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God of War Creator Hates Cutscenes

1up has a short piece talking about God of War creator David Jaffe's commentary on game cinematics. From the article: "Jaffe isn't saying players don't welcome this style, but claims it's not the best approach. 'It's almost like you appreciate the creativity but as a game it doesn't work,' he says in his latest video blog, citing Super Mario 64 as a good example of a game that works without cinematics. 'Obviously Mario 64 doesn't evoke a lot of emotion and political ideas, but it keeps you in the game.'" One of the reasons RE4 has been so well received, I think, is that it give you some interactivity during what would otherwise be a passive experience.

114 comments

  1. Best Example by voice_of_all_reason · · Score: 2, Insightful

    Xenosaga

    You don't so much play Xenosaga as help Xenosaga play itself

    1. Re:Best Example by sdhankin · · Score: 1

      Metal Gear Solid 2 was also considered by many to be a long movie with little games stuck in variosu spots to hide the cinematics load times.

      I don't object to cut scenes at all, as long as they don't become the game. Here and there they can be like little Easter eggs, or rewards for accomplishing something. But if I find myself wishing for a pause key so I can go to the bathroom, they're gone over the edge.

    2. Re:Best Example by AKAImBatman · · Score: 1

      I don't object to cut scenes at all, as long as they don't become the game.

      Agreed. I like to think of cutscenes as my tasty reward for completing missions. I've never understood why players think they're a "problem". Of course, a crappy game won't let you skip the cutscenes, and an even crappier game is nothing but cutscenes. But in those cases players need to understand that it's the game that's crappy, not the idea of cutscenes.

    3. Re:Best Example by Gogo0 · · Score: 2, Interesting

      I didnt actually find this a problem, but mainly because I knew what I was getting into after playing Xenogears.

      I think that the people bothered by the endless cutscenes in games like Xenosaga and Metal Gear Solid are the people that are not particularly invested in the story. Games like Xenogears, with their endless story segments told in text, got me involved in the story and really prepared me for the "next generation of storytelling". MGS is really fun, and it is so story-driven that I enjoy the cutscenes. They give me information in a way that is superior to straight text. I dont know how you could tell MGS2 or 3 without cutscenes. Xenosaga is good, but Xenosaga II was pretty bad. I still played it, though ONLY for the story. I breathed a sigh of relief when I hit a cutscene in Xenosaga II.

      Of course, games with a less-than-compelling story with as many cutscenes are quite annoying, but its gotten to the point that you can tell (by the name of the game) or hear (word of mouth or by reviewer) if a game has that sort of storytelling and either avoid or go for it accordingly. But really, would a game like MGS3 really be as good (as a whole) as it is now if they had cut out even 25% of the cutscenes? I dont think so.

    4. Re:Best Example by Anonymous Coward · · Score: 0

      The entire Metal Gear Solid series is simply a long cutscene, but it's worse than Xenosaga: most of the MGS cutscenes take place over the radio.

      And the radio conversations are simply talking heads, one on the left, one on the right. They talk. And talk. And talk. And talk.

      And you can't skip them. You can skip the voice-acting, but you still have to watch ALL the subtitles scroll by after skipping them. This adds up in some of the longer ones, with you sitting there for a good 30 seconds waiting for the skipped cutscene to finish scrolling past.

      What's worse is that, while you can skip cutscenes, they're frequently divided into sections. So starting MGS2 is something like this:

      Skip cutscene. Skip radio sequence (scroll-scroll-scroll). Skip cutscene. Skip cutscene. Skip cutscene. Skip radio sequence (scroll-scroll-scroll). Skip cutscene. Skip cutscene. Skip radio sequence (scroll-scroll-scroll).

      Yay, now I can start playing!

      Moving out of the starting area triggers - guess what? - another cutscene.

      The entire game is like that.

    5. Re:Best Example by hiryuu · · Score: 0

      Xenogears (for PSX) wasn't much better. 100-ish hours of my life sunk into that game, and many of them were cut-scenes and dialog sequences. On more than one occasion I found myself playing for only a few minutes and then having to slog through over a half-hour of in-game engine dialog scenes. Ack!

      --
      Karma: Excellent, but still won't get you laid.
    6. Re:Best Example by Anonymous Coward · · Score: 0

      So, you're surprised that the vast majority of gamers want to PLAY A GAME rather than watch a movie?

      If I wanted to read a book, I'd read a book. If I wanted to watch a movie, I'd watch a movie. When I'm playing a video game, I want to PLAY A GAME and not read a book or watch a movie. It's a GAME! Whenever a game stops being a game and starts being a movie, that means the developers screwed up.

      The only time the player should have no control is while the game is loading. At every other point, they should be able to play the game.

      But really, would a game like MGS3 really be as good (as a whole) as it is now if they had cut out even 25% of the cutscenes? I dont think so.

      If the cutscenes are that important, than it's not a game, it's a fucking movie. If Hideo Kojima wants to create movies (and I seriously think he does) he should create a fucking movie and stop poluting the gaming world with the crap that is Metal Gear Cutscene.

      I play games to play games. If you want to watch movies, that's fine - get a DVD. But understand that most gamers get more than a little pissed when the game they bought turns out to be a wanna-be movie more than a game.

    7. Re:Best Example by heinousjay · · Score: 2, Insightful

      If the stories were in any way original, I wouldn't have this problem of immediate boredom. What I don't like is that game stories never rise above the sort of tripe you can find on daytime tv.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    8. Re:Best Example by edbulldog · · Score: 0

      For a story, I read a book. I want to play, dammit.

    9. Re:Best Example by apoc06 · · Score: 1

      mgs2 is ages old man... have you played mgs3? its guilty of the same problems, but no where near as bad. heres hoping that kojima finally wakes up in time for mgs4.

    10. Re:Best Example by apoc06 · · Score: 1

      considering the sales of the metal gear series with each increasing iteration, i would disagree with you. fans of the series already know that its known for long cutscenes. they STILL buy it accordingly. it sounds like youve played the series. although you claim to hate the cutscenes, you paid your money or spent your time with the game for /some/ reason. chances are people wouldntve had such issues with mgs2 if most of the cutscenes didnt feature raiden so heavily.

  2. too easy by Golias · · Score: 2, Insightful

    Game companies love cut scenes. They are easy to make, they stretch "playing time", and they provide much prettier material for the marketing department than the actual gameplay does.

    I don't mind them so much, as long as I can hit a button to skip them. It's also nice if the planned it well enough so you watch the cut-scene while data is loading. (That seems to almost never happen anymore though. It's: wait for the cut-scene to load, watch cut-scene, wait for the level to load. That is t3h suck..)

    Then there are games like that dreadful Lord of the Rings series on the X-Box, which seem to be 90% cut scenes (and those are actually just low-ish resolution clips from the movie.) Bleah.

    --

    Information wants to be anthropomorphized.

    1. Re:too easy by Lesrahpem · · Score: 1

      I personally feel that cut scenes are really only useful in RPG's, but only sometimes. I think the Final Fantasy series of games (the later ones anyway) did just fine with the cut scenes.

      I have also seen one RTS game which uses cutscenes effectively, Dawn of War. The cut scenes in the story mode of the game actually tell you what's going on. Yeah, you can read the mission description, but you get a lot more info if you watch the cut scenes.

