In response to one person: It wasn't a temple, you idiot. I started the game, sat through a 3 minute cut scene, played for literally 15 seconds, then sat through another cut scene. Players don't want to watch their games, they want to play them. 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. The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Condé Nast.
The eagle reveals itself to be Zeus, who states he was forced to intervene as Athena refused to do so. The eagle reveals itself to be Zeus, who states he was forced to intervene as Athena refused to do so. Information is passed along, yet the action doesn't stop. The most known woman that Kratos has sex with is , the Goddess of love. As always we used relevant gameplay, important dialogue and all cutscenes to make a fluid cinematic experience. When everybody dumps on cutscenes, there's this underlying assumption that no game does cutscenes well.
What can other game developers and designers learn from God of War 2? Sprinkling short but effective cut scenes through the game can help you tell an effective story and draw us in without taking control away. How about when you were pulling some of the most entertainingly gruesome combos ever seen on any game? The two women in Sparta In , after Kratos kills he enters his hometown of Sparta. These rules should be followed as much as possible; nothing annoys me more than poor use of cut scenes in an otherwise good game. 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. If he has sex with them three times, he will acquire the ,. Mashing a button repeatedly isn't always fun gameplay.
A light sprinkling of non-interactivity here and there is fine. Taking your example with Racheal. Cut scenes these days are usually more destructive to a gaming experience than productive; whenever a cinematic drags on for more than thirty seconds, it's safe to say that many people begin tapping their feet and waiting to play again. There isn't anything inherrently wrong with cutscenes. I didnt actually find this a problem, but mainly because I knew what I was getting into after playing Xenogears.
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? Shadow of the Colossus has cutscenes that are rendered in-game and are skippable. 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. 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. Kratos, the God of War, is still haunted by nightmares of his past and is shunned by the other gods for his destructive ways. It strings the game together and provides you with a quick breather before you get back into the action. . Doing it in the cutscene just halts the action and reminds you that you're in a video game.
Whether it's a prerendered video or a live-rendered animation, it's still a cutscene to me. Kratos must climb on top of the bed in order to cause the minigame otherwise he would reject their advances. I really enjoyed the game and I think that the interactivity in the cutscenes was a major high point. On the other hand, they won't get much better than a pre-rendered scene. I can't really decide which I like better, but I want my cutscenes to look good.
I don't object to cut scenes at all, as long as they don't become the game. This has absolutely nothing to do with prejudices but rather trends in game development that are simply a turn-off for me. After the mini-game, Aphrodite rewards Kratos with Red Orbs. Doing it in the cutscene just halts the action and reminds you that you're in a video game. Glory to Eros, he has given us a champion.
Yes, everybody wants the option of skipping cutscenes, but I think a lot of people want to watch them, too. 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. Sure it gives you some interaction, but It was kind of surprising. Why they think that I can't imagine. Better use of cut scenes results in a more compelling story-telling experience, and this is something that could benefit most games.