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You can totally miss important conversations and scenes because you're stuck in the stairwell climbing animation at exactly the wrong time. This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager.
Before The Green Moon (on Itch and Steam ) is a post-apocalyptic indie Harvest Moon / Stardew Valley / Animal Crossing inspired farm life sim about scraping by, in a decaying rural truckstop town with bored depressed locals you gradually befriend (or ignore). SPOILER ALERT: This post SPOILS what happens in Before The Green Moon.
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.
Animated ghosts show the right movement Hand snapping and reactive animations But in general every physical object in our game is fully interactable! Poses & Suggestive shapes / animations (hand & object). . ✓ The right shape and look of objects on scene. and how to differentiate the interactive ones from the decoration.
If you've played a decent indie game in the last five year, It Takes Two probably has you play a superior version of that game for 10 minutes. This leads to the most infamous scene in the game, where you try to destroy the daughter's beloved stuff animal to make her cry. It's really sharp and well-observed, and it isn't a cutscene.
where the main drawback is you're still vulnerable during the 2 second execution animation. I know it's easy for armchair indies like me to complain about pulling punches. This ties into a common complaint: the melee weapon machete is very powerful, like a 1-3 hit kill (maybe 10-15 hits against a boss?)
Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals. Technical Flexibility: Stylized visuals require fewer resources than hyper-realistic graphics, making them ideal for indie developers and smaller studios. Why Stylized Art is Gaining Popularity 1.
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