Drawing inspiration from spaghetti western films, the game is a fantastic example of creating a cinematic video game experience without
relying on cutscenes.
Not exact matches
Board games are also a set of interwoven mechanics that aim to provide the player with a good time, they just lack the clearly presented
cutscenes and audio used to craft entire digital worlds,
relying instead
on the player's imagination and attempting to create gameplay mechanics that thematically make sense.
Meanwhile
cutscene length is far better judged and features heavy use of shaky cam, something I'm normally against as movie directors these days
rely on it far too much, but it's artfully done and combined with long, single camera shots.
One succeeds because it leverages the player's motivated, explorative, self - driven experience; the other fails because it
relies on a hackneyed, disjointed «epic» plotting (told in 3 separate plot - lines via
cutscenes) with incongruous settings and 2 - dimensional characters.
As expected, the plot is a mystery that hardly has any explanation, instead
relying on players to piece together the story through obscure dialogue, item descriptions, and short
cutscenes.
While previous entries of the series
relied heavily
on text to move the plot forward between missions, the
cutscenes really do a great job at filling us in at what's going
on before and during battles.
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).
A game like Doom 3
relies heavily
on such mechanisms: the groans, screams, roars and screeches that your enemies produce are all the information you'll be provided with about their nature, aside from a few introductory
cutscenes and forced expositional text documents.
It's a game with the courage to
rely solely
on exploration without any bullshit
cutscenes or gimmicks.
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.