    2. Re:too easy by rknop · · Score: 1

      Then there are games like that dreadful Lord of the Rings series on the X-Box, which seem to be 90% cut scenes (and those are actually just low-ish resolution clips from the movie.) Bleah.

      C'mon, there was plenty of mindless button-mashing in between the cut scenes....

    3. Re:too easy by HTL2001 · · Score: 1

      The final fantasy ones were nice since, you got to see things FMV so I found that kind of like a reward.

      as for RTS, didn't Starcraft use cutscenes well (I don't remember as its been too long since I played campaign mode in that game)

      --
      By reading this, you have given me brief control of your mind.
    4. Re:too easy by zymano · · Score: 1

      I hate it when game companies advertise those cut scenes instead of the real game.

    5. Re:too easy by Anonymous Coward · · Score: 0

      i think it had little moving heads and a voice over

    6. Re:too easy by Lesrahpem · · Score: 1

      StarCraft used them too to sort of explain the story. What I meant when I said Dawn of War used them was in some cases you'd find out really important things about the mission if you watched the cutscene that you wouldn't know about if you just read the mission description.

    7. Re:too easy by fbjon · · Score: 1
      Sure, the cutscenes in Starcraft were a lot of fun.

      "Thank god for cold fusion!"

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
  3. Just watching video games here... by fishybell · · Score: 2, Insightful
    There isn't anything inherrently wrong with cutscenes. They help progress plot, they (hopefully) have aesthetical appeal, and they can give the player a short break from the game. The problem lies in when there are too many of them, or when they don't serve any purpose (no plot advancement, no flashy cg, etc).

    Also, problems arise when the ratio of game content to cutscene gets too high. Players don't want to watch their games, they want to play them.

    --
    ><));>
    1. Re:Just watching video games here... by Kesch · · Score: 1

      You forgot one of the uses in God of War.

      BOOBIES!

      --
      If this signature is witty enough, maybe somebody will like me.
    2. Re:Just watching video games here... by Anonymous Coward · · Score: 0

      I always liked cut scenes like Blizzard put in its games. They have really great artists, and sometimes I'd play through a part of a game just to see the cutscene. Cutscenes that rely on the game engine to work are sometimes less appealing, but if it contributes to the story I like them the first time I play as long as there aren't 4658496 of them.

    3. Re:Just watching video games here... by rblum · · Score: 1

      There isn't anything inherrently wrong with cutscenes

      That would be true for movies. For games, they blow. They interrupt the flow of action. They mess with suspension of disbelief. They are a tool hoisted from a different media, and it shows.

    4. Re:Just watching video games here... by Anonymous Coward · · Score: 0

      aesthetical

      No such word. You mean "aesthetic". And you're wrong.

    5. Re:Just watching video games here... by JoshRosenbaum · · Score: 1

      Yep, I think Blizzard does a good job with cut scenes. I remember first playing Diablo 2 and thinking they were amazing. Also, Starcraft/Broodwar were pretty good as well at the time. I actually wanted to play more just to see the next cut scene in both of those. I can't say much for their other games, though as I haven't played them.

    6. Re:Just watching video games here... by StikyPad · · Score: 1

      Personally, I don't play games because of plots, or the lack thereof. I hate watching cutscenes, and games that don't let me skip them are high on my shitlist. (I'm looking at you B&W/B&W2). If I wanted passive entertainment, I'd turn on the TV. Conversely, if there were little minigames between the acts of a movie or TV show which I had to complete in order to watch the next part, I'd be equally displeased.

      I guess there are people who do enjoy cutscenes, and likewise I don't expect them to disappear. But if they did, I wouldn't lose any sleep over it.

  4. God of War Creator Hates Cutscenes by xxxJonBoyxxx · · Score: 1
    "God of War Creator Hates Cutscenes"

    Me too. I'll only play games where you can click through these. I won't play games where there is a clue or something else to be learned from these silly movies. (Warcraft III was a nice game in this regard. If you wanted to watch a little clip, you could, but if you just wanted to get back to the action you could skip all the weepy crap about this or that pointless character dying, etc.)

    1. Re:God of War Creator Hates Cutscenes by wondafucka · · Score: 1
      I love to watch it when they explain what you have to do in a cutscene, and someone button mashes through and can't figure out the level. This is taken to a greater hilarity when it happens over and over again.

      Granted this shouldn't be done, but it's still funny.

      As for absolutes, the designers should keep up experimenting with none, some, and all. Creation shouldn't be formulaic or by rote.

    2. Re:God of War Creator Hates Cutscenes by TubeSteak · · Score: 1

      I remember watching (a long time ago) a dvdrip with all the cutscenes from HiRes cutscenes from StarCraft®, Diablo® II, and Warcraft® III

      http://www.blizzard.com/market/blizzard-dvd.shtml

      I've never played any of those games, but damn those cutscenes were pretty in HiRes.

      --
      [Fuck Beta]
      o0t!
    3. Re:God of War Creator Hates Cutscenes by xxxJonBoyxxx · · Score: 1
      There's market for everything, isn't there.

      My favorite StarCraft edition was the "Battlechest" that sold for $9 a pop 3 years ago. That got me started on StarCraft and I bought two for my brothers too. Legal 3-way head-bashing for under $30 - woohoo!

    4. Re:God of War Creator Hates Cutscenes by Anonymous Coward · · Score: 0, Flamebait

      You fucker. My best friend is like you, and I hate him. Anytime the slightest bit of story or plot is presented, he has a knee jerk rection to moan and try to skip it. Jesus nacho-dipping Christ... STOP THAT! ALL OF YOU! You are not tweakers. I know your attention spans have become numb and decimated by sitcoms and porn, but as much as you try to fight it, I don't think you're stupid or heartless. Story, heart, creativity - all that stuff is good. So please, for the love of fuck, stop being such a simple minded douche nozzle. Open your mind, buy some flowers, shut up, and watch the god damn story/intro movie/cute scene and enjoy it.

      Why would you skip the movie in Warcraft III?! What in the juicy mega fuck is your problem? I hate you. You are the same sperm face that talks during movies, or laughs during a scene that is supposed to be sad. Lets see YOU try to kill the Mannaroth. Lets see YOU loose a life long orc brother that was manipulated into joining the burning legion but actually is an ok guy but now just got exploded by the fierce and mighty Mannaroth, Archimondes prized assistant. Then again, you don't know what I'm talking about because you skipped the movie. You might as well kill baby animals, you mean baby animal hater. Fuck.

      I'm tired now. Oh well. FOOTBALL! BEER! BOOBIES! There. You win.

  5. Use cutscenes with caution by PIPBoy3000 · · Score: 4, Interesting
    Having just finished Resident Evil 4, I'm not sure the cutscenes always worked well for me. Mashing a button repeatedly isn't always fun gameplay. Fortunately it was relatively rare and admittedly kept the tension up during what is typically a relaxing point in a game.

