Speaking of the story, it's immediately noticeable that Kojima took to heart the long - standing feedback regarding the massive
cutscenes he used to deliver the plot in previous Metal Gear games.
I love the stylish 8 - Bit
cutscenes used to deliver the story as well (think Axiom Verge from earlier this year).
The fully animated
cutscenes used throughout the demo are the most beautiful videos I've seen running on the 3DS.
Chances are these screens may be using different models to the ones in the article - as shorter
cutscenes use the gameplay models, while longer in - engine
cutscenes use the cutscene models.
The story is patched together through animated
cutscenes using the voice actors from the Sonic Boom television series.
The style feels more Super NES than anything and
the cutscenes use big pixel art.
Not exact matches
With computer games running on more modern hardware, however, the
use of FMV for
cutscenes has been drastically reduced as similar quality graphics can be produced in the game engine with much less disc space required for the source data.
Even games that have more narrative focus on the world will
use cutscenes effectively.
Games that can tell a story without ever
using a
cutscene, narration, or separate website (Destiny) are rare nowadays.
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.
If you are going to
use the in - game graphics for
cutscenes, give back player control and let them continue playing.
As soon as the enemy is on low health another ring will appear, this time indicating that a finishing move can be
used, which transitions into a mini
cutscene, though it gets stale after the first few times.
The game
uses cutscenes from the Golden Age Arc movies, and then makes its own after those events are over.
Also the gameplay graphics are what are also
used for the game
cutscenes and when the character models are shown close up they look just as good.
While the story and world are presented through
cutscenes and stone glyphs depicting the history of the land, Hellblade also makes clever
use of live - action
cutscenes.
Worst of all, the canned
cutscenes mean you're forced to
use specific cars during story missions.
Unlike individual figures, which are simply dropped in to allow the
use of their character, playsets are basically Disney Infinity's «games», complete with stories,
cutscenes, etc..
She comes across as lovable in
cutscenes — showing much more personality than Link himself —
uses interesting dual crossbows unlike other characters, and just might be the best reason to invest in Hyrule Warriors Legends, along with the other new characters, such as Tetra and Skull Kid.
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.
Get
used to overly - long
cutscenes, and expect far too much exposition to be delivered in them.
Rise of Nations, Frontline studio reps tell developers how to make their games more Hollywood - like without
using cutscenes.
Metroid if they do jiggly animation for her boobs when in
cutscenes:p lol:p no metroid if it
uses dual analof because i played metroid prime corruption on wii and i did nt like it because i suck with wiimote on every shooting game i ever played and you couldnt
use gcn or classic so i just stopped playing after5 or 6 missions
It shows some footage of both games and some of the touch screen controls, such as peeking around corners,
using the binoculars and zooming in during
cutscenes.
Part of this comes from still images or
cutscenes being
used to tell the story and part comes from dialog in Japanese and English.
While
cutscenes could have
used a trim here and there, the story of Xenoblade Chronicles 2 — or, at least, the story that we've engaged with so far — is deep, lore - filled and packed with mystery.
The
cutscenes are gorgeous though and the game makes
use of pre-rendered
cutscenes to the fullest to deliver non-stop, adrenaline pumping action.
The depth of field effect is
used sparingly during
cutscenes and other cinematic moments making it often look like a pre-rendered
cutscene from movie.
When
used in Detective Pikachu, the amiibo will unlock «Pika Prompts,» special
cutscenes that contain clues and hints.
Some of the best anime - styled cel animation, but is it really necessary to
use 2D
cutscenes in this day and age?
- Strong aliasing - Worse sharpness - Serious framerate drops - Visual issues with
cutscenes and when getting out of the inventory - Too many actions (
using a power + rotating the camera = «framerate death»)- 5 sec loading time when you get back to the Home menu - the editor installed every patch available - The plateau on Switch is has a bad framerate that gets better after, but it's worse on Wii U
While the game might be too
cutscene - heavy for some players it
uses this to create a cash of fleshed out characters who are almost all fantastically acted and written, and who are often more than meets the eye, revealing new aspects of their personality as you spend time around them.
Not only did the BBC run an awkward «how do you do fellow kids» style news piece on Halo 3, but they did so
using an impossible to miss chunk of a Killzone 2
cutscene.
