Not exact matches
I hate QTE during combat, but considering that this is a storybased driven
game, it fits perfect with the
cinematic feels.
Mel mentioned that Moon Knight was the first time they had brought this
cinematic experience to Marvel Pinball and that it was something they truly
felt worked well within the
game.
Using the same 2D platforming seen in the original Metroid II, the latest entry steps into the modern age with 3D backgrounds surrounding Samus that give the
game a more
cinematic feel.
If Capcom's record with SF5 is anything to go by the
game might see significant improves over time also, but understand going in that the budget here isn't going to
feel Marvel
Cinematic Universe appropriate.
Ford's
cinematic influences are overtly placed — everything from the iconography and satire of DR. STRANGELOVE (as shown in the war room scene), to the narrative drive of STRAW DOGS (as shown in the grippingly tense scenes with fictional Tony's harassers, led by a perfectly - cast Aaron Taylor - Johnson), to the tangible
feel of David Lynch's oeuvre, to the cunning bite of Michael Haneke's FUNNY
GAMES.
But I say that the film
feels like a video
game, because let's face it, most amazing
games now even have a
cinematic feel to them.
The
cinematic feel of Little Nightmares is enhanced by slightly offset colors, off focus and film grain, making the
game look like it's a movie shot on a film stock.
It seems that brawls and duels will appear as in -
game activities, as many of the shots showing these looked like they were recorded through regular gameplay, but were edited to be shown from different angles and without UI to fit the
cinematic feel of the trailer.
The characters are a bit more vivid, the set pieces a bit more complex and
cinematic, and the
feel of the
game's story and world is somewhat unlike the rest of the series at times.
Verbinski had this to say: «I think the whole utopia - gone - wrong story that's cleverly unveiled to players is just brimming with
cinematic potential... Of all the
games I've played, this is one that I
felt has a really strong narrative.»
The second campaign features some orchestral pieces during the missions that make the
game feel more
cinematic.
I do know that they were popular, not only because of the
game play, but because they have a
cinematic feel to them, with unfolding storylines and, in later editions, well - produced live - action cut - scene sequences featuring well - known actors like Mark Hamill, Malcolm McDowell, John Rhys - Davies, and even former porn queen Ginger Lynn Allen.
While I love the
cinematic feel of the
game, the graphics and animations are pretty standard.
But smart filmmakers have found ways to integrate the rhythms, moves,
feel and tone of
games into their pictures while still ensuring they
feel cinematic.
The developers understand how to properly implement the
cinematic moments with the gameplay segments that are integrated in a way that you will rarely
feel the flow of the
game breaking with them.
GameXtract Writes «Okay people, you've beaten a
game, you
feel satisfied, but nothing makes you
feel better than watching a perfectly good ending
cinematic.
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.
- 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
BR: I think it makes the
game feel more
cinematic.
However, my biggest complaint stems from the nature of the
game itself; L.A. Noire is a 20 - hour
cinematic experience, and as such can often
feel like the player barely has any control over events.
Speeding through broken off corridors and manoeuvring my X-wing through them was a blast and really made the
game feel more
cinematic.
The gameplay in Metroid: Other M is unique in its own manner; certain events are scripted to occur to give the
game a
cinematic and «fast - paced action movie»
feel.
The
game had a
cinematic feel, and it...
Still, he had quite a tendency of using movie production methods such as elaborate camera angles, impressive special effects, and emotional soundtracks to make his
games feel much more
cinematic.
well I guessed he only based it on gameplay and ONLY fought the first boss: (Well I understand the thing about controls, but he should really go watch it on youtube or something, the
cinematic feel of the
game is too much to pass on...
The
game also oozes that
cinematic feel all the kids are talking about these days with a subtle film grain effect and Michael Bay-esque explosions.
The
game is made to
feel more
cinematic thanks to the help of Ellen Page and Willem Dafoe, who both play major roles in the
game, with Page's character being the main protagonist.
