Big flashy epic perspective-swirling HD-rendered video clips are only good in small doses, unless it's a documentary about some location that's best viewed in such perspective.
Beyond that, a work needs more to stand on. Good story, good gameplay, good music, ...
Cinematic language is powerful. It wouldn't be aped the way it is if it wasn't effective.
Games can use aspects of it but only selectively. There's no hard and fast rules to using cinematic language in games, which makes it difficult to discuss, especially with "kill all cutscenes 5ever" being such a prevalent viewpoint.
Cinematic language is powerful. It wouldn't be aped the way it is if it wasn't effective.
Games can use aspects of it but only selectively. There's no hard and fast rules to using cinematic language in games, which makes it difficult to discuss, especially with "kill all cutscenes 5ever" being such a prevalent viewpoint.
What do you mean by "language" -- as in word choice in the script, or cinematic elements (including visual and audio elements) in general?
why yes, let's have movies that are divided into levels and bosses, with a final boss at the end
In seriousness, dividing a movie into distinct chapters where increasingly significant and/or difficult antagonists are encountered is actually a viable method of storytelling.
It is commonly encountered in the format of episodes of a TV series as chapters.
They work well in fighting games, Interrupts in Mass Effect were neatish, Dragon's Lair is literally made of QTEs and is, if nothing else, very unique for that.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Bayonetta, Wonderful 101, Asura's Wrath.
Basically, quicktime events are good to get the blood pumping, get you excited, but you need to do it with an actual exciting thing, either with or as punctuation between setpieces.
You don't? I do, it might be the movie samples admittedly.
Ostensibly what's wrong with them is that they're taking priority away from simpler, more gameplay-focused projects, but that's demonstrably untrue. Doubly so now compared to a few years back.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
Yeah, there'll always be video games that emphasize system over cinematic, but they're being produced for less and less. And they're being made with less money, by people with less money.
Like, when's the last time I played a Triple-A that wasn't trying to be a movie? The answer is honestly never, I only got into video games in the last few years.
i recognize that it's a trend that people don't like. i just, idk, i quite like cinematic games at times? It's like, it was initially an unwelcome trend, for me, but the extent of the backlash bothers me.
As for Endtroducing... i suppose so on the movie samples, but that's just never how it seemed to me. It always struck me as more atmospheric.
Yeah, there'll always be video games that emphasize system over cinematic, but they're being produced for less and less. And they're being made with less money, by people with less money.
indie boom tho
Like, when's the last time I played a Triple-A that wasn't trying to be a movie? The answer is honestly never, I only got into video games in the last few years.
Dark Souls II came out like last year
granted that's probably more of a Double-A game but you get my meaning
i recognize that it's a trend that people don't like. i just, idk, i quite like cinematic games at times? It's like, it was initially an unwelcome trend, for me, but the extent of the backlash bothers me.
Yeah, there'll always be video games that emphasize system over cinematic, but they're being produced for less and less. And they're being made with less money, by people with less money.
Like, when's the last time I played a Triple-A that wasn't trying to be a movie? The answer is honestly never, I only got into video games in the last few years.
I would stop buying big-name (so-called "AAA") games, except I've already stopped and thus continuing to do what I already do has basically no effect anymore.
i recognize that it's a trend that people don't like. i just, idk, i quite like cinematic games at times? It's like, it was initially an unwelcome trend, for me, but the extent of the backlash bothers me.
As for Endtroducing... i suppose so on the movie samples, but that's just never how it seemed to me. It always struck me as more atmospheric.
If "cinematic" means being plot-heavy, I'm okay with it, actually, and I generally like that.
However, the "cinematic" I don't like is filling the game with lots of cutscenes, and constantly taking the camera out of the player's perspective. That's basically just visually reminding me "you're playing a game, and not actually part of this story".
The hardline anti cutscene stance just annoys me quite a bit
For one thing it's often directed at games that are designed around noninteractive cinematics (Kingdom Hearts, Final Fantasy, Metal Gear) and are inextricably bound to at least having them in /some/ form, even if they aren't uniformly implemented well. But the complaints aren't directed at games that DO misuse cinematics (pretty much every Bioware game). Or they're directed at games that have far more deep tissue problems (Call of Duty) than trying to look like movies.
It's part of this overall tendency to mistake texture for substance.
And it seems somewhat related to the tendency to resent games that aren't immediately upfront with the experience they are going to be. Like, people are super sensitive to when a work's tone changes and will read it as a bad thing automatically just because it's not what they expected, or, more importantly, wanted.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
There's a good reason why people hate tonal shifts in video games. Because video games are six to twelve to a hundred hours long, but movies can only go up to two.
or i guess it is but that seems like a needlessly dysphemistic way of putting it when twists and unpredictability are usually considered the mark of a good storyteller
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Beyond that, a work needs more to stand on. Good story, good gameplay, good music, ...
It's the people who sell us games that do.
ever.
/pet peeve
Games can use aspects of it but only selectively. There's no hard and fast rules to using cinematic language in games, which makes it difficult to discuss, especially with "kill all cutscenes 5ever" being such a prevalent viewpoint.
Let's bring back an old badly-worded thing that I said before that people didn't like hearing.
Games shouldn't try to be more like movies. Movies should try to be more like games.
It is commonly encountered in the format of episodes of a TV series as chapters.
i don't see what's wrong with cinematic video games existing? If you don't like them, play something else.
As for Endtroducing... i suppose so on the movie samples, but that's just never how it seemed to me. It always struck me as more atmospheric.
Dark Souls II came out like last year
i know that feel, yo
If "cinematic" means being plot-heavy, I'm okay with it, actually, and I generally like that.
However, the "cinematic" I don't like is filling the game with lots of cutscenes, and constantly taking the camera out of the player's perspective. That's basically just visually reminding me "you're playing a game, and not actually part of this story".
That said, when I hear people talk about the overuse of the word "cinematic," I automatically think lazy reviews of post-rock albums circa 2010.
Oh my my my...
For one thing it's often directed at games that are designed around noninteractive cinematics (Kingdom Hearts, Final Fantasy, Metal Gear) and are inextricably bound to at least having them in /some/ form, even if they aren't uniformly implemented well. But the complaints aren't directed at games that DO misuse cinematics (pretty much every Bioware game). Or they're directed at games that have far more deep tissue problems (Call of Duty) than trying to look like movies.
It's part of this overall tendency to mistake texture for substance.
And it seems somewhat related to the tendency to resent games that aren't immediately upfront with the experience they are going to be. Like, people are super sensitive to when a work's tone changes and will read it as a bad thing automatically just because it's not what they expected, or, more importantly, wanted.
i'm not sure i consider that a good reason proportionate to the amount of hate such shifts get, though
or i guess it is but that seems like a needlessly dysphemistic way of putting it when twists and unpredictability are usually considered the mark of a good storyteller