The story is told by way of comic strip style cutscenes, with a few in -
game cutscenes thrown in for good measure.
Not exact matches
Cinematically seamless, you'll only get
thrown out of the gameplay by pre-rendered
cutscenes, because everything else is handled in the
game engine.
The loading screens when you first start the
game can
throw you off, since I personally thought they were
cutscenes at first that were flowing perfectly with the narrative.
Other than the occasional base defense, most of the quest design in the
game has you merely running from one place to another to grab an item or
throw a switch, then moving on to the next area to do the same thing, with occasional poorly produced and dramatically bankrupt
cutscenes punctuating the events of the story, such as it is.
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.
I don't want another
cutscene heavy
game with annoying QTEs
thrown in to make it feel like a
game.
More than that, Doom abandoned a lot of the storytelling conventions and
cutscenes we've come to associate with modern
games: about 30 seconds into the first level, the main character physically
throws the plot across the room and shoots a demon in the face.
The Hildebrand
cutscenes alone manage to infuse a lot of energy into the
game, but it would not be until Patch 2.55 — Before the Fall — when ARR
throws its balls at the wall and lets players have it.