There's an extensive
focus on cutscenes to explain the story and while this is sometimes welcome, at other times it can become a bit tiresome.
If you can avoid
focusing on the cutscenes, the only obstacle should be the awkward control scheme, but you should have that nailed down within the first hour.
Not exact matches
Even games that have more narrative
focus on the world will use
cutscenes effectively.
this game is just one big piece of awsome... and sadness the final part of the mgs saga mgs4 has old snake coming out of retirement and has to go kill liquid ocelot but there is one problem snake has accelerated aging this game has so man
cutscenes but i could not decide whether this was a good thing or abad thing this game has less a
focus on stealth and more a sense of action and the ending this is the sort of ending you cry at and anyone who says they did nt is either lying or a haertless ****
this game is just one big piece of awsome... and sadness the final part of the mgs saga mgs4 has old snake coming out of retirement and has to go kill liquid ocelot but there is one problem snake has accelerated aging this game has so man
cutscenes but i could not decide whether this was a good thing or abad thing this game has less a
focus on stealth and more a sense of action and the
Cutscenes are shortened now so you won't spend much time in reading the dialogue and instead the
focus is
on creating a functional story.
The definition of what the series meant for the fans might differ depending
on your preference and how you experience it, but for me, Metal Gear Solid is predominantly a stealth -
focused game that offers lengthy
cutscenes that are amazingly choreographed and features an enjoyable cast of characters with their own unique personality.
The game's heavy
focus on the design of the world and its mechanics creates more of a virtual and engaging experience than what is generally possible from games with elaborate plot twists and lengthy
cutscenes.
While there are a few twists and turns, and a handful of aggressively lengthy
cutscenes, plot is decidedly not the
focus of Xenoblade Chronicles X. Rather than forcing you through a set of linear plot beats, the game lets you decide when to take
on any given story progression mission for the chapter you're
on.
Kojima was more
focus on becoming more Hollywood so he hired a Hollywood actor that cost him a huge part of the game budget which shows that he couldn't finish the last chapter, and Snake have barely any dialog to Begin with and the tapes were supposed to be
cutscene but instead it was just turn into tapes to save money, Zero original voice didn't replice his role because he was offer too little and Paz as well (a huge part of the budget went into Kiefer) and more.
Would also like to see more of a
focus on gameplay, less
cutscenes and QTEs, the ability to make choices and to have multiple endings in the sequel.
Kojima actually was first interested in the open - world style gameplay because he could
focus more
on telling the story through the game rather than
cutscenes.
Mid-battle
cutscenes also flow better than before, such as cameras
focusing on areas of interest mid-battle, and meetings with certain generals happening in a more realistic way; while in the old games you would sometimes see your character interacting with a general
on the other side of the map during a
cutscene, this doesn't tend to happen now, some scenes flowing back into gameplay with your character standing in front of the officer they were speaking to, rather than suddenly finding yourself back
on the other side of the map as though nothing had happened.
At least the game doesn't pull punches when it comes to the way it balances fanservice with actual content: the vast majority of
cutscenes do absolutely nothing to move the plot forward, instead
focusing on another silly way for the girls to please the audience («boob - grabbing» or «butt - splitting» contest, anyone?!).
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.
«Regarding to game type... I see pros and cons from scoring for games like action RPGs which are more
focused on gameplay and for action / adventure type where story and
cutscenes take an important role.
Time isn't spent with
cutscene after
cutscene, and instead, the game lets you
focus on the primary goal, which is survival.
JRPGs used to be
focused on anime - like bridge
cutscenes that you'd sit and watch.
Focusing heavily
on producing and directing cinematic
cutscenes, cinematic gameplay and in - game animations, I have worked
on many AAA projects ranging from multiple James Bond titles to Disney and Blue Sky movie tie - ins.
Fortunately, if you just skip past all the
cutscenes and
focus on the gameplay, you'll probably be able to hold onto your sanity.
Unlike most trailers which
focus fully
on the gameplay elements of an indie title, Daedalic have created a comic book - styled
cutscene trailer which may remind some viewers of the
cutscenes in the Max...
Of all the games that have been made, some of the more successful titles
focused on the ninja combat combined with interactive
cutscenes that recreate the finer moments of the anime series.
While
focused on the story mode, it is really just battles stitched together with some
cutscenes.
Whilst the in - game character models don't quite live up to those in the
cutscenes, the whole package that's been put together is fantastic, and the
focus has clearly been placed
on the next - gen versions of the game.
A
cutscene that conveniently
focuses on her breasts and her ass, which is where men are often looking anyway, is really just calling us out.
The definition of what the series meant for the fans might differ depending
on your preference and how you experience it, but for me, Metal Gear Solid is predominantly a stealth -
focused game that offers lengthy
cutscenes that are amazingly choreographed and features an enjoyable cast of characters with their own unique personality.
It takes the story of the anime (and the manga, but the use of actual anime
cutscenes dictates the
focus is more
on the animated version) and presents it chopped up into missions for the game's five characters, including Eren, Mikasa, Armin, Levi, and Sasha.
Those players can skip the
cutscenes (albeit to their own detriment) and
focus on the gameplay offered in Metal Gear Solid: Snake Eater 3D, which is better than ever.
For all the excitement behind the returning baddies (in order of most to least contributive): Zavok actively interacts with Sonic before engaging in a boss battle and Shadow gets his day in the limelight with his own sidestory (more
on that later), so these two villains had plenty of
focus already, and Metal Sonic at least gets a boss fight, but «God of Destruction» Chaos gets one - offed during a
cutscene early
on.
With plenty of
cutscenes and a new
focus on a smaller cast of characters (
focusing heavily
on Sweet Tooth, Doll Face, and Mr. Grimm), it's kind of interesting to see that Twisted Metal (2012) may just be a segway product to bring new and old fans back to the Twisted Metal franchise, prepping them for the newly contracted Sony Pictures movie deal.
Toshihiro Nagoshi was present to show a bit more of the game's footage, Rather than in - game footage, this video
focuses more
on the in - game
cutscenes, including new story elements that weren't included in the original game.
That being said, the story mode is at it's best when it
focuses on it's CG
Cutscenes and the narrative story between Heihachi and Kazuya.
As we mentioned before the
focus on gameplay has shifted to be more action over strategy and from the start, the characters and story have been a huge part of the Fear Effect series for us and there's a lot of animated
cutscenes in Sedna.
Depending
on your age this could be a dangerous formula for Second Contact, because younger gamers will look past the highly improved visuals and just
focus on the archaic looking movements for the lead character while you control him, as well as the robotic delivery of dialogue during
cutscenes and conversations.