I don't think cutscenes are the same thing as forced camera positions during gamepaly. Your mileage may vary thoughgrigjd3 said:And yet, I'm sure most of the people with these complaints still worship MGSIV.
I don't think cutscenes are the same thing as forced camera positions during gamepaly. Your mileage may vary thoughgrigjd3 said:And yet, I'm sure most of the people with these complaints still worship MGSIV.
Cut-scenes imply forced camera. Anyhow, I'd be shocked to discover there was any gameplay at all in MGSIV. After playing through the first eight hours of the game, I certainly didn't find any. Just a terrible movie. Also, the comic didn't specify forced camera vs cut-scene. It just specified forcing the player to look at something.bafrali said:I don't think cutscenes are the same thing as forced camera positions during gamepaly. Your mileage may vary thoughgrigjd3 said:And yet, I'm sure most of the people with these complaints still worship MGSIV.
For a looong time now.maninahat said:"Take control of away"...."TAKE CONTROL OF AWAY"?!
Quick men, throw your F7 keys at them.
Captcha: "bet on cheltenham at betfair"
Solve media is making me write advertising slogans to post on forums now?
But at least it doesn't pretend to be gameplay or have you in control. Whether efficient or not, I find them at least honest to the player about what they are.grigjd3 said:Cut-scenes imply forced camera. Anyhow, I'd be shocked to discover there was any gameplay at all in MGSIV. After playing through the first eight hours of the game, I certainly didn't find any. Just a terrible movie. Also, the comic didn't specify forced camera vs cut-scene. It just specified forcing the player to look at something.bafrali said:I don't think cutscenes are the same thing as forced camera positions during gamepaly. Your mileage may vary thoughgrigjd3 said:And yet, I'm sure most of the people with these complaints still worship MGSIV.
Well then they should learn to direct eye-lines. Or quit making games if they can't accept that someone's going to miss something occasionally - that's the charm of the medium.Arakasi said:I dunno, I can understand it in some situations, but when it's just talking or something like that I don't get it.
If it is something quick that you'll miss if you're facing the wrong direction, it's probably justified.
Tomb Raider is pretty terrible with it during set-pieces. I remember the days when you used to be allowed to actually play through them. Now they just cut-away every 5 seconds and it's disorientating as fuck. If a building's collapsing around me I don't really give a shit about what it looks like from a 45-degree aerial shot. If I wanted that I'd watch a bloody film.VanQ said:I actually think Tomb Raider 2013 managed to hit a good middle ground with this. They gave the player control while keeping the action and explosions in your line of sight. And when they did take control away, it was for a short amount of time and usually came right after a rather mashy quicktime event to give you a slight reprieve.
Another thing Bulletstorm did right in that respect is the "push a button to view this nonsense or just keep going" thing.Smilomaniac said:Golden middle way. Just don't overdo it.
I'm reminded of Bulletstorm which has a load of different locked viewpoint ingame cutscenes, typically where you're falling. I like them. While they're not intellectual deep thought scenarios, you see what the intent with the scene was.
If you're free falling for a short period and you have free mouse movement, you're bound to just flail around until you hit the ground and not see anything.
In Bulletstorm it plays more like a proper action movie and I for one feel more immersed.
(Ignoring a shit ton of other bad stuff in the game, it's just an example).
I have a question though. Isn't it pretty damn obvious which games will have them or not?
What he said. Let me play the damn game and see/miss things as they happen. It adds to the charm of re-playing games when you notice stuff you missed your first time through. Just fuck off and leave me alone!Woodsey said:Well then they should learn to direct eye-lines. Or quit making games if they can't accept that someone's going to miss something occasionally - that's the charm of the medium.Arakasi said:I dunno, I can understand it in some situations, but when it's just talking or something like that I don't get it.
If it is something quick that you'll miss if you're facing the wrong direction, it's probably justified.
Tomb Raider is pretty terrible with it during set-pieces. I remember the days when you used to be allowed to actually play through them. Now they just cut-away every 5 seconds and it's disorientating as fuck. If a building's collapsing around me I don't really give a shit about what it looks like from a 45-degree aerial shot. If I wanted that I'd watch a bloody film.VanQ said:I actually think Tomb Raider 2013 managed to hit a good middle ground with this. They gave the player control while keeping the action and explosions in your line of sight. And when they did take control away, it was for a short amount of time and usually came right after a rather mashy quicktime event to give you a slight reprieve.
OT: I am sick of this crap. It's lazy on the developer's part and equal parts irritating and infuriating and boring on mine.
Actually, it's really only with Final Fantasy XIII that the game started actively taking your control away from the cool points. X and XII had it to a small extent, but most of the combat and whatnot was still "Cut-scene introduces bad guy, battle starts" as opposed to XIII's method of "cut-scene introduces bad guy or generic mooks, party mows down the enemies while cut-scene plays and player watches". Though I suppose things like the chase sequence at the beginning of Final Fantasy IX could technically apply as well, I don't classify that on the same level as Metal Gear Solid or Devil May Cry, where despite everything being rendered with the in-game engine, the characters are magically much more nimble and adept during cut-scenes.VanQ said:I'm looking at you . . . every . . . Final Fantasy ever.
Same here. I feel like this comic is a direct response to Tomb Raider's scripted camera shifts and character animations, which is one of my favorite parts of the game. The fact that the way Lara climbs or walks or runs or jumps changes depending on her surroundings helps the game feel more cinematic in a good way. There were parts of the game where I couldn't tell if I was still controlling her or if the game had taken control, and making something like that so seamless was absolutely brilliant.VanQ said:I actually think Tomb Raider 2013 managed to hit a good middle ground with this. They gave the player control while keeping the action and explosions in your line of sight. And when they did take control away, it was for a short amount of time and usually came right after a rather mashy quicktime event to give you a slight reprieve.
I think when used right, taking away a bit of control for a small amount of time can be nice. It's just when overused or poorly used that it becomes a less of a game and more of a movie. Even worse is when the characters you're playing get to do way more cool stuff like surfing on their swords to kill demons or having awesome aerial battles or just do stuff you never get to do. I'm looking at you MGS4 and every Devil May Cry and Final Fantasy ever.