BioShock creator Ken Levine has detailed his distaste for cutscenes in story-driven games, saying he wants to interact with a game’s plot, not just watch it unfold.
This February, Prime members can claim a fresh lineup of free games, including BioShock Infinite Complete Edition, Surf World Series, AK-xolotl: Together, Sands of Aura, The Talos Principle: Gold Edition, Stunt Kite Party, The Smurfs 2 — The Prisoner of the Green Stone, Hardspace: Shipbreaker, Lysfanga: The Time Shift Warrior, Dark Sky, Wolfenstein: Youngblood, El Hijo — A Wild West Tale, Colt Canyon, Republic of Jungle, Royal Romances: Cursed Hearts Collector’s Edition, Deus Ex: Human Revolution — Director’s Cut, Night Reverie, Sine Mora EX, Redemption Reapers and Yes, Your Grace.
Twinfinite: “War may never change, but the prices of rare games do!”
"And lastly, famous Boston Red Sox pitcher Curt Schilling helped to create the action-RPG’s setting. What’s really fascinating, though, is that the game was partially financed by taxpayers from Rhode Island (which allegedly lost the state millions of dollars). Yikes!"
1. Now infamous Schilling
2. No allegedly, it did. And they couldn't pay it back.
3. What really lost the money wasn't the SP release but the MMO they were working on. This was supposed to be an introduction into the MMO world.
I hate counting limited editions for these lists. I mean, they're made to be rare and expensive. It's far more interesting to hear about the NCAAs (even if most people know that one already) and the El Chavos than some massive hit that came with a $200 statue at retail.
Most Xbox games don’t hold as much value compared to other systems. Kameo, Blue Dragon, Last Remnant , and a handful or 2 of other games that I kept.
One of the biggest TV and movie tropes in the last decade has been the multiverse, the idea of exploring multiple dimensions to uncover alternate versions of existing ideas. From both a business and creative perspective, it makes sense why established franchises are shaking things up in this way.
However, there aren't many video games latching on to this trend, as rendering multiple worlds in real-time is a difficult feat and the medium is relatively young in comparison to its contemporaries, making crossover opportunities more difficult. Still, there are a few great titles that manage enough to overcome these challenges, and here are some of the best examples.
While I love someone mentioning Planescape, not really multiverse. Planes and dimensions, yes. But, they are typically their own locations and are very rarely tied to another 'verse' let alone another plane. The only things that are directly tied are the ethereal and material planes. Otherwise, they are dimensions created of their own design and goals by the creator/owner and not comprised of 'their own version of another dimension'.
no...no they dont.
Its always better to have in game events where you can still move (like in hl2)
As much as I like the guy and his games I can't agree, don't get me wrong I don't want a game that has more cutscenes that gameplay but I like them.
NO!
I agree, in a medium like ours where interaction is the key to immersion and thus success in many cases (particularly story and setting focussed games), taking the player out of the game to watch some exposition every few minutes is not the best way to accomplish your goal.
I can appreciate and enjoy cinematics/cutscenes to a degree, but they do often have the effect of removing me from the experience, often just when you were really getting into it. It's like they're drawing you further and further in, asking you to do things and be a part of the story, until a larger plot development comes along and they basically wrestle control from your hands and say "STOP, put that controller down, it's our turn, you'll ruin it with your interaction, our way is better", like a bratty child who has to have it their way.
I can also appreciate that certain game directors fancy themselves as film directors for a modern age, but they're not doing it in a way that specifically targets the strengths of their medium; they're trying to direct the game like it's a movie. Except it's not a movie, it's a game.
I can say I definitely prefer the approach that companies like Valve, Bethesda and some others (too few, IMO) use when telling a story. They have more impact on me because I feel more like it's MY story, like I'm involved in it somehow. It's like the game extends a hand to you and says "come with me, we're going to do something great together." Whereas a game that is heavily laden with cutscenes and is more cinematically presented says "come with me to the next bit, then STAND THERE AND DON'T TOUCH ANYTHING, JUST LOOK."