Not exact matches
The trailer that you saw today was
scenes from the
in -
game cinematic story mode, but one thing that's kinda cool that we're doing with the story mode is... Even though it's one over-arching story, there are unique experiences that you'll only get to play
in the story mode.
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.
To celebrate ten
game - changing years of the Marvel
Cinematic Universe, including successfully creating and marketing 536 superhero movies starring four different white guys named Chris, Marvel released behind - the -
scenes footage of that time when they gathered every movie star
in the world for an epic class photo.
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.
Also the
game's seamless transition between
cinematic scenes and gameplay barely has a difference
in how the
game looks, making it a visually great looking
game.
This announcement comes after just having announced that Mass Effect 3 will be getting an Extended Cut DLC pack
in the Summer that will add
in new
cinematic sequences and epilogue
scenes at no extra cost to
gamers.
Take, for example, the strange case of the
game's
cinematics; they appear to be full rendered 3D
scenes with the camera moving around the environment, swooping
in to a council made up of various races, headed by one Ivan, a leader seeking to take inspiration from tales of old heroes.
- 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
This time it's Agent P from the Disney Channel's hit series Phineas and Ferb
in the endless runner
game featuring
cinematic action
scenes and giant boss battles you've all be waiting for!.
Borrowing ideas from the latest Mortal Kombat
game, the story mode
in Injustice incorporates fully
cinematic cut
scenes with the one on one gameplay you come to expect with most fighting
games.
The majority of Rain's story is told via
in -
game cut -
scenes, but the
game opens and closes with a absolutely stunning watercolor - style
cinematic.
Indeed, even
in 2K17's launch trailer, filled with the most
cinematic moments of the
game possible, watching the slow - mo walk sequences of players on the court, when they don't have a ball to follow, is like some
scene from The Walking Dead or Invasion of the Body Snatchers.
The
game is an old - school
cinematic - platformer that proved innovative through its use of effects
in the graphics, sound and cut
scenes with characters communicating through their facial features, gestures, and actions only to tell the story.
That's not to say things are perfect, as character pop -
in proves to be a persistent issue as you hit the town, and can create some pretty awkward situations when characters flash
in and out of the ether during the
game's
in -
game cinematic scenes.
Video
game level designers are also responsible for any «cut
scenes»
in their level,
in which they enlist the help of
cinematic designers.
The long, over-indulgent
cinematic cut -
scenes combined with the sometimes inappropriate odd - ball humour has had many
gamers scratching their heads
in confusion.
And with so much production value and attention to
cinematics both
in scenes and gameplay, it's occasionally difficult to come to terms with the fact that there isn't a HD version of the
game that you could switch to.
The
game concludes
in a dramatic
cinematic cut
scene as you piece the whole mystery together.
Skyward Sword is presented
in a much more
cinematic and dramatic way than any previous
game in the series; With great looking cut
scenes filled with colourful and interesting characters.
Although what you're suggesting is possible too — that the extensive «
cinematic»
scenes appeal to
gamers who are interested
in narrative.
Major props need to go to Yoshiaki Kusuda, who directed the
cinematic action sequences and choreographed fight
scenes in the
game, which are very intense and fun to watch.
As well Capcom have confirmed that the update will also include foreign subtitles, which will be displayed alongside the English audio
in cinematic scenes and
game play.
No one
in their right minds should really wish for the overblown 20 minute cut -
scene / codec sequences of Metal Gear Solid 2, but something that matches it for
cinematic excellence would have been great to witness
in what is arguably one of the most sumptuous looking
games ever made.
One of the points he brought up involved
cinematics, or cut
scenes,
in games and how we as an audience want those
scenes to enhance our gaming experience.
In Splinter Cell: Conviction you'll notice that Ubisoft have used a «wall projection» method of updating your mission objectives and cut -
scenes, keeping you fully immersed with a
cinematic feel to the
game.