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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.
There’s just so many creative, brilliant, fun to look at, surprising situations – the dev team had a ton of fun making a lot of the game. The side quests and smaller interactions in the game are good, those cutscenes are great. And the Queen’s Blood puzzles are extremely well designed. CON: The narrative.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. In many puzzle games, there is a common event involving completing specific actions to collect certain items for rewards. I know, shocking).
It skips from action to pvp games to puzzles to boss fights with blinding speed. It's really sharp and well-observed, and it isn't a cutscene. Fellow indie devs have privately, harshly turned on me for saying this, but it is true. All killer, no filler. The Gameplay and Graphics of It Takes Two All excellent. It's great writing.
Highly narrative, intricate puzzles, and immersive storytelling. We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” It famously only added any crafting because the dev team saw it in UO during beta. Breadcrumbs, dialogue trees, cutscenes, progression paths.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth.
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