    Cutscenes are typically in place to move the plot forward or explain some complexity to the player. In general, there's a few ways that cutscenes have worked for me in the past:
    • Thief & Splinter Cell. In stealth games, you can often overhear NPCs talking to each other as you go about your business. Information is passed along, yet the action doesn't stop.
    • Sheer beauty. Some games have cutscenes that are almost a reward. The cinematics of Diablo were stunning and a fun point in the game.
    • Respite. In games that are non-stop action, having a cutscene to give the player to take a breath can be most welcome.
    • Short and Necessary Sometimes there's critical information that you simply must give to the player. Keeping them short and to the point works best.
    Where cutscenes don't work well is if the game forces them to be repeated upon failure, they're not skippable, and if they take too much time away from the primary gameplay.
    1. Re:Use cutscenes with caution by SnprBoB86 · · Score: 1

      Half way through reading the summary, I was already preparing to comment on Resident Evil 4 (until I saw the summary mentioned it!).

      I'll comment anyway:

      I just beat RE4 for PS2 yesterday (been playing it quite a bit for the past few days). I really enjoyed the game and I think that the interactivity in the cutscenes was a major high point. I enjoy a good narrative in my single player games and RE4 had a pretty decent one. By requring me to interact with the cut scenes, I focused on the cut scenes a lot more. Rather than putting the control down and turning to look at my computer or something, only to turn around and realize I missed a major plot point, I was forced to pay attention and actually had fun trying to slam the appropriate buttons.

      The mix of the same button mashing system directly into the gameplay (such as in boss battles) was probably the best part. It enables you to do some really cool stuff that the standard control scheme would never logically allow. While gameplay > graphics, I think everyone would agree that really cool action moves are always a welcome addition to a game. I think the button mashing added a great deal of memorable moments.

      --
      http://brandonbloom.name
    2. Re:Use cutscenes with caution by AKAImBatman · · Score: 1

      Wing Commander: Gives you your mission briefing, updates you on the latest scuttlebutt, advances the story, rates your performance, hands out promotions, and advances the story. All in the cutscenes. :-)

      That being said, I hated their "choose from a list of really bad responses" thing that they added to later games. If a choice has to be made, make it in flight, not in the cutscene. Doing it in the cutscene just halts the action and reminds you that you're in a video game.

    3. Re:Use cutscenes with caution by Ekarderif · · Score: 1

      I personally think that Half-Life executed cutscenes perfectly. Only once did the game actually take away actual control (end of Apprehension), and yet there's so many sequences (the "we are pulling out speech" in Surface Tension hangs in my mind) that would have led to some FMV crap by any other company.

    4. Re:Use cutscenes with caution by PIPBoy3000 · · Score: 1

      I think I have mixed feelings about it. I loved RE4 in general, and thought it a great story with lots of unique environments and interesting gameplay. I guess I just found the "press the right button really fast" option to be not very interesting after awhile.

      Perhaps that's just me. I like an element of strategy and thoughtfulness in my gameplay, rather than just pure reflexes. Overall, though, RE4 is a great game.

    5. Re:Use cutscenes with caution by Gulthek · · Score: 1

      Wing Commander 2 was the pinnacle of that series. The perfect amount of cut scenes, good plot, good action, good graphics.

      Although I did find a lot of enjoyment in dominating the killboard and medal ceremonies in WC1.

    6. Re:Use cutscenes with caution by fbjon · · Score: 1

      It was perfect because they weren't cutscenes, just regular scenes.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    7. Re:Use cutscenes with caution by freshman_a · · Score: 1


      That being said, I hated their "choose from a list of really bad responses" thing that they added to later games. If a choice has to be made, make it in flight, not in the cutscene. Doing it in the cutscene just halts the action and reminds you that you're in a video game.

      I agree with the last sentence, however I was actually OK with the cutscenes in the later games. IIRC, depending on what you said to people early on in the game made a difference of whether or not they helped you later in the game. IIRC, in WC3, if you said the wrong things to Rachael (the mechanic chick), she'd get mad at you. And in WC4, at the beginning of the game, you are at a bar and have the choice of buying this guy a drink. If you do, he gives you helpful info later on. They at least made them somewhat interactive and have an affect on the game (even though it was pretty minor). Then again, I'm a WC junkie so maybe I'm a little biased (except for WC5, never cared too much for that one...).

    8. Re:Use cutscenes with caution by AKAImBatman · · Score: 1

      I loved the cutscenes, just not the options. Taking your example with Racheal. If you made her mad, that would just pave the way for going out with the greasemonkey. Not exactly an earth-shattering choice. In WCIV, however, you had to make a choice in the cockpit as to whether or not you'll fire on Eisen. If you do, you follow the Lexington thread. If you don't, you follow the blow-up-the-Lexington thread. That's a nice option. Very seamless.

      The ability to chose the Intrepid's missions was also a nice touch, but was kind of forced from a story perspective.

    9. Re:Use cutscenes with caution by Shadarr · · Score: 1

      It's not just you. I loved the game, but the cutscenes (and especially the "interactive" cutscenes) were the low point for me. The real gameplay is what made the game, not forcing you to push buttons during the cinematics.

    10. Re:Use cutscenes with caution by GrumblyStuff · · Score: 1

      You forgot three others: System Shock 1 & 2 and Eternal Darkness. The first two told their story as you played, through logs and emails and general creepiness as Shodan addressed you directly (aside from opening and ending and death and a smattering of random cutscenes). Telling a story that way was good.

      ED simply had cool story, the most of which was told through in-game cutscenes. Telling a story that way is good too.

      The point is that it's easier to just tell the story and hope it'll entrance the players oppose to telling a GOOD story.

      Maybe they should cut back on the time spent making and texturing bajillion polygon models.

  6. Again I say, FINALLY! by TheNoxx · · Score: 2, Interesting

    Cutscenes are another plague of the game industry. There is a very simple rule that game makers need to follow much more often: Never take control away from the player.

    People need to do whatever they want in games (or they'd watch a movie), but very few game developers realize that really open games are what sell the most (GTA anyone?).

    The best way to do cutscenes I found was in the old "Way of the Samurai" game, where you could just walk away from someone talking to you most of the time, or tell them to shut up... None of this stupidly unproductive dialogue where you just put the controller down for 30 minutes while someone yaps on and on.

    --
    Ex nihilo nihil fit.
    1. Re:Again I say, FINALLY! by assassinator42 · · Score: 1

      I kind of liked the cutsceens in the Zelda games.

    2. Re:Again I say, FINALLY! by Delphiki · · Score: 3, Informative

      Hahaha, have you ever played GTA? Remember all the cut scenes where your character interacts with someone to find out what your mission is? You can skip them but then half the time you don't know what you're doing. Good way to make a point.

      --

      Feel free to mod me "-1 - Angry Jerk".

  7. Let me help create the cut scene. by neo · · Score: 1

    It'd be nice if I could have an effect on the cut scene. We're almost at the point where cut scenes animation is only a little better than the in game graphics... so why not render part of it and then let me have my choice of reactions and follow up with ending cut scenes based on my reactions.

    But all in all, I hate cut scenes. I go to the movies for that.

    1. Re:Let me help create the cut scene. by Stelminator · · Score: 1

      We're almost at the point where cut scenes animation is only a little better than the in game graphics

      except when they're worse than game graphics. pre-recorded stuff at a resolution lower than I play the game makes me want to puke.

