it all depends on the game, a moment in the game, and the character the player plays as. RPG's are were they can be strongly used.
Samurai Goomba said:Colossi tend to get more vicious and powerful as you progress through the "chain," with the toughest being fairly obviously malevolent or at least totally invested in Wander's destruction. I see this as later colossi having more of his essence in them.
It requires a thinking mind to be evil, and there's little evidence of that. The lion doesn't chase a child because it's evil, it chases the child because it's a lion. Perhaps it's all they know how to do. Or perhaps they, as aspects of Dormin, share some of his knowledge and know what Wander has come to do.Samurai Goomba said:I assume Colossi that are trying to murder Wander before he even does anything are doing so because they want him dead... So maybe they are evil?
Samurai Goomba said:Second, a bunch of the village turn up and try to seal Dormin away. Also, I believe Dormin is hurt by the same sword Wander uses to kill Colossi. These are indicators that either Wander's village is full of evil/deceived people, or Dormin is at the very least not "good" in the traditional sense of the word.
But he does tell Wander.Samurai Goomba said:Third, Dormin's kind of a jerk. He's one of those guys who sells you a car without letting you know the transmission is totally shot. Yeah, it's your fault to not ask about every individual part of the car and how it works, but he's a jerk not to bring up an obvious downside of doing business.
Wow, you remembered a lot of things about SotC I had forgotten. The symbolism of the Colossi in particular is really interesting, like the point you made about the shackles. With today's modern games, I rarely see that kind of attention to detail used to directly enhance the storyline. I guess maybe Bioshock does a similar thing with the Splicer costuming.Evil Tim said:Snip
Samurai Goomba said:Oh, there are some animals, but it doesn't make sense for there not to be any larger predators or prey in the areas of lush vegetation. Now, one could chalk it up to PS2 system limitations, but I wonder if there's some story explanation for this? Did a Dormin Hiroshima bomb go off when he got sealed away? I dunno.
Samurai Goomba said:I can't really tell myself whether Dormin helps Wander because of virtuous qualities or self-interest. Maybe the game was designed so his motivations would be vague. Most (or all) of the situations where Dormin actively gets involved, there is some benefit to him. Like with protecting Wander. Did he do that because Wander was loyal and freed him, or because Wander had absorbed so much residual Dormin energy himself that he was the perfect vessel? He does absorb a little piece of Dormin from every Colossus, if we follow your logic that every piece represents a different aspect of Dormin, then we see a possible reason for Dormin to take possession of Wander's body, perhaps to ease his transition into a corporeal form.
The big problem is, it's not really a storytelling element of gaming.ZeroMachine said:So... this guy never played Red Dead Redemption, did he?
It isn't a bad way to present a story. Just another way. Gah, I hate it when people bash cutscenes... every now and then, I like to finish a big fight and then sit back and enjoy a little movie as a reward. It's a good way to relieve tension. It can also be a good way to build it up... if the character is getting hyped up, and the player likes the character, they'll probably get hyped up too.
Yeah, it's been done, too. It's more than possible, it happens.Ca3zar416 said:I would love to see more story told outside of cut scenes. I'm not an expert but I'm sure you could tell the story as the game was played. When I'm playing and then there's a cut scene I just feel interrupted and get taken out a bit.
omg Disney Princess is my favourite game!!!Nouw said:Your wish is my command. [http://en.wikipedia.org/wiki/List_of_THQ_games]SimpleJack said:Ok, first of all, a large amount of games doesn't make a sound, unless they're piled on top of each other and they fall into water or something.Nouw said:Oh I'm sorry, I can't hear you over the sound of the many games THQ published, and the Spongebob movie game is quite good thank you.SimpleJack said:I feel like Bioware has pulled off cutscenes pretty well, Mass Effect sort of gave you a way to control the cutscene and develop your character further...
Also, I dont remember THQ making an incredible amount of games.
The last one I remember was the game based on the Spongebob movie...yeah, exactly...
I guess I agree with the general statement that devs should work harder to not use cutscenes instead use their biggest advantage of control.
Secondly, I also liked the sponebob movie game, so yeah, i just havent really seen a lot of games that theyve made since then... you got a short list...?
