We also get a look at some of their unique abilities in the game itself, along with some in -
game story cutscenes.
Not exact matches
Even these
games have an hour or more of
cutscenes in the
games to help tell the
story.
It tells an interesting
story with intriguing characters and the presentation quality from the in -
game visuals,
cutscenes, soundtrack, even the menus, are masterfully done.
The most overrated
game I have seen In my life, tell me what is the most important thing in a videogame, yeah the
story is very important and this
game has a good one but the
story is not the most important thing is the gameplay wich this
game has not, the «gameplay» if i can call it that is a bunch of QTE and interactive
cutscenes and point and click stuff and like I said the
story is really good but the gameplay kills it you just move your cursor and watch things happen.
In this way it's a
game of compelling opposites;
cutscenes infiltrate the great gameplay, fourth - wall hammering innovations subvert the dominance of the sweeping
story, and even though the
game ends the tale of Solid Snake with such bold finality, I expect nothing more than his triumphant return.
It would take me far too long to explain everything that is wrong with this
game, but to name a few:
story mode is ridiculously short and incredibly easy, graphics randomly pop in and out, the touch screen is highly unintuitive during a firefight, and
cutscenes are UNSKIPPABLE (this one is just nonsensical).
I remember FarCry 3 being the first
game where I didn't skip the
cutscenes because the
story and the characters were actually that good, I tried to avoid skipping any in this
game as well, but some of them are just extremely boring.
And I like that the alternate endings and the way the
story plays out depends on your actions in the gameplay itself rather than just pressing one button or another in a
cutscenes like in other
games.
When asked if such scenes are necessary in
games, Kojima responded in the affirmative, saying that in the case of The Phantom Pain, the torture
cutscene is emotionally important for the
story he's trying to tell.
The three web commercials below show gameplay footage from the
game, along with some
story cutscenes.
The
game features full voice acting, which is surprisingly VERY well done, and the
story transitions through comic - book style
cutscenes.
The opening moments of the
story are
cutscene laden with little to no action and they all go in detail to setup the backstory and characters for the
game.
The issue here is that the
story is not that great and when the
game presents
cutscenes after
cutscenes, and most of which include dialogue that attempts to portray a serious
story, it just doesn't end up as a fun experience.
This is coupled with
story cutscenes that sometime outstay their welcome and the pacing of the
game feels off at times.
A New Trailer for Capcom's Monster Hunter
Stories has emerged which shows various
cutscenes for the
game including the storyline... View Article
It's a shame there isn't a lick of voice acting (especially noticeable during
story driven
cutscenes) as it's the only strike I'd afford the
game's otherwise fantastic sound design.
The
game is chock - full of per - rendered and animated manga
cutscenes with fully - voiced character conversations to flesh out the
story of each level.
Despite its arcade roots, Namco Bandai are attempting to rebrand the image of
story mode in fighting
games, featuring one with epic battles and
cutscenes that seamlessly transition to gameplay.
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..
The
game does contain a
story and as you complete certain speedlists or challenges, these create some fun faux social media moments which helps progress the storyline which serves as a nice
cutscene.
You still get the same
story and all of the same
cutscenes from the
game but subtract the open world and just think of it as a straight linear Lego
game.
To compliment the combat, the
game has various
cutscenes and amusing dialogue to progress the
story which is equally as clichéd as the characters but that's what this series is all about.
The cinematic opening and the CG
story cutscene that starts off the
game are truly gorgeous, and I wish that the style shown in them had been implemented throughout the
game's other
cutscenes, but being able to see the character I created take part in later
story - focused
cutscenes was a welcome trade - off, especially since they were still smoothly animated and well done.
Shadows of Valentia is the first Fire Emblem
game to have full voice - acting for all main
story cutscenes, support conversations and even on - field battle cries.
So often you aren't presented with this option until after the opening
cutscene that introduces the
story or premise of a
game.
The
game doesn't shy away from showing
cutscenes that advance the
story and they often look gorgeous and feature detailed character models that are not seen during actual gameplay.
To clarify, I love
story - driven
games, I like
cutscenes, voice acting, etc..
Unfortunately after having played the
game, I find it hard to recommend it considering how repetitive the combat can get, and how inconsistent the visuals end up in term of presentation and the
story cutscenes.
Also, while playing as Jason, the
game's
story is told through an intriguing mix of
cutscenes and overheard conversations that gradually pull back the veil on the Restoration's sinister plans.
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.
The
game doesn't create anything in terms of
story, but rather recreates it with
cutscenes lifted directly from the movie.
Cutscenes are cleanly rendered as well and help drive the
game's
story mode in a compelling manner while telling a
story that's unique while also familiar to fans of Zelda.
One of the most controversial aspects of Dead Rising 4 was the removal of the series» beloved 72 - Hour Mode, where the player would have to race to do as much as they could in 72 in -
game hours in order to get the best ending, in favor of a generic, linear
story with interspersed
cutscenes and no variation.
The
game features a
story that is mildly entertaining but the most impressive part of it is the amount of work put into the cinematic
cutscenes.
The
game has only a little holding it back with some cheap
cutscenes and short
story length but it makes up for it by giving you all of the same things that Far Cry 3 did in an equal and sometimes better package.
A New Trailer for Capcom's Monster Hunter
Stories has emerged which shows various
cutscenes for the
game including the storyline and battle scenes and also riding on top of various monsters to traverse over dangerous terrain.
Kojima Productions is making the
cutscenes, at least partially, but as Kojima isn't in charge of the script, I don't expect the
story to be on par with the canon MGS
games.
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.
As someone who has yet to take a look at the series, I found the
story and the
cutscenes to be really interesting and after playing the
game, I was interested in reading more about it.
The
game also features a short
story mode called «The Mishima Saga» that is full of
cutscenes explaining the backstory and rivalry of Kazuya and Heihachi.
The
game is divided in chapters and each mission offers multiple
cutscenes advancing the
story.
The
story cutscenes are beautifully directed and take advantage of the
game's fantastic cast of characters.
The
game's questionable «
story mode» however is terrible, badly acted and perpetuated with
cutscene artwork which is, frankly, shit.
There are very few
cutscenes to speak of, and it is up to the player to piece the
game's
story together through the various snippets of newspapers you read at the end of each level.
After the jump, Kojima talks about his «strong urges» to create a non-MGS title as well as express his «regret» over putting all the
story telling elements in the
cutscenes and his ideas about how he can change storytelling in video
games.»
Battlefield 1 just released and this guy has already compiled a walkthrough video featuring all the
cutscenes from the
story mode of the
game.
Graphics-wise, 1001 Spikes looks like a NES
game, and even has Ninja Gaiden - like 8 - bit
cutscenes that tell the
story.
Atlus have also released a new
story trailer which shows off more of the gameplay,
cutscenes and general themes of the
game.
- 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.
Old school Sonic
games had a
story, but since there were no
cutscenes, nobody gave a crap about it.