      Some newer games start to integrate cut scenes into the game engine. For example, Guild Wars, all cut scene stuff is rendered on the fly, with the characters that are participating (i.e. your character, with all the trimmings (armor, hair style) the same as when you're actively playing). I can't think of other examples at the moment, but I think stuff like this is what you're talking about.

      Also, I think in Fable, you sometimes had an effect on what cut scene was shown.

    2. Re:Let me help create the cut scene. by demontechie · · Score: 1

      Part of what I loved about the Fallout games was how the final cut scenes and narration were _entirely_ dependant on how you'd played the game. Blowing away the (long deserving it) Overseer was a welcome surprise, and getting the "good ending" for the Necropolis in Fallout 1 took some real effort. Even though the endings were stills faded in and out with voiceover, they really provided the kind of closure to the game that a final cutscene ought to.

  8. I agree to a point. by sc0ttyb · · Score: 1

    I'm a big fan of cutscenes, myself. IMHO, one of the best parts about the Soul Reaver series was that the cutscenes were a sort of reward. You got a chance to take a breather and watch more of the intriguing story unfold with awesome voice acting to boot. In fact, I played those games through faster than I normally would just so I could see what the next scene was!

    However, in games like Resident Evil 4, I was very surprised and pleased with the inclusion of interactive cutscenes. There are times where I wish I could be doing the things my character's doing in those scenes, and having an option for (albeit limited) interactivity was refreshing.

    The interactive cutscene formula can't be used everywhere, though. There are some games where this just wouldn't work and would break you out of the experience. Resi 4 balanced this just right, IMHO (the knife fight with Krauser was pretty intense compared to the others).

    Cutscenes that aren't interactive should be skippable, and ones that are should give you the option to skip them if you fail, say, 5 times.

    --
    "Apparently so, but suppose you throw a coin enough times. Suppose one day, it lands on its edge."
    1. Re:I agree to a point. by Zephiria · · Score: 1

      I'm not sure if i'm going to spell this rigth, but does anyone recall shenmu on the Dreamcast?
      that game was just a joy to play and jam packed with interactive cutscenes, lots of fun, if a bit short.. and sadly the 2nd and 3rd parts never came out on dreamcast.. or outside the asian area i think ?

  9. As with everything... by Al+Oser · · Score: 1

    ...it depends.

    I hate cutscenes that interrupt gameplay. Especially when they do so in an unrealistic way (I'm in the middle of a battle and I trip the cutscene, rendering my character temporarily invulnerable as monsters hack away at me). These days, these are usually pre-set scenarios rendered by the normal game engine.

    Back in the day, when FMV was possible but before 3d engines were as advanced as they are now, cutscenes were great milestone rewards. During a break in the gameplay, after the player has accomplished some feat or mission, it's a great time to sit back, congratulate yourself, and watch the fireworks. Final Fantasy 7 had a few very memorable and very enjoyable cutscenes. However, Half-Life 2 played much better without them.

    I guess it mostly depends on how immersive you want the game experience to be. Some games (a bunch of RPGs come to mind) aren't meant to be that immersive.

    -Oser

  10. It should be noted... by Al+Oser · · Score: 1

    ALL cutscenes should be skippable at ANY time. There's nothing worse than replaying a game and having to watch cutscene after cutscene that you already have memorized.

    -Oser

  11. Worst cutscenes I've seen in recent games by PFI_Optix · · Score: 1

    (Bear in mind that I play games almost exclusively on PC, and only play a handful of any given year's releases...I'm hardly authoritative)

    Command & Conquer: Generals: Because you can't skip them, and you have to endure some 2+ minutes of bad voice acting and lame action at the beginning of every mission. One quickly learns to save after every scene to avoid repeating them.

    Doom 3: Because some genius at id decided that every time you see a creature for the first time, the player should be forced to stand still and not fire at it until it is within five feet of him.

    There's another game that was so bad I shelved it a few years ago specifically because the cutscenes were just too frustrating, but I can't even remember what that one was now.

    --
    120 characters for a sig? That's bloody useless.
    1. Re:Worst cutscenes I've seen in recent games by Anonymous Coward · · Score: 0

      Doom 3: Because some genius at id decided that every time you see a creature for the first time, the player should be forced to stand still and not fire at it until it is within five feet of him.

      That's a scripted scene, not a cutscene. Cutscenes are pre-rendered video files. Everything in doom was rendered in real time.

    2. Re:Worst cutscenes I've seen in recent games by PFI_Optix · · Score: 1
      That's a scripted scene, not a cutscene. Cutscenes are pre-rendered video files. Everything in doom was rendered in real time.

      I make no distinction. Both remove the character's ability to control what they are seeing, and in the case of Doom 3, those scenes actively change the immediate game environment and do not allow you to react to those changes. Whether it's a prerendered video or a live-rendered animation, it's still a cutscene to me.

      From the wiki on cutscenes:

      "A cut scene or cutscene (sometimes also referred to as a cinematic) is a sequence in a video game over which the player has no control. Cut scenes are used to advance the plot, portray character, and provide background information, atmosphere, dialogue and clues."

      --
      120 characters for a sig? That's bloody useless.
    3. Re:Worst cutscenes I've seen in recent games by Anonymous Coward · · Score: 0

      Duke Nukem 3D?

  12. Shadow of the Colossus, not Metal Gear! by Anonymous Coward · · Score: 0

    The opening paragraph quotes the Metal Gear Solid series as a game that SUCCESSFULLY employs cinematic techniques. What? The first game, on PS1, did some remarkable stuff without ripping the player away from the game. However, every title since then has had nearly the same amount of watching as it had for playing! Shadow of the Colossus is just about the only title I can think of that really employed cinematic techniques to real-time, immersive gameplay in a successful, attractive way that actually improved the game, rather than leaving it straddled over the movie/game barrier that some people are so eager to cross...

  13. Cutscenes AKA PUOP by Stavr0 · · Score: 2, Insightful
    Nothing wrong with cut scenes per se, just like there's nothing wrong with showing previews on a DVD. The problem is UNSKIPPABLE cutscene and DVD ads.

    (-1 obvious)

    1. Re:Cutscenes AKA PUOP by PFI_Optix · · Score: 1

      The only good DVD ads are the kind of DVD ads that don't load automatically but are available in the menu.

      I want a DVD that jumps straight to the menu, and when I play the movie doesn't bug me with FBI warnings or any of that crap. I've seen that text a million times, I don't read it. No one does. Link it in the menu where someone might actually look at it if they feel the need and get on with the movie.

      --
      120 characters for a sig? That's bloody useless.
    2. Re:Cutscenes AKA PUOP by Digital+Vomit · · Score: 1
      I had a DVD with multiple FBI warnings and disclaimers, where not only could I not fastforward them, but I could not even stop the disc from playing until they were finished. I would turn the DVD player on with the disc in the machine and I could not do anything for about a minute.

      I'm convinced the movie industry is trying to run itself into the ground. How retarded do you have to be to design DVDs that behave this way? I can't imagine how terrible these new Blue-Ray or whatever discs are going to be. I would not put it past them to implement a system where it records the number of previews you've watched on a disc and it will not unlock the movie until the requisite amount of previews have been watched. Won't that be fun?

