Cinematic Finishers in Video Games

Post » Thu May 31, 2012 1:45 am

... are a bad thing.

Instead of spending time coding and animating that, why not add something of substance to the game?
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Kate Schofield
 
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Post » Wed May 30, 2012 11:42 pm

Yeah, that was one of the things I didn't like in Final Fantasy 13-2. Boss fight "QTE" events that you never actually got to see the cool stuff because you're spending too much time trying to find and then do the button presses.

Resident Evil 4 has the same problem. Not to mention some of those QTE filled cutscenes were ridiculously long. Well, not really that long, but they feel a lot longer when you have to be ready to press buttons or start over :hehe:
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Heather Stewart
 
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Post » Thu May 31, 2012 12:25 am

I like them where they belong: Fighting games and cutscenes.

Everywhere else, hell no.
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Gisela Amaya
 
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Post » Thu May 31, 2012 12:05 am

No, I'm very comfortable with describing Deus Ex HR's takedowns as non-gameplay. It's the closest thing to an actual win button I've seen in a game.

You must not have played many games this generation, then, because there are far better examples of games with "win buttons" out there. Besides, you don't seem to be much of a fan of the original DX if your complaint is that the stealth isn't much harder than it was before. To me, Deus Ex's true strength is in its choices, plethora of builds and methods to complete objectives. It was never a hard game, but challenge is not what I play DX for. It seems like the series just isn't for you.

Also, this is just hilarious:

you're simply forced to sit around for a minute, twiddling your thumbs while your juice refills.

Please be joking. You can't admit to exploiting a game system and then complain about it being too easy. How about instead of sitting around doing nothing until your "win button" recharges, you actually do what the game series is famous for and look for other options to incapacitate or move past your enemy? People complaining about HR being too easy are almost always the same people who abuse the game's AI and systems rather than simply playing it and enjoying it. Like I said, its true strength does not lie in challenge. What Deus Ex succeeds at is allowing you, the player, to decide the fate of your enemies and the path which you take to the objective.
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Shiarra Curtis
 
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Post » Thu May 31, 2012 1:50 am

To start, if it's a first person game they should be performed in first person always.

Have you played "Fist of the North Star"?

They have a great finisher where after Ken batters you stupid with his Hakoden Shinden you get the 1st person perspective of the boss he just battered dying at his feet.

That was pretty cool.

You'd love "Fist of the North Star".

Always a "chance of failure".

Az
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Alycia Leann grace
 
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Post » Wed May 30, 2012 6:16 pm

I quite like cinematic sequences in games, at the end though I'd rather do it myself and have a cut scene showing after I've defeated [whoever] or an interactive one were I have to press a button or make a final decision in order to finish the game - either way I like cutscenes in full CGI rather than the actual ingame graphics.
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Christina Trayler
 
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Post » Wed May 30, 2012 10:47 pm

You must not have played many games this generation, then, because there are far better examples of games with "win buttons" out there. Besides, you don't seem to be much of a fan of the original DX if your complaint is that the stealth isn't much harder than it was before. To me, Deus Ex's true strength is in its choices, plethora of builds and methods to complete objectives. It was never a hard game, but challenge is not what I play DX for. It seems like the series just isn't for you.
Um, the first game is fantastic because of the choices available to you. That doesn't mean that there weren't some serious flaws that should be corrected. I'm also making the distinction between a game made today and one made a decade ago. When the modern one has a stealth system that is on par with the decade old one, we've got a problem. Sequels are about taking the previous game further: More options, improved systems, more interesting tactics. I love Deus Ex in spite of it's flaws, but I don't pretend they don't exist.
Also, this is just hilarious:

Please be joking. You can't admit to exploiting a game system and then complain about it being too easy. How about instead of sitting around doing nothing until your "win button" recharges, you actually do what the game series is famous for and look for other options to incapacitate or move past your enemy? People complaining about HR being too easy are almost always the same people who abuse the game's AI and systems rather than simply playing it and enjoying it. Like I said, its true strength does not lie in challenge. What Deus Ex succeeds at is allowing you, the player, to decide the fate of your enemies and the path which you take to the objective.
How is waiting for a battery to recharge exploiting the system? You may as well say that ducking behind cover as your health regenerates is exploiting the health regeneration system. If my Jensen is somebody who doesn't carry weapons, relying only on his fists/sword arms, then my only option is sit around while batteries recharge. The earlier Deus Ex games didn't have this issue because you were actually given melee weapons that you could use in the course of real gameplay, instead of ones that just popped out during player-initiated cutscenes.

Further, the whole point in Deus Ex is to exploit the world and AI and gameplay systems in order to succeed. Wall climbing with LAMs, setting explosive boxes on carts and pushing them down a hall, firing your silenced pistol into the wall to lure a guard, etc. Emergent gameplay is the goal here, and that means allowing the player to use any means necessary to accomplish the objectives you've set for them. When one of those means is arbitrary, boring, and required the removal of a previously existing feature---one that I quite enjoyed---then that is absolutely something worth criticizing.
Have you played "Fist of the North Star"?

They have a great finisher where after Ken batters you stupid with his Hakoden Shinden you get the 1st person perspective of the boss he just battered dying at his feet.

That was pretty cool.

You'd love "Fist of the North Star".

Always a "chance of failure".

Az
I haven't. What system was it released on?
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Kathryn Medows
 
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Post » Wed May 30, 2012 4:12 pm

Sequels are about taking the previous game further: More options, improved systems, more interesting tactics. I love Deus Ex in spite of it's flaws, but I don't pretend they don't exist.

We'll just have to disagree, then. I think HR is amazing because it's so much like the first game, all of its flaws included. It's like playing Deus Ex with an extreme makeover, and that's really all I ever wanted in a sequel to it. :shrug:

I apologize for that bit of hostility I displayed there, by the way. It was uncalled for. It's rather funny, actually..I used to think the same way you do, always criticizing games for not improving over time and dumbing things down, but somewhere along the line, I stopped caring. I grew tired of being frustrated by gaming so much. All I really want in a game is to have fun, and if a game achieves that, no matter how good it could have been, then I'm happy with it.
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Paul Rice
 
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Post » Thu May 31, 2012 1:32 am

I like 'em....but only on a boss battle. God of War had some great ones; Perseus, Hercules, Theseus, Zeus, Poseidon...it's good to see special characters get a cinematic and brutal treatment :hehe:
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Reven Lord
 
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Post » Thu May 31, 2012 2:23 am

I don't know. It makes the games a little too easy. In games like diablo, they don't do that whatsoever, and it ends up definitely being harder. I sort of like it without the cinematic finishers on bosses. On normal enemies I like them, but on bosses, sometimes, but not always.
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Richard Dixon
 
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Post » Thu May 31, 2012 6:34 am

Kratos' total Badassery!
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-__^
 
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