Drawing inspiration from spaghetti western films, the game is a fantastic example of creating a cinematic video game experience without
relying on cutscenes.
I will say that the parts near the beginning of the first act are pretty
heavy on the cutscenes and light on gameplay.
Digic Pictures has also
worked on cutscenes, teasers, and trailers for games like Civilization V, Darksiders: Wrath of War, Prince of Persia: The Forgotten Sands, Mass Effect 3, and the Assassin's Creed series.»
With truely amazing sound and AAA film - like
angles on cutscenes and gameplay, it make the experience much better than previous ones.
@iamtylerdurden1 It's not like the TellTale games; it's supposed to be a shooter, but falling
back on cutscenes and QTEs to make up for how little of the game you're actually playing.
Yakuza - 0, for a game this
dependent on cutscenes, never manages to have cutscenes as cinematic as Alan Wake, nor as many as most Metal Gear Solid games.
There is screen
tearing on cutscenes, and most facial scans of licenced players do look good, but there is a very noticeable lack of character and emotion behind the eyes of players, this give a distinct look of empty stares and lifelessness that really reminds you that this is only a game.
Right off the bat, I can tell that the devs and writers are working towards a more player - integrated and less FMV experience (relies
less on cutscenes).
So a game that advertises itself through cutscenes that have no relation to the look or gameplay of the product it is imbedded in will be celebrated in a movie
based on the cutscenes that have no relation to the look or gameplay of the product it is named after.
Yes, it has the «tried and tested» Call of Duty warfare element that everyone is familiar with, but it relied far too
much on cutscene elements and on - rails sections rather than add anything new.
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.
The base of the new Career mode is already there: almost all the historical texts are ready as well as squadron insignias, we're
working on the cutscenes.
Dear Esther doesn't have to be satisfied with tacked -
on cutscenes or throw - away lines explaining some superfluous plot.
now im curently playing FF XIII and replaying FF IX on my laptop, then i realized, what makes FF XII and XIII is not well received is the storytelling is
on cutscene, i mean they use voice actor and use it only at the cutscene that make a wall between the cutscene and the gameplay.
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.
Dead Space 2 should be proof enough, but flushed with success, Creative Director Wright Bagwell has identified that developers need to improve their storytelling without relying on lazily loading up
on cutscenes.