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
  14. had me fooled.. by Lord+Bitman · · Score: 2, Insightful

    This is really surprising, considering God of War was nothing but one continuous barely-interactive cutscene. (all the gameplay of a slide projector, woo-hoo!)

    This is not a troll. Have you played God of War? At what point did you think you were playing a "game" instead of sitting through a cutscene?
    I am not talking about cinematics, I am not talking about scripted events, I am talking about the game itself. The "game" was a cutscene.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
    1. Re:had me fooled.. by snwcrash · · Score: 2, Insightful

      How do you figure that? God of War had a great deal of different game play components, it had platforming, puzzle solving and a great deal of combat, including finish move "mini-games". There were a few cut scenes, but not really all that many compared to some games in the genre.

      --
      Save a life, sign your organ donor card.
    2. Re:had me fooled.. by peter_gzowski · · Score: 1

      At what point did you think you were playing a "game" instead of sitting through a cutscene?

      Did we play the same game? How about when you were pulling some of the most entertainingly gruesome combos ever seen on any game? There were hordes of varied enemies to battle with the greatest combat system I've ever seen in an action game. The whole game wasn't very long (most action games are pretty short, aside from RE4), but I don't remember many cutscenes.

      --
      "Now gluttony and exploitation serves eight!" - TV's Frank
    3. Re:had me fooled.. by SlayerDave · · Score: 3, Insightful
      God of War was nothing but one continuous barely-interactive cutscene.

      Did you play the same God of War that I did? Because the one I played was highly interactive (except during the real cutscenes, of course). I loved God of War because it had a great mix of solid graphics, exciting combat, non-obnoxious platforming, exceptional level design, and moderately-interesting story. I found myself interacting with the game quite a bit, and, in fact, I found myself unable to progress or even stay alive if I failed to interact with it.

      What counts as interactive for you? Having a seizure while wearing a Power Glove, standing on a DDR dance pad in front of your EyeToy, and playing Guitar Hero with your feet?

    4. Re:had me fooled.. by -kertrats- · · Score: 2, Insightful

      Define cutscene, because I have no idea what you're talking about. God of War had continuous action, varied gameplay-hell, even the cutscenes were interactive (finishing moves on boss battles would have been cutscenes on any other game, but you actually got to control them in GoW). The only game that did anything close was RE4, and God of War really did it better.

      --
      The Braying and Neighing of Barnyard Animals Follows.
  15. Hey by Anonymous Coward · · Score: 0

    Heres a cutscene for you David Jaffe, SHUT UP AND MAKE GOD OF WAR 2.

  16. Different Genres by tengennewseditor · · Score: 2, Insightful
    Depending on the type of game, cutscenes serve completely different purposes. Square games are almost interactive movies - lovers of those games play them largely for the plot and characters revealed in the cutscenes. Strategy games with cutscenes (ex: Alpha Centauri, Red Alert) have them serve mostly as a 'reward' for accomplishing a goal. That means they need not necessarily have a plot, but they have to be flashy and rewarding or else they'll be skipped every time. Still, there are better ways to reward gamers than with a cutscene.

    David Jaffe seems to be talking more about Adventure/Action games like God of War and Mario 64, and I think he's right that immersion in those games might be even more important than in other genres. More importantly, though, the setting and plot of Adventure/Action games can be told through the gameplay, so cutscenes (especially those that cut away from the game engine) should be unnecessary.

    But to but it simply, cutscenes in games are almost always less interesting than a good movie, and everyone not looking for an interactive movie would rather just play the game.

  17. In Soviet Russia Xenosaga Plays You!! by tod_miller · · Score: 1

    In Soviet Russia Xenosaga Plays You

    ok enough already, enough you hear! //hehehehehehe I love it really. O RLY. Maybe I shouldn't have shouted

    please type the word in this image: shouted
    random letters - if you are visually impaired, please email us at pater@slashdot.org

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
  18. Half Life 2 by Fitzroy_Doll · · Score: 1

    Half Life 2 had exactly 2 cut scenes, one at the beginning to put you in the action and one at the end to take you out. All the information normally given during a cut scene was achieved through player interaction with npcs, monitors or other props. This is surely the way ahead.

    1. Re:Half Life 2 by MuNansen · · Score: 1

      Exactly. HL2 is exactly what this guy was talking about. HL2 SHOW you the story. Cutscenes TELL you the story. Big difference.

    2. Re:Half Life 2 by MMaestro · · Score: 1

      Except for the fact that during these 'player interactions' you were normally locked in an area so you were more or less forced to listen to the droning NPC. You could run off to make them shut up, but then you couldn't trigger the follow scripts and proceed with the game. (I once caused HL2 to glitch by bypassing the Bugbait tutorial and had to reload a previous save.)

    3. Re:Half Life 2 by Anonymous Coward · · Score: 0

      Um, there was an exceedingly long cutscene as you entered the temple near the end of the game. You know, the one where you lost all your weapons to force you to use the gravity gun for the remainder of the game. Still, 3 is a pretty small number.

    4. Re:Half Life 2 by SanityInAnarchy · · Score: 1

      In response to one person: It wasn't a temple, you idiot. It was a damn skyscraper. Maybe someone plays too much Zelda?

      But more to the point: Half-Life and HL2 did have places where you'd stop and listen to people, but those were few and far between. The "cut-scenes" really weren't -- you were exactly as in control as Gordon was, this just happened to be "not at all". And it was interesting to see a story told mostly by living through it, and this one was very well done, but it depends what kind of story you're trying to tell.

      Final Fantasy stories really could NOT be told in Half-life style live-through-it.

      There are other extremes, of course. Prince of Persia: Sands of Time constantly pisses me off by showing me a cutscene of exactly where I'm trying to get to, and having it be un-skippable. The gameplay is so fun and addictive and re-playable that I'd rather only be taken out of the gameplay for actual plot.

      As for those who hate all cut-scenes, you may as well go play Counter-Strike. Those of us who like TRUE immersion, in the form of plot, will keep our cutscenes.

      --
      Don't thank God, thank a doctor!
    5. Re:Half Life 2 by Lehk228 · · Score: 1

      i think that bug was only in the warezed version (or was patched early for the legal version)

      it was a real bitch to re-do huge parts after breaking the AI scripts

      --
      Snowden and Manning are heroes.
  19. My 2 bits by |/|/||| · · Score: 3, Insightful
    IMO cutscenes can be used effectively, but we all know that they can also be very, very bad. A couple of games that I've been playing recently, Shadow of the Colossus (totally awesome game) and POP:two thrones, provide some good contrast.

    POP has pre-rendered cutscenes that are often unskippable. Shadow of the Colossus has cutscenes that are rendered in-game and are skippable. These two differences have a huge effect. Of course unskippable cutscenes are annoying, especially after you've seen them 5 times, but also annoying are cutscenes in which the entire world suddenly looks completely different. Especially obvious in POP was when you went from the opening movie to the in-game graphics. The graphics are good, but they don't look like the pre-rendered stuff. Really lame.

