkwardly shove in information during cutscenes. I'm not saying that cutscenes should be totally abandoned, I'm saying that they need to be trimmed, I certainly don't want another bloated experience like Metal Gear.