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I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.
Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.
However, these storytelling elements go far beyond the main narrative, with cutscenes and dialogue seamlessly integrated throughout the experience to build a truly immersive world. Goddess of Victory: NIKKE features high-quality anime cutscenes.
Fine line between flashy and simple editing I think one of the biggest mistakes a lot of indie games make is to chase the editing style of AAA games or Hollywood movies in hopes of looking like a ‘real’ or ‘legitimate’ trailer.
This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful.
The side quests and smaller interactions in the game are good, those cutscenes are great. I really wish big AAA game developers would stop stretching everything as thin as possible. This explains the otherwise confusing use of the title “Remake” for a game that… isn’t(?) actually a remake?
Combined with his love for film, this leads to deep story-driven games with lengthy and cinematic cutscenes (Metal Gear Solid 4 once held the world record for the longest cutscene in any game). His games’ cinematic qualities and high technical standards also laid the early groundwork for our modern big-budget AAA games.
unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? I imagine Arkane debated this a lot, and over the years, had to bow to AAA approachability and clarity. sorry if your game happens to crash, or you get a dreaded UI freeze.
Part of the “golden path” you just haven’t seen yet – If it’s your first playthrough, and you’re watching the first cutscene, whatever is in the next cutscene is not a “secret”, it’s just information that the player hasn’t encountered yet. They are findable.
AAA games are first and foremost products and their “smooth functionality” is prized above all else. The first example that comes to mind for me was the courtroom scene in Chrono Trigger, wherein the fact that I went to pick up a piece of jewelry before checking if my companion was okay was used against me in court!
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