    Shadow of the Colossus handles cutscenes well, but I think they could still be improved. Yes, everybody wants the option of skipping cutscenes, but I think a lot of people want to watch them, too. How come I can't pause the game during cutscenes? What am I supposed to do when a 5 minute ending movie is playing and somebody knocks on the door? I either don't answer the door, or I beat the game again later so I can see what happens. Lame.

    My suggestions:
    1. No pre-rendered cutscenes
    2.Ability to pause the cutscene and bring up a menu with the option to skip

    Why are these not universal in modern games? Does anybody disagree with these preferences?

    --
    [javac] 100 errors
    1. Re:My 2 bits by norkakn · · Score: 1

      me.. for one game:
            Starcraft.

    2. Re:My 2 bits by Jim+Hall · · Score: 1

      POP has pre-rendered cutscenes that are often unskippable. Shadow of the Colossus has cutscenes that are rendered in-game and are skippable. These two differences have a huge effect. Of course unskippable cutscenes are annoying, especially after you've seen them 5 times, but also annoying are cutscenes in which the entire world suddenly looks completely different. Especially obvious in POP was when you went from the opening movie to the in-game graphics. The graphics are good, but they don't look like the pre-rendered stuff. Really lame. [...]

      My suggestions:
      1. No pre-rendered cutscenes
      2.Ability to pause the cutscene and bring up a menu with the option to skip

      You've hit the one thing about cutscenes in POP:Two Thrones that really bugs me - you can't skip them. Right now, I'm still playing POP:TT, and I can't get past the boss fight with the two bosses (one has a sword, the other has an axe.) It's really frustrating, I know it's just a matter of effort before I can do it, but every time I lose and have to restart, I have to watch the goddamned same cutscene. In POP:WW, I remember that once I've seen a cutscene, if you come back to it (i.e. retry) you can fast-forward through the cutscene by tapping "X". Not so in POP:TT.

      I've actually stopped playing the game, because I couldn't stand watching the same cutscene over and over again. Really, it got that boring.

      Unskippable cutscenes make games un-fun.

    3. Re:My 2 bits by |/|/||| · · Score: 1
      Yeah, I had to watch that cutscene way too many times myself. POP:TT is a good game, but the unskippable cutscenes are really unacceptable.

      I know you could just look on gamefaqs if you really wanted to get past those 2 guys, but I'll give you the strategy anyway -- stop reading if you want to watch that cutscene a few more times and figure it out for yourself. The trick is to attack the guy with the sword, then dodge the other guy's big axe attack. Axe man will be stunned for a few seconds, so run around behind him and start a speed kill. Should only have to do it a couple of times.

      --
      [javac] 100 errors
    4. Re:My 2 bits by Anonymous Coward · · Score: 0

      You should look into the Jak & Daxter series of games then. They take a lot of pride in their cut-scenes, and they fit all the criteria that you mention.

    5. Re:My 2 bits by SanityInAnarchy · · Score: 1

      I'll second the Jak and Daxter comment, but...

      There are some cutscenes which are just amazing to look at. And they are pre-rendered.

      I can't really decide which I like better, but I want my cutscenes to look good. On PC games, I usually prefer in-game graphics, because they look better as my computer gets better. On the other hand, they won't get much better than a pre-rendered scene. I can run Quake 3 at 1600x1200 at some 200 frames per second, and I can tell you that it really won't look any better, ever -- so at least I have the pre-rendered cutscenes, which look almost as good as Half-Life 2 -- although it does really annoy me when I play old games with horribly compressed cutscenes.

      I even tolerate live-action cutscenes, sometimes.

      Also, it should be possible to skip with one button and pause with another -- but the skip shouldn't be as easy. Personally, I'd like to be able to set an option: allow skip or not. I'd rather not be able to accidently skip a cutscene the first time through, but then, I'd rather not have to beat the game to unlock the ability to skip cutscenes if I lose my savegame.

      --
      Don't thank God, thank a doctor!
    6. Re:My 2 bits by Jim+Hall · · Score: 1

      The trick is to attack the guy with the sword, then dodge the other guy's big axe attack. Axe man will be stunned for a few seconds, so run around behind him and start a speed kill. Should only have to do it a couple of times.

      Yeah, I kind of figured that out after some random attacks, and had it confirmed when I googled for a walkthrough. But I still can't manage to do it without getting smacked around. Got tired of watching that same damned cutscene, so I took a break "for a few days". That was over two weeks ago. :-)

      It's a great game, but those unskippable cutscenes took the fun right out.

  20. You know what I really hate? by Anonymous Coward · · Score: 0

    When you play a gorgeous, well-designed game, cut-scenes and all, and it glitches and hangs at the end of the final battle.

    Then I really hate when you go online to find out that this is a known bug with tons and tons of copies of this game.

    Maybe if they had fixed this gigantic error I would care more about what this guy has to say.

  21. Prince Of Persia: The Two Thrones by aero2600-5 · · Score: 1

    I'm not a big gamer, but I do play occasionally. The best use of cut-scenes I've seen so far was in Prince of Persia: The Two Thrones. The cut-scenes were never too long, never too often, always skippable. The creators of the game never stopped the game to load a cut-scene. It would be triggered, it would play, and then it would go immediately back to the game. The player never has to wait on loading except when loading a saved game. The Two Thrones also uses a small cut-scene every time the Prince switches between his two sides, but every cut-scene is a little different, and they use the cut-scene to cover the loading of the next area. All-in-all, the game is so well put together, I would even play it again, which is something I never do.

    The game wouldn't the same without the cut-scenes, especially seeing how they had just the right amount of them, and used them so well.

    Aero

    --
    Please stop hurting America -- Jon Stewart
  22. RE4 by OppressiveGiant · · Score: 1

    I hated the way cutscenes work in RE4. Sure it gives you some interaction, but It was kind of surprising. The first couple of times I would set the controller down, grab my drink and see "SMASH (A)", and then WTF I'm dead? It wouldn't have been so bad if they hadn't made it look like such an obvious cutscene with the fans camera angles/pans/wipes and whatever. Having to go back and do everything over just because I wasn't paying attention to the usual dull cutscene was kind of annoying.

    --
    i could not think of anything clever.
    1. Re:RE4 by -kertrats- · · Score: 1

      It does keep you alert, though. Normally, a cutscene kills the pacing of a horror game like RE. Because they kept you on your toes the whole time, it made the game that much more immersive. I liked it.

      --
      The Braying and Neighing of Barnyard Animals Follows.
  23. Fable vs Bezerk by kevin.fowler · · Score: 1

    There's one point in Fable with what seemed like 15 minutes of cutscenes in a row... each loading separately. After a pretty intense set of battles, I don't want to be bored into putting the game down once it's just gotten good. - Bad>

    Bezerk for Dreamcast played very smoothly with hack & slash action scenes, and healing your numb hands with solid story. Being a fan of the show, it was cool that the game worked itself out to be an extra final episode of the show. - Good

    --
    Bury me in mashed potatoes.
  24. What, no mention of Halflife yet? by Ahnteis · · Score: 2, Interesting

    That game is legend for having no cutscenes. It's mentioned in so many stories/interviews about/with Valve that it's almost cliche.

    No cutscenes to take you out of the story. You ARE Freeman. Not watching him.

    Now to be fair, I DO enjoy (well done) cutscenes in single player RTS games, but that's more due to the nature of the game.

