HOLY CHRIST CRACKERS!! Someone who's not an extremistNeutralDrow said:It's fitting that people have brought up Bastion, because I hated the way narration was handled in that game. Barring some general exposition moments like the training grounds or one of the dream sequences, it was like having someone read the novelization of the game at me over my shoulder while I played, simultaneously distracting me and implying that my actions were meaningless (after all, they already happened). And yet people praise it for "blending story into gameplay," which I totally don't get.
It really sucks, because I had to finish the game once and reflect on it before I realized that the story was actually pretty good. As was exactly one of the characters.
And thank you for making me suddenly realize why I disagree so strongly with del Toro, because I don't go from being a participant to a spectator. Barring something like maybe MGS4 (never played it, but it seems the go-to negative comparison for length), I am the character(s) regardless of the level of control I have over them at a given moment. If I find the story worth my while in any way, I'm having fun at any given moment paying attention to it.Shamanic Rhythm said:The thing that gets me about in game cutscenes is that you are suddenly forced out of second person perspective (from a narrative standpoint rather than a camera angle) and into third person. You go from being directly involved to being a spectator. As a player, I find that kind of insulting - particularly when the developer renders all the most important and awesome moments of a character through a cutscene.
*Tears up with Joy*
Secondly I can agree that MGS4 cutscenes were necessary to anyone who wanted to know the story.
Let's be honest.
There'd be no way in hell that you could compress all that story into interactive cutscenes.
I prefer to see the character I was previously controlling act upon himself and remind me that he's a FULL BLOWN FLESHED OUT CHARACTER!