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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. We make simple sketches and truly ugly placeholder graphics. Their latest project, Parallel Experiment, is their most ambitious title yet.
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.
What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics. Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals.
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.
The Gameplay and Graphics of It Takes Two All excellent. 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. It's really sharp and well-observed, and it isn't a cutscene. All killer, no filler. This is a really fun game. Very well done.
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