According to Bungie, Destiny 2 will have many
more cinematic cutscenes and story missions than the first game.
Not exact matches
the only thing I will say is if you are not an invested fan of the series or are not a fan of
cinematic games than you probably wont like this game because you probably spend
more time watching
cutscenes than you do actually playing.
The direction of the new
cinematics have been revamped to
more closely resemble Zero Dawn's high - fidelity
cutscenes.
The story itself is pretty nothingy; the
cutscenes are stylish but the plot lacks substance, and the
more cinematic climactic mission was a total let - down compared to the freeform, tense one - on - one expeditions that led up to it.
While this lends
cutscenes a
more cinematic feel, the newfound freedom occasionally results in characters over-emoting and waving their arms around like an excited extra given an unexpected scene stealing cameo.
So, it's unlikely that playing 29.97 fps games at 24 fps would make any difference to your gaming performance, and the 24 fps rate at which movies were filmed, for so long, give the
cutscenes in PS2 games a slightly
more «
cinematic» quality, but that's a personal preference, not a general one.
It's definitely
more believable that these are real - time, whereas in Uncharted 4 there were moments that truly blurred the line between pre-rendered
cutscenes and real - time
cinematics.
The
cinematic cutscenes kept me on the edge of my seat most of the time and kept me wanting to play the story missions
more.
At times, the characters feel
more alive and real in the
cinematic cutscenes done using the game's engine rather than in full - motion video.
Enjoy
cutscenes and
cinematics (Reaching stretch goals unlocks
more!)
Virtuos supported Avalanche studios by providing character modeling, vehicle modeling, environment / props modeling, and
more than 225 animation cycles and 20 + minutes of
cinematic cutscenes.
It's full of beautiful in - engine
cinematic cutscenes, gorgeous lighting, and
more than a dozen scenes that are very intriguing.
Constantly mired in endless
cutscenes and
cinematics, it almost felt like I was
more of playing a mini-game during a very preachy, self - absorbed story line.
My only gripe, and it is minor, is that it would have been nice to see a bit
more in the way of full on
cinematic cutscenes.
[Platforms: PS4, PSVita, Wii U; Release: Summer 2016]-- A dark and futuristic 2D sidescroller offering adventure - style puzzles, exploration - driven platforming, and dangerous extraterrestrials, Exile's End draws inspiration from classic «
cinematic platformers» with its animated
cutscenes, multiple endings, an atmospheric soundtrack by Keiji Yamagishi and much
more.
In story - driven games, it's to be expected that there's going to be a lot of
cutscenes, but once they cross a line like this, leaving gamers watching
more than playing, is it truly a gaming experience, or is it a
cinematic experience?
There are now
more hidden treasures to be found, map features that have been altered to help make certain platforming sections flow a bit better, prominent sound effects added during
cinematic cutscenes, and — most crucially — an endgame gauntlet that significantly expands upon the somewhat abrupt final encounter from the original PC release.
Even now, developers mostly rely on
cinematic cutscenes to portray the
more intense facial expressions of characters, the likes of which L.A. Noire successfully accomplished dynamically during gameplay back in 2011.