I've been tempted to have the Japanese language track in videogames myself because people say this, but I never do because I'm worried I'll miss something
in cutscenes with subtitles.
Every single thing about this game is rendered beautifully... except for maybe the character
models in cutscenes.
These dips in frames would come in random places, some
even in cutscenes that didn't have much going on in the way of action.
While full -
motion in cutscenes is a nice touch, there's occasional issues with the new graphical style.
This
results in the cutscenes appearing to look like an episode from the anime but in reality, it is all being rendered in real - time making it much more impressive.
One caveat: Due to the nature of the story playing out
in cutscenes instead of text boxes, the skip function is tied to camera movement instead of individual lines.
The visuals were outstanding at the time and still hold up very well aside from some of the odd shaped heads for
humans in cutscenes.
There are some things that you can't just implement in gameplay that you
see in cutscenes or else there's no balance in the game.
Characters in cutscenes are rendered better than models built for the in - game engine, but they manage to transition between them pretty well.
What makes this Story mode stand out, aside from the stunning character
models in the cutscenes, is the way you progress.
Don't know how that'll look
in cutscenes where Modern Sonic interacts with Classic, but... who cares.
The co-op mode is one of the best examples of this; When in co-op, 2 Knacks appear on screen, one Orange and one Blue, except when
in a cutscene in which both combine together into a multicoloured Knack.
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
Don't know how that'll
look in cutscenes where Modern Sonic interacts with Classic, but... who cares.
Coming from an interview with Gamekult, Eiji Aonuma has confirmed that voice acting will be
included in all cutscenes in Breath of the Wild.
Also found a few bugs
in cutscenes like when a character's mouth opened you could see what was behind their mouth in the room though after redoing, it went back to normal.
The Hunter as a character is entirely customized by the player and his / her appearance is
reflected in cutscenes which look great.
Like the ballad from Final Fantasy VIII, «Suteki da ne» has an in - game version
used in cutscenes together with an orchestrated version used as part of the ending theme.
Given that we know that he did not die (among other things supposedly the counter keeping track of the number of killed enemies does not go up like with other bosses), the implication seems to be he just vented the excess energy the same way Samus periodically
did in both cutscenes and gameplay and then... hid underground?
Facial
animations in cutscenes are often quite convincing, and the main cast's virtual performances have been captured and animated with skill and flair.
(Asian Version Only) In Korean, each monster's introductory name
display in cutscenes has been changed to show both the shortened version and the normal version.
Characters will deliver their dialogue very
robotically in cutscenes, and it rarely ever feels like they are emphasizing the right words during a sentence, which can result in some very weird line deliveries.
She
talks in cutscenes constantly, and apparently what she says is clichéd and obvious, as if she's describing the scene like you were reading a book instead of watching it happen.
Regardless of whether you're on your own or not, though, three other characters will always be
present in cutscenes before vanishing mysteriously once the level starts proper.
The most dramatic moments in Sonic Forces, for example, happen
in cutscene form, with the player pulling off wild and dramatic jumps without any control over the character's movement, sans the occasional QTE.
The ZL trigger is used to see the dialogue / script
in cutscenes while L switches the character leading the party.
What's great about the equipment is that it'll change the look of your members when you equip it — not only in the menus and battles but also while you're exploring and
in cutscenes too.
It's worth noting that the Samurai Set isn't actual armor, but a cosmetic item to make your character look
badass in cutscenes.
The lack of main missions (which is actually
mentioned in the cutscene two - thirds through the story) means that the side activities stand front and center.
The only slowdown we encountered was
actually in cutscenes, but the zombie - packed halls of the Willamette Mall offered no problems whatsoever on our test system in Maximum / Very High Visual Settings.