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.
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
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?
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.