  25. Cutscenes that don't look like the game. by wickedj · · Score: 1

    Gah, ever since FF7, I've always been annoyed by cutscenes that are vastly superior to in game graphics. Here I am, playing my pixelated avatar when a cutscene intervenes and it just teases me with all it's glorious detail, emotion and realism. That said, as far as cutscenes go, I think it just depends on the game type and the player.

    Sure, cutscenes are pretty, they're easier to make (the developer doesn't have to worry about handling adverse behaviour from the player) and they are a convenient way to move the plot forward. Some games, they work well. A game like Metal Gear Solid is a great example. The game was designed to be an interactive movie. Cutscenes are perfect for that type of game. However, the cutscenes in Tetris were superfluous and I'm glad they removed them in the final release. Cutscenes should never block the player from interaction. I can't count how many times where I'm in a difficult situation that is right after a long cutscene. I keep dying and then it wants to start me over before the cutscene. I'm mean sure, I kept dying on purpose so I could watch that cutscene more than 20 times but some players may not want to experience three hours of the same 30-sec cutscene.

  26. Prince of Persia: The cutscenes^Wtwo thrones... by Spy+der+Mann · · Score: 2, Insightful

    One thing i absolutely hate about those cutscenes is that they can't be cut! I really wish i could press the start button to skip the scene with the bosses. I nearly memorized that fight between the prince and the axe/sword monsters.

    *growl*
    (prince draws his sword)
    (prince gets hit from behind)
    *growl!*
    "Well, i have to admit, i didn't expect that..."
    (monster grabs sand and burns the grass around the arena)
    (boss fight begins, until you get killed and have to continue the game, to see the stupid scene over and over)

    At least the Ubisoft guys could've put a "Skip cutscene? Yes/no" dialog.

    On the other hand, for games like Final Fantasy X, I absolutely LOVED the cutscenes. I just kept playing so I could play more cutscenes and see what happened with the story.

    See, it's all about if the cutscenes contribute to the story or not. AND if you can skip and later replay them - but PLEASE, PLEASE... allow me to save between cutscenes!

  27. NFSMW cutscenes by pigs,3different1s · · Score: 1

    Most games include pre-rendered cut scenes, and even if your character is "part" of the scene, you're usually watching from the camera's point of view, and the rest of the action happens just like the script says.

    I have been playing "Need For Speed: Most Wanted" for a few weeks now. One of the pieces that I have been enjoying is the cutscenes, which actually include my customized car in them. They are done on the fly, and aren't necessarily the same each time you watch them.

    --
    "Put your message in a modem, and throw it into the cyber-sea." - Rush
  28. Huh? God of War had them! by Anonymous Coward · · Score: 0

    God of War... had ... cut scenes..... so I don't understand.

    1. Re:Huh? God of War had them! by Synic · · Score: 1

      Just like in movies the creator doesn't always have full creative or production control :(

  29. It was a beat'em up for God's sake by rsilvergun · · Score: 1

    of course it was all scripted. What makes a beat'em up cool is how much cool stuff you can do in each scene, and God of War had tons of it. If you want to see how a good beat'em up is meant to be played go here and download the Streets of Rage 2 run. Gezz, next thing you'll be saying Space Invaders was a bad game because it was all scripted!

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  30. Max Payne by comp.sci · · Score: 2, Insightful

    Well done cut-scenes using the in-game engine.
    Advanced the plot, great cinematics, fun to watch, easily skippable.
    That's how they should always be!

  31. I have played it by goodenoughnickname · · Score: 1

    I have played God of War, and while it was linear, it was still very much a "game". Learning new moves and stringing combos together was really fun for that genre, and being able to kill different enemies in different ways to get life or mana instead of experience was a nice touch. In fact, the more I think about it, the more I want to play it -- so I have to disagree with you, this game has fantastic gameplay. Have you played God of War?

    And I find it funny that David Jaffe doesn't like cutscenes, when GoW's were some of the best I've ever seen. Aside from the quality of them, the story was great -- a man whose skin is white because it's covered in the ashes of his dead family? That shit is just good!

  32. FFX by Anonymous Coward · · Score: 0

    I must say I am really surprised no one mentioned FFX yet, although I enjoyed the game most of the time I felt like I was watrching a 30 hour movie that made me run from point a to point b to get to the next aprt of the movie. Ah well at least it was a half decent 30 hour movie :-).

  33. My .02 by Lord_Dweomer · · Score: 1
    It really depends on the game that the cut scenes are in. Final Fantasy for example has a cult following for its cut scenes because they are just THAT cool. That is a game that I honestly wouldn't mind playing in "interactive-movie" form. I think there are many gamers who would like "interactive-movies" with good graphics. It would give you more value and last you longer than a regular movie.

    --
    Buy Steampunk Clothing Online!
  34. Example -- MGS3: Subsistence 1st/2nd Edition by Anonymous Coward · · Score: 0
    It looks like Kojima-San managed to cut out the middle man.


    First print editions of the game will feature a third disc, titled Existence, that contains the game's cutscenes edited into a three hour movie, featuring some additional footage, as well as remastered sound. The Tokyo Game Show 2005 trailer for Metal Gear Solid 4: Guns of the Patriots will also be included on the disc.


    If you can make a movie by removing the entire game from itself, its pretty obvious what's not needed.

    Don't get me wrong. MGS3 is a great game, but everytime I grabbed the controller I half expected someone to shout "down in front!" At least this way we can now all "play" MGS3 and eat popcorn at the same time.
  35. What turned me off the PS2... by Y-Crate · · Score: 1

    I'm probably one of the few who have been pleased by the lack of Japanese developer support for the original Xbox.

    This has absolutely nothing to do with prejudices but rather trends in game development that are simply a turn-off for me.

    The PS2 is notorious for games with cutscene overload. In-game cinematics are adored by many developers in Japan (who tend to develop for the PS2 more than any other platform), to the point where many were miffed at the lack of Blu-Ray or HD-DVD on the Xbox 360 simply because they were pressed for space to squeeze in more pre-rendered cutscenes. With this trend, actual gameplay itself has seemingly become secondary to having the player sit there and admire their non-interactive (and usually non-skippable) indulgences.

    U.S. developers did the same thing a little over a decade ago, and gamers everywhere still roll their eyes over the mention of "FMV" which was an equally-detrimental addition to games that was wisely abandoned by most developers.

    All of this is simply my opinion, and little more. That being said, cutscenes are merely an example of being led down the path that the developers choose to have you follow. They add a rigid structure to a game, and when they are over-used, it seems as if you are just going through the motions and not really playing, as you are firmly attached to the rails provided for you to follow.

    Cinematics also act as padding. Hiring a bunch of artists to create a cutscnes is easier and much faster than finding a good group of level designers to put together well-balanced, quality interactive levels.

  36. mafia by Fraew · · Score: 1

    mafia would have been a hard game to make without them, the cinematic aspect is a big aspect to it, if everything is in mirst person all the time its harder to deliver movie style dynamics

  37. Fable: The Cutscenes Story by SloppyElvis · · Score: 1

    Fable really laid on the cutscenes thick, to the point where they seriously affect gameplay. Somehow certain game publishers think that if a cutscene is rendered using the in-game engine it detracts less from the experience. Why they think that I can't imagine. The Fable would have been more enojoyable without all the slowdowns IMHO.

