Out of that, I developed a theory of
a certain cinematic style, a Transcendental Style, and published a book to that effect in 1972.
Not exact matches
Look, I appreciate that many critics and even gamers seem to enjoy this
style of platforming, but I'm not one of them, except in
certain circumstances where I feel the
cinematic qualities manage to make the experience fun, such as in Tomb Raider where every leap felt death - defying, even though it really wasn't.
Part of the reason for this is that it was way ahead of its time in
certain aspects of gameplay and presentation, such as its
cinematic visual
style, its inventory wheel, its photo - taking mechanic, and the fluidity of Jade's movement in combat.