The recoil of the gun or
even the cutscenes weren't remastered therefore, it might not sound as great as other games on the PS3.
Now, the developer has decided to provide fans with an even closer look at the title by releasing an extended piece of footage that offers 10 minutes of actual gameplay highlighting some combat, environments, and
even cutscenes from the title.
Even cutscenes aren't handled as well as they should have been.
While it's based on Oddysee, New «n» Tasty doesn't use a single line of the original source code; there are no visual elements recycled; most all of the audio was redone from scratch and
even the cutscenes were completely re-built.
It's a little weird at times, as
even the cutscenes from the standard campaign remain the same, but all in all, it's a scintillating unlockable and quite an impressive amount of work went into the voice overs and making the story fit within the missions that you already played.
Now if we chose to question Nick later in the afternoon or in
the evening this cutscene will not occur which is a shame since it's one of the funniest scenes in the game!
Not exact matches
Even these games have an hour or more of
cutscenes in the games to help tell the story.
Even games that have more narrative focus on the world will use
cutscenes effectively.
No character endings,
cutscenes, or
even a vague idea of why most of the cast is
even in the game.
It tells an interesting story with intriguing characters and the presentation quality from the in - game visuals,
cutscenes, soundtrack,
even the menus, are masterfully done.
In this way it's a game of compelling opposites;
cutscenes infiltrate the great gameplay, fourth - wall hammering innovations subvert the dominance of the sweeping story, and
even though the game ends the tale of Solid Snake with such bold finality, I expect nothing more than his triumphant return.
Kojima really outdid himself with this game, I mean all the customizations are noticable in the in - game
cutscenes and
even those are just using in - game graphics.
crap crap crap crap!!!!! glitches galore, restarting last checkpoints to make a
cutscene work, boring enemies, im not
even going to mention the b button
cutscenes were your forced to watch these two idiots walk through skinny passage ways, or open doors, or jump a 4ft gap.
The
cutscenes were well - animated and
even just the three characters in the base set were nicely differentiated.
Even on this, perhaps my fifth playthrough of the game, I was in tears watching
cutscenes showing Katey bawling and begging you to stop when you had to give her another injection.
The
cutscenes though look fantastic, matching up well with what we've seen before from the series, but the central game as a whole is a spot on the rough side,
even if you've opted for Quality mode.
It's fast, flashy, and fun — and it's easy to excuse Revengeance's hiccups when
even the simplest battles rival the best
cutscenes in any previous Metal Gear.
They could have made the game a bit more like WW with occasional touchscreen use with items like the boomerang and puzzles that needed it originally, kept the gameplay exactly the same but in HD with HD
cutscenes or
even redone the games completely.
While the above items aren't new to the series, you'll notice that the voice acting (for the most part) sounds improved,
cutscenes are not as jarring, and
even the quick time events feel more appropriate.
I can't
even count how many times during my playthrough that
cutscenes popped up, in the middle of the action, for some crazy, story based exposition and totally ruined the flow of the action.
Shadows of Valentia is the first Fire Emblem game to have full voice - acting for all main story
cutscenes, support conversations and
even on - field battle cries.
It
even interferes with the game's few
cutscenes, which has to be moved out of the way with the left analog stick.
And
even with the PS4's processing power, 1080p clarity, and 60 fps, framerate stuttering is still apparent during
cutscenes especially.
These
cutscene videos that SEGA have been uploading are only whetting our appetite
even more:
The presentation is of a high - quality throughout,
even if some
cutscenes are technically a bit muddy.
Even if you've already completed the story mission, you'll have to wait until the other player has watched all the
cutscenes or completed the pre-monster part of the quest before you can jump in and help.
These missions are fun enough in co-op, and
even when you're alone, your NPC allies do a decent job of helping control the zombie crowd (though the game still pulls the ridiculous trick of having all your ally characters pop up in
cutscenes when you've been running around the entire game by yourself).
Between involved Assigned Quests with dedicated storylines,
cutscenes, and great set piece moments, Optional side quest content, ongoing Investigations, timed Events, responding to SOS flares, and
even just open - ended exploration - based Expeditions, there is never a lack of things to do in Monster Hunter: World.
CG
cutscenes also lack a bit of forethought by referring to your character as «he»
even though you can make a female, and showing plenty of first - person shots of your jacket - clad character when you can actually choose to never wear the jacket.
«We're really rying to get the player perspective, so we're not really gonna...
even in the
cutscenes we're not going to cut the camera.
Heck,
even after booting it up and watching the opening
cutscenes, I was finding it very difficult to hold back my cynicism.
Even the story mode is just a tree of non-interactive
cutscenes plus the odd boss.
Some larger areas have minor frame slowdown, but in town zones and
cutscenes it's a match for any other game I've seen on the handheld,
even in 3D mode.
Graphics-wise, 1001 Spikes looks like a NES game, and
even has Ninja Gaiden - like 8 - bit
cutscenes that tell the story.
Navigating the world is made
even more boring by frequent doors, ladders and pointless climbable walls that activate a brief
cutscene that can actually be skipped, leaving me to wonder why they're
even here in the first place.
Lincoln Clay's race plays a huge factor in Mafia III; while most of the major and minor characters exhibit overt racism through
cutscenes and dialogue, there is a litany of racist instances from
even the nameless pedestrians.
They just dial up LOD and a few other effects during
cutscenes for extra oomph, plus the motion capture animation makes it look
even better.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and
cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone
even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
Even when no one cared about stories in their games, even when the standards for a good narrative in this industry were ridiculously low, the Metal Gear games were doing things with their cinematic cutscenes and their elaborate narratives that very few other games w
Even when no one cared about stories in their games,
even when the standards for a good narrative in this industry were ridiculously low, the Metal Gear games were doing things with their cinematic cutscenes and their elaborate narratives that very few other games w
even when the standards for a good narrative in this industry were ridiculously low, the Metal Gear games were doing things with their cinematic
cutscenes and their elaborate narratives that very few other games were.
It's a real kick to get to actually play through these moments that were previously relegated to simple
cutscenes and during certain fights you'll
even get quick flashbacks to previous moments in the series which just adds to the drama.
Revelations» multiplayer
even has its own storyline, which is told through unlockable documents and
cutscenes as you level up.
And reflecting on the game's subtitle, any
cutscenes occurring while les enfants terribles are in the same room become ultra-dramatic,
even moreso than in the original.
These dips in frames would come in random places, some
even in
cutscenes that didn't have much going on in the way of action.
The game would get re-christened a year later, this time as George Foreman's K.O. Boxing —
even though the only thing that changed was the character you played as, and a very small — yet hilarious — tweak to the in - between round
cutscenes.
The
cutscenes are still in the game, and there are
even a few in the demo.
Scorn is more survival horror than full on survival, but places a huge focus on immersion by avoiding
cutscenes and a HUD entirely, leaving players to their own devices to figure things out and
even interpret the rather fluid storyline.
Normally this isn't a bad thing, but you couldn't turn off the Linked Attack function, and the
cutscene interrupted the flow of the battle,
even if you skipped it.
At least Rasputin gets a moment at the end to shine as one of the most horrifying moments in Destiny history happens during the closing
cutscene,
even if we never find out things like how Ana Bray survived her supposed demise.
And
even if she wasn't, it's no stretch to say that the way Mario behaves in the final
cutscene is extremely petulant and sort of a turn - off.
The audio mixing is a bit iffy, with music and dialogue in pre-rendered
cutscenes dissonating and feeling a bit off — weirdly, audio levels are properly mixed throughout the rest of the game and
even on in - engine
cutscenes, creating a very curious conundrum.