In Gamasutra's latest feature, several venerable game writers discuss the slow-but-steady erosion of passive, non-interactive cutscenes, and why game stories should be more like plays instead of musicals or films.
Fallout London hasn't exactly had an ideal launch—crashing issues have been reported by players—but overall reaction is still posititve.
Games Asylum: "Well, this is uncanny. This school management sim bears a startling resemblance to Two Point Campus, especially when it comes to planning and decorating rooms. Be sure to add a window and a radiator, along with a plant or rubbish bin. Indeed, certain aspects are almost identical – it’s just like revisiting Two Point Campus, only something is…off. It’s the visual style that leads to the uncanny valley feeling, using a low-poly PlayStation/Saturn aesthetic. An odd choice, considering the 32-bit consoles didn’t have a great amount of management sims. The PS1 did have Theme Hospital though – with Two Point Hospital being Campus’ predecessor, so we guess we can give it a pass on its artistic intent."
I almost bought this yesterday lol. Then I remembered I have 1000 games I need to play and I would probably touch this once.
After being forced under the map with no way to escape, Helldivers 2 was an option added to force respawn so they can get back to action.
I have no problem watching cut-scenes if I'm playing a single-player game, but watching long-ass cut-scenes where you can't move during a co-op or multi-player game annoys the hell out of me.
Theres nothing wrong with a game that has non interactive cut scenes so long as there good
Guess what, game writers? If you write an interesting story with interesting characters, people won't have a problem watching cutscenes to advance the plot. I love scripted events but I don't mind long and frequent Metal Gear style cutscenes either. Both need to be well done for them to work. The same goes for Half Life style rides/walks on rails where you can look around and take in the setting but keep moving forward. The best kind of storytelling would probably combine all of these, along with some cutscenes that include QTEs. Different scenes call for different methods, and that also keeps one method from feeling stale halfway (or less) through the game from overuse.The bottom line is... give us better stories.
I dont mind them at all. Gives me a chance to sit back, relax, take a drink before going into heart pounding action again.
I dont mind any sort of cutscene. I mean Uncharted: Golden Abyss' was pretty cool, as if you ever saw a glint, you'd tap on it and you'd find an emerald or jade. :P