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Forums - Gaming - Can video games be TOO cinematic?

http://nerdreactor.com/2015/04/30/can-video-games-cinematic/

Before we get into the topic of cinematic games, let’s talk about The Order: 1886 which was released as a PS4 exclusive in February, and let me tell you it is absolutely beautiful! It has the best graphics of this generation, the actor’s performances are superb, and it has rich lore just waiting to be explored further. Too bad it’s terrible. Some of you are going to disagree with me and I respect that, but in my opinion The Order: 1886 almost completely fails due to its focus on trying to be more like an interactive movie than an actual video game. Half of your time is spent watching cutscenes which would be forgivable if the gameplay wasn’t a generic third-person shooter full of quick-time button-pressing segments that kill immersion. I bring this up because this is a problem that most single-player games suffer from: being too cinematic.

Video games for over the past two decades have tried their best to be more and more comparable to movies; whether it be by adding more complex stories in 16-bit games or investing too much money into creating consoles like the CDi or 3DO. The 3D graphics of the first Playstation and Nintendo 64 also opened a door to new possibilities in cinematic gaming goodness. The trend really picked up, though, in the Xbox 360 and PlayStation 3 era where (especially in shooters) single-player campaigns are accompanied by scripted in-game segments of action set-pieces. Now games can be almost as fun to watch as they are to play. However, there needs to be a balance and that’s something that players and even some developers fail to understand; either that or they think the best way to make a good single-player mode is by adding as many cinematic events as possible; Call of Duty is a great example of this.

Am I against games trying to be like movies? Absolutely not. I’m against them doing it wrong. Let’s take the examples Heavy Rain and Beyond: Two Souls, two games made by the same developer Quantic Dream. Many consider these “interactive movies” and for good reason: they’re entirely story-based. The plot will change depending on what the player does in the environment, what they say in conversations, and the choices they make. Heavy Rain did this perfectly: you play as four different characters looking to solve the case of a serial killer for their own personal reasons and if one character dies, their story ends there. Not only did their decisions change the story dramatically, they also added pressure to intense situations where death is knocking. Unfortunately, Quantic Dream’s next game Beyond: Two Souls didn’t live up to the expectations set by Heavy Rain. Despite having a pretty good story and great performances by Ellen Page and Willem Dafoe, the plot was more pre-determined resulting in underwhelming results from the decision-making. Not to mention the protagonist, Jodie, could literally never die so the action sequences weren’t so nerve-racking.

There’s also the case of cinematic set-pieces in first-person shooters that I’m growing more tired of since Call of Duty 4 made it popular. It’s like in every level we have to include a segment where your character is hanging off a ledge and their squadmate saves them, or when they’re on a building that’s about to collapse and they’re sliding down the wreckage somehow making it out alive. It was cool maybe the first five games, now it’s just getting old. This seems to be a tool commonly used to make a weak story more interesting, especially considering that single-player campaigns are increasingly becoming in plot like Battlefield games that aren’t Bad Company.

The critical feedback of The Order: 1886 should be a wake-up call to developers, letting them know that if they’re going to make their game have cinematic qualities, they have to remember that it’s still classified as a video game. It doesn’t matter how amazing the graphics are, how great the acting is, or how epic the scenes are played out, if the game part of the game is bad, it will forever be bad and that’s all people will remember it for.  Even if a developer is focusing on something story-based it should still never forget this rule.



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While I'm not a big fan of games that are extremely cinematic, I don't think there's anything inherently wrong with them.

In fact, Telltale Games' The Walking Dead is one of my favorites, because it did a pretty good job, solely on the cinematics.

There are times where I feel like a game can be too cinematic.

One example I can think of is Call of Duty: Advanced Warfare, and the notorious "Press F to pay respects." scene, shoehorning in a button command during freakin' cutscene.



"Just for comparison Uncharted 4 was 20x bigger than Splatoon 2. This shows the huge difference between Sony's first-party games and Nintendo's first-party games."

I...guess?

It depends on the person you ask. Someone who favors cinematic games might find some games too "game-ish" if that makes any sense to you.

 

For me, I don't have any preference as long as I'm enjoying the ride.



I love cinematic games and all the bravado that goes with them, but im also glad of Nintendo and Indies being around just to mix things up a bit with their stuff. Variety is the spice of life .



I don't think 1886 'failed' because it was too cinematic, it failed because neither the cinematic or interactive elements were particularly good (at least in my opinion). Had the story been better executed and felt more complete, and had the gameplay been more interesting, its current cinematic/gameplay ratio would likely have been fine with its target audience (though of course, those that dislike cinematic games would have complained regardless :p).

Anyway, no, i don't believe there's any inherent limit to how 'cinematic' a game can be (outside of literally being a film). As long as you can back those cinematic/story elements up with a solid interactive foundation (even if a very simple one, like in The Walking Dead or Steins;Gate), you're good to go.

On an individual level though, sure, as with all things there are limits. If you want to reach as large an audience as possible, finding a balance would usually be wise.



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Hmm, if you use Heavy Rain and Beyond:Two Souls, does that mean the Walking Dead is also a cinematic game...?

On the question itself, I`m not really sure how to answer. I don`t have much experience with them. The Last of Us is one of them, right...? I`d say a heavy cinematic focus is fine if the game itself is fine. The game has to be fun to play...



 

              

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yes they can be



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Cinematics are fine, but I guess they can get out of hand... when you're basically watching a movie with quick time events

Not sure though, since I have yet to play a game where I didn't like the cinematics



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No. It depends on a gamers taste if the game is "too" cinematic or not. But I do think cut scenes are more appropriate in some genres more than others as a general rule. But I know people who detest even the smallest amount of dialogue while I know others who love cut scenes (I also love them XD) so no, a game can't be "too" cinematic. If the dev wants to create a game with a lot of cut scenes then that's their choice and they shouldn't feel pressured to put their vision in jeopardy because some gamers are too impatient to read/see the stories progression.

One thing I do hate though is un-skippable cut scenes. This becomes a problem if you got a game over or something and you keep having to rewatch the same goddamn cut scene over and over... I'm looking at you Final Fantasy X e.e XD I think the way Persona 4: The Golden handled skipping cut scenes was amazing



no.

but they can be bad cinematic.



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