- the developers had to find way to convey the story in a way that didn't restrict players» freedom - they came up with this system of «watching a
cutscene = Link regains a lost memory» - when you're gathering those «Memories», the
cutscenes are shown without any context - this makes you wonder what happened (especially if you haven't seen them all)- a great advantage of that Memories system is that you can rewatch the
cutscenes at any time, as many times as you want - the Sheikah Slate conveniently lists them in chronological order - Princess Zelda has two main roles in the game - The Princess who Seals (Zelda's traditional role, as seen in previous Zelda games)- The Princess who Researches (ways to stop Calamity Ganon, Zelda's new role)- taking those two roles into consideration, the image of «The Princess that can not
use her sealing powers» was born.
- any LEGO character can be
used in any setting, mixing all the I.P.s together -
cutscene shows Gandalf's famous Balrog bridge scene, but Batman saves him from falling to his doom - those two and Wyldstyle wander through Wizard of Oz, Portal, and Scooby Doo environments - each character has his or her own power that can be
used to deal with certain obstacles - Gandalf can
use magic to rebuild something - Batman latches on to an object with a grappling gun - upgrade and modify vehicles by attaching and moving Lego pieces on the toys themselves - you can only
use Chell's portal gun on specific spots marked out by the game
Sadly, the rest of the games
cutscenes actually
use the in - game engine, and despite it being very good for an Arcade title, it's not up to delivering good
cutscenes.
Board games are also a set of interwoven mechanics that aim to provide the player with a good time, they just lack the clearly presented
cutscenes and audio
used to craft entire digital worlds, relying instead on the player's imagination and attempting to create gameplay mechanics that thematically make sense.
if on the PS3 it will be anything around 25 GB, then they will need at least 4 DVD if they are going to do the same thing (theoretically) and if they were planning to
use a 50 GB BD, then more DVDs will be needed OR they can compress everything and stay at 720p or less for the whole game, (because I read somewhere that they are going 1080p for
cutscenes) that will make more sense cost-wise and quality-wise and will require less storage space!
Meanwhile
cutscene length is far better judged and features heavy
use of shaky cam, something I'm normally against as movie directors these days rely on it far too much, but it's artfully done and combined with long, single camera shots.
It's an intriguing premise, and the story gets told through back and forth dialogue at the beginning and end of the missions, with the occasional
cutscene thrown in for good measure
using a Saturday morning cartoon style that I really liked.
One thing about FF13 is that it
uses two sets of models - one for gameplay (lower quality) and one for in - engine
cutscenes (higher quality) and then there's the CGI
cutscenes.
To get around this expanded city you've got access to the Bat - Wing, but only in
cutscene form as it can be
used to fast - travel around the place, a most welcome time - saving feature given the increased scope of the game.
While the previous game always
use in - game
cutscenes to tell the majority of its story, Peace Walker has opted for a black and white graphic - novel style to tell its tale, with some quick - time button presses thrown in for good measure.
The single player difficulty spike towards the end of the campaign signals not enough time was spent tweaking the game, and the story is contrived, over-acted, and filled with boring «
cutscenes» if the term may be
used loosely.
I've gotten
used to coming into a Hideo Kojima game and expecting a great story and a vast amount of
cutscenes, it's the one game where this stuff is actually worth watching, but coming away from The Phantom Pain I feel as though the story is spread very thin in comparison to the previous games.
Worse still, it's actually more cumbersome, as there's now no Run button, and Fast Travel is almost as bad as just walking as you have to endure a
cutscene and actually get to a Fast Travel point before you can
use it.
Everything
cutscene orientated starts off really well, with a properly animated opening sequence showing Doctor Doom battling against The Watcher, as the latter attempts to prevent the
use of the Cosmic Cube.
it's funny lol they
used a picture from the story mode
cutscenes because the anime didn't reach that form of Sasuke, they could've just make Studio Pierrot draw some pics for them, they made a lot of anime
cutscenes in Revolution and Generation so that's not a problem.
Especially during the
cutscenes, as everything is rendered in real time
using the game engine.
As a character, Chrom can sport many of the moves he
used in the
cutscenes and battles seen in Awakening on 3DS, while also having a few new tricks to add to the mix.
While the
use of pre-battle
cutscenes is nothing new, the characters are a lot more believable and relatable than previous games, where they tended to just be showing off battle skills or spouting out proverbs to sound intelligent.