...what the hell i never said snip....Nouw said:That's good to hear >.>SimpleJack said:Snip
It's to show a long series of quotes/text to prevent the page from looking untidy and over-loaded.SimpleJack said:...what the hell i never said snip....Nouw said:That's good to hear >.>SimpleJack said:Snip
oh....-_- thenks....Nouw said:It's to show a long series of quotes/text to prevent the page from looking untidy and over-loaded.SimpleJack said:...what the hell i never said snip....Nouw said:That's good to hear >.>SimpleJack said:Snip
Stop saying Bioshock didn't have cutscenes. It had like seven. The intro, the first time you inject a plasmid, when you first meet a little sister, Andrew Ryan, after you get knocked out, the ending scene, and than the final Good/Bad movie.ultratog1028 said:I agree with THQ here. Cutscenes break the action. You don't feel as "in" the game if the game is going "here let me take away your control to show you this movie".
Now, I'm not against cutscenes, sometimes they are needed. In the first Halo, on the second mission, there is an objective "get across the chasm". You press a button and the game takes control of the camera and shows you a bridge activating. This is short, but done to convey game information. It show's you activating a bridge, and exactly where the bridge is from you current location. These kinds of cutscenes are alright. Cutscenes at the beginning and end of missions are "meh"; they are not necessary, but they clearly show a break in the action, changing of levels.
What I don't like is cutscenes in which it interrupts the flow of the game to show you interaction between characters. There's no reason, in the middle of a level that I don't have control over my guy, or even see it from his view. Especially in fight scenes or something. If you are going to have an Awesome fight scene, why not have the player do it? (Note: This does not mean quick time events). Instead of showing my character running for a door while the ceiling is collapsing, have me do it. And for the love of Gaea, don't do a cutscene of me barely escaping. Just, no cutscene is necessary there.
Bioshock, Half Life 2, and Cod 4 did awesome jobs at this and are considered some of the best games of the last decade.
Obviously this is limited to First/Third person games, as it is hard to do RPG or RTS wise...
But those cutscenes did something that other games normally don't do in cutscenes: It never takes you out of First person view. Also it explains the loss of control in the story.CowsMoo said:Stop saying Bioshock didn't have cutscenes. It had like seven. The intro, the first time you inject a plasmid, when you first meet a little sister, Andrew Ryan, after you get knocked out, the ending scene, and than the final Good/Bad movie.ultratog1028 said:I agree with THQ here. Cutscenes break the action. You don't feel as "in" the game if the game is going "here let me take away your control to show you this movie".
Now, I'm not against cutscenes, sometimes they are needed. In the first Halo, on the second mission, there is an objective "get across the chasm". You press a button and the game takes control of the camera and shows you a bridge activating. This is short, but done to convey game information. It show's you activating a bridge, and exactly where the bridge is from you current location. These kinds of cutscenes are alright. Cutscenes at the beginning and end of missions are "meh"; they are not necessary, but they clearly show a break in the action, changing of levels.
What I don't like is cutscenes in which it interrupts the flow of the game to show you interaction between characters. There's no reason, in the middle of a level that I don't have control over my guy, or even see it from his view. Especially in fight scenes or something. If you are going to have an Awesome fight scene, why not have the player do it? (Note: This does not mean quick time events). Instead of showing my character running for a door while the ceiling is collapsing, have me do it. And for the love of Gaea, don't do a cutscene of me barely escaping. Just, no cutscene is necessary there.
Bioshock, Half Life 2, and Cod 4 did awesome jobs at this and are considered some of the best games of the last decade.
Obviously this is limited to First/Third person games, as it is hard to do RPG or RTS wise...
Also, about the exec, let me just say,
Red dead redemption
Saints Row 2
Legend of Zelda OOT
Deus Ex
Grand Theft Auto 4.
All games made better by cutscenes. You don't always need to have a scripted in-game sequence for the game to be good.
There was one disconnect I did get, but it was just story-related.BrotherRool said:Finally shout out to the bit in Uncharted 2 where if you try to take a punch at a guy you hate, he decks you and will eventually kill you. It explains the story (why isn't he trying to escape?) and it correctly predicts how the player will feel and stops the story and cutscene being disconnected like would have happened if the guy was just invincible to being punched.