    To me, a cutscene is analogous to a narrator moving the story of a play between acts (with some visuals, I guess, but do they match the imagination?). I don't know about you, but a play with 1000 acts is not much of a play.

    The best cutscenes are build-ups to a game scene, or rewards for a job well done. The cited Super Mario 64 has mini-cutscenes where Mario does a little dance when he finds a star to reward the gamer. There's also the "Bowser laughing" mini-cutscenes that tell you a boss level is coming your way. They're long enough to rest your thumbs, and that's all.

    Call of Duty 2 has done a nice job using lengthier cutscenes effectively. During the level loading period, you get something to read - fine I have to wait for the loading anyway. Before a major campaign, you get some military movie footage. Good buildup, and skippable. After you complete a mission, you get some music fading in and the commander talking up your good work. Good reward, short, and not a painful interruption. You may not think of these as "cutscenes", but I'm tackling the issue as "anything in-game that isn't live action", so if you think that's wrong, fine, keep thinking that way and enjoy the rest of your day.

    Anyway, I'd better get my arse back to work and stop writing about video games. ;)

  38. I hate cutscenes too by kidcharles · · Score: 1

    I'm primarily a PC gamer, though I am exposed every once in a while to a console game. I remember playing one of the Metal Gear Solid games once. I started the game, sat through a 3 minute cut scene, played for literally 15 seconds, then sat through another cut scene. I simply quit playing. It was a bad movie interspersed with a bad video game.

    --
    Ceci n'est pas une sig.
  39. Screw you guys by StocDred · · Score: 3, Insightful
    Screw you guys. I love cutscenes. I love experiencing a well-told story with theatrical elements interspersed throughout the gameplay. When everybody dumps on cutscenes, there's this underlying assumption that no game does cutscenes well. I say many do. Right now I'm enjoying the heck out of Fatal Frame 3 (PS2)... a game that definitely has a story to tell, a story that I get to live out during the playable portions. The cutscenes aren't obtrusive, they don't appear every three steps, as most cutscene-detractors like to parrot. They're well-placed, they tell the story in ways that could not be done if I was playing 100% of the time. So fuck you guys who are out there bitching about them. There are plenty of games for everybody's tastes out there.

    You know what I hate? When guys like David Jaffe stumble ass-backwards into public domain Greek mythology, staple GWAR armor onto everything, dump blood eveywhere, and call it the greatest IP since the world cooled. Maybe if you could tell a story that wasn't completely obvious and boring from the first half-hour (as God of War was), then maybe you'd have more use for cutscenes.

    1. Re:Screw you guys by 2Flower · · Score: 1

      Agreed. Cutscenes exist to move the story along, to provide you with narrative when interactive elements aren't appropriate. Make them skippable so you can pass them the second time around, sure, but anybody who goes "GRR! CUTSCENE!" and mashes START to skip it in a strong, story-based game is missing half the point of the game.

      Now. It your game is NOT strongly story based, and the cutscenes are poor quality, I can see skipping them. But they are not innately evil, and like any tool in the game designer toolbox, can be very powerful when used properly.

    2. Re:Screw you guys by Anonymous Coward · · Score: 0

      ...and what the hell is wrong with GWAR?

  40. Sega CD FMV games? by tepples · · Score: 1

    I think there are many gamers who would like "interactive-movies" with good graphics.

    That's what the developers of FMV games in the early 1990s thought. Where are they now?

  41. Where will be get our "Bullshot"!? by Madpony · · Score: 1

    If the industry moves away from cut-scenes, then we'll never get our regular dose of "Bullshot" video game hype!

    http://www.urbandictionary.com/define.php?term=bul lshot

  42. It's only the cornerstone of the damn game! by Heffenfeffer · · Score: 1
    Yes! And you didn't even mention the worst part - the Prince ends up getting in this battle to begin with by being hit with one lucky shot despite HAVING THE POWER TO REWIND TIME!

    Unfortunately, instead of being able to rewind time and AVOID THIS ENTIRE BATTLE, since the ambush in a cutscene you and The Prince have to partake in the absolute lowest part of this otherwise stellar game. I found that galavanting around the rooftops was quite cool since you nearly always had a 'lifeline' in the dagger if you screwed up. Likewise, combat was wisely sidestepped with speed kills since straight up combat was never PoP's strong suit.

    So in one fell swoop we have the one-two punch of unavoidable combat immediately following an unskippable cutscene in a game where the very premise is that history can be rewritten at the player's whim. Way to go, designers!

  43. I hate useless videos about useless videos by Brunellus · · Score: 1

    All I want to know is--did he really need to use video to tell us how much he hates cutscenes? I was expecting maybe examples of well-done games in the video, at least. The content of the video blog entry would have been better-expressed in text.

    ...so I gues, on reflection, I hate vlogs for the same reason I hate cutscenes: in the overwhelming majority of cases, the informational or emotional content would have been better expressed some other way.

  44. i love shenmue by Anonymous Coward · · Score: 0

    best rpg ever. ever. and i loved the fighting engine in the game. the second installment was available online (illegally) in the english language. someone DLed it for me and gave it to me as a gift 'cause they knew how much i loved the 1st one. it was a great game as well.

  45. Shame about the opening sequence though. by Anonymous Coward · · Score: 0

    Five or so boring, unskippable minutes of "drama" every damn time you even double-clicked the 'Max Payne' icon. And that "jump from blood-trail to blood-trail" dream/test thing got old real fast.

  46. Indigo Prophecy by Anonymous Coward · · Score: 0

    Well look at Indigo Prophecy, nearly the entire game is an interactive cinematic similar to those found in RE4 and yet it is a lot of fun. Cinematics are definitely here to stay and as they evolve in games like Indigo and RE4 they have the ability to move beyond the confines of simple adventure films and entertain on a whole new level.

  47. It's all a matter of proportion by Bertie · · Score: 1

    A light sprinkling of non-interactivity here and there is fine. It strings the game together and provides you with a quick breather before you get back into the action. The Grand Theft Auto games do it well, for instance.

    However, crap like the Metal Gear Solid "games" get it all wrong. When MGS2 came out, it was being hyped to the skies, so I rented it to see what all the fuss was about. I was a bit baffled to find that it was a series of incredibly stilted dialogues with two-minute interactive portions in between. There seemed to be about two hours of actual gameplay in the whole thing, strung together by an abysmal story acted out by planks. It was like Dragon's Lair without the wow factor, or the humour. Really, folks, if I want to watch a movie, I'll watch a movie. And it'll have proper actors and storylines and stuff in. Don't waste my time with this nonsense.

  48. I don't understand why everyone hates cutscenes by Magius_AR · · Score: 1

    I love um personally. Without um, a game can get dreadfully tedious. I see cutscenes as a reward to gameplay. Finish a level, rewarded with a cutscene. Akin to a game ending...would you people also do away with game ending FMVs? I don't play games to monotonously repeat the same cycle of actions on a slightly different map/board. I enjoy a good story with a good plot and some cool FMVs add to the experience.