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A narrative can also help with pacing, building and releasing tension alongside key story beats while directing the players’ attention and emotions through them, all the while supporting other features and creating a meaningful foundation for retention. 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. Also, the title cards are all focusing on the features of the game, not the benefits.
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.
Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. As a narrative stop-gap, every boss unlock quest features mandatory scripted scenes where you listen to faceless blood ghosts re-enact the boss backstory while you jump on furniture.
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. Loadout is 3 guns.
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). As well as commercial success, his games have often received very high acclaim and feature prominently on ‘Greatest Game of All Time’ lists.
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