I'm not a purist but the argument of agency vs.
cinematic experience
feels like a mute point, video
games can not out - cinema cinema, so even as some elements from other mediua can lead to innovation in video gaming, what should always be the aim of video gaming is what makes it special, and agency is not something easily found or realized in other digital media, if ever.
When it finally released in February 2010, we were blown away by its
cinematic feel, twist - filled story, and incredible range of choices and interaction within the
game's world.
Contrast this with the new AAA
games with all the fancy graphics, gargantuan worlds, and flashy
cinematics, which all
feel so repetitive, rote, and shallow — think of the last time you were really excited about a current - day AAA release as opposed to waiting for the sequel to Final Fantasy III was — as it is, it's a bad example, since it fell short of III in so many ways, but you still looked forward to it.
Usually «
cinematic» is a AAA buzzword used to denote
games with high graphical fidelity and a lot of scripting, but Forgotton Anne actually
feels like a
cinematic experience in its presentation.
The interaction of all these elements, in a
game, is surreal: there is an uncanny
cinematic feel to Halo 4 that is both unnerving and awesome.
At times, the characters
feel more alive and real in the
cinematic cutscenes done using the
game's engine rather than in full - motion video.
In a
game so focused on story and delivering that
cinematic feel, having a narrative that fails to deliver is damning.
The characters are a bit more vivid, the set pieces a bit more complex and
cinematic, and the
feel of the
game's story and world is somewhat unlike the rest of the series at times.
Personally I
feel the oversaturation of Quick Time Events during the first half of the
game was a certain flaw, I stated that some of these
cinematic moments couldn't be pulled off otherwise in the review, but I am no
game designer.
Quantic are determined to ensure that their latest venture is unequivocally a
game first and a movie second: putting the action in players» hands as much as possible while retaining the
cinematic look and
feel for which they're famed.
Furthermore, the link to Star Fox, particularly Fox McCloud is tentative at best, however the developers do an okay job of giving the
game that franchise
feel with some
cinematics thrown into the mix.
Blur's
cinematics make Halo 2
feel like a brand - new
game, and are reason alone to fire up Halo 2: Anniversary.
It was
cinematic, had a decent sequel - like story to the movie, and offered some of the best combat in a Spider - Man
game that
felt like it was mirroring the Batman
games.
What will probably be Nathan Drake's final tale
feels mostly slick and forgettable, lacking the strong character drama or plotting that can make other
cinematic games stick with you long after they're completed.
The action mechanics within the chapters of the gameplay
feel realistic even if they are not entirely varied, and as the minutes progress into several hours, you truly get the
feel of a solid
cinematic adventure that many
games have failed to do properly (Ryse: Son of Rome) with substance in the way they play out.
Its atmosphere is phenomenal, with the kind of universal appeal that's rarely found in
games - from the way the backgrounds
feel like living environments, to the uplifting music and touching
cinematic moments.
Regardless of how you
feel about Ninja Theory's reboot of Devil May Cry, it's hard to deny that the studio knows how to make a
cinematic game.
From the moment I started playing, I immediately noticed an overhaul on how the
game feels — it's more fluid, responsive and really contributes to the
cinematic element that Naughty Dog seem to have mastered.
Erring on either side made for some
games that
felt too simplistic or not
cinematic enough.
I wouldn't go so far as to say that the
game is Chrono Trigger quality, but it does
feel like Square - Enix wanted to create a more open experience,
feeling more like a traditional RPG than Final Fantasy XIII's «direct,
cinematic ride.»
Films like «Silent Hill» and «Resident Evil» attempt to take video
game worlds that
feel inherently
cinematic in their storytelling structure and gameplay and make them as entertaining on celluloid as they are on - disc.
Exploring the SS Queen Zenobia is still a fright fest, and the way the
game is broken down into short chapters, which added to the «pick up and go» aspect of a handheld, actually makes it
feel more
cinematic.
The
game offers a
cinematic experience on - the - go complete with industry - leading motion capture, a rich storyline, highly - detailed environments, and special effects that truly captures the look and
feel of the Uncharted universe.