kortin said:
Flimsii said:
Max payne getting review bombed because i has alot of cutscenes in a story driven game.
Well that is hilariously stupid
I think it was, from what TB said on the issue, not the amount of cutscenes, but the ability to skip them. They were played over loading screens, so you could not skip them until the loading in the background is finished.
A cutscene or a loading screen, i think using cutscenes to disguise loading screens is very smart. Now on pc the inability to skip SOME cutscenes on fast machines is a pain but if you are playing a story driven game and knowingly buy a story driven game and realise that hey cutscenes are a part of them you have shouldnt complain.
He mentioned that "HALFLIFE 2 DIDNT HAVE CUTSCENES SO ALL GAMES MUST NOT HAVE CUTSCENES",this is bullshit.
The reason it worked in hl2 is because Gordon freeman is a non character with no impact on the narrative so you could fuck about all you want and have no impact on the road the story takes because you were not part of the story, you were an observer.
Im sure there were trigger finger gamers who wished the game didnt have dialogue because it was interrupting them shooting things.
Its simple, cutscenes are a game design tool. If you dont want plot, thats fine. Just dont but a plot driven game. And for fuck sake dont review bomb a game because TB doesnt like cutscene
TheKasp said:
Flimsii said:
Max payne getting review bombed because i has alot of cutscenes in a story driven game.
Well that is hilariously stupid
Sorry but there are more ways to tell a story than just slapping cutscenes in the way every 2 minutes. And when a cutscene is more than 5 minutes long without any kind of usefull information than the game can fuck off right away.
They were not meaningless. Anyone who played the game can tell you this, they were either used to forward the narrative or develop max's character. As far as im concerned if you dont find story/character development "useful" information then dont play max payne 3.
And this wasn't the only story telling the game employed, the constant narration also drove the plot, character and themes forward.