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Design review of Redfall by Arkane Studios Austin

Radiator Blog

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.

Studios 246
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Anima Flux is a co-op Metroidvania with a retro-futuristic visual flair

PreMortem.Games

Anima Flux , the latest game by studio Anima Flux, is exploring new territories in gaming. The game employs hand-drawn animated cutscenes to enhance its narrative, providing players with a detailed, dark world. “The hand-drawn animated cutscenes are crucial to the main storyline.

Co-op 239
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

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. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.

Puzzle 138
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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Dylan Tredrea is a product & publishing consultant with over 12 years of experience in mobile free to play games at studios such as Disney, Rovio, Zeptolab, & CrazyLabs. Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes.

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Squad 51 vs. the Flying Saucers is a tribute to sci-fi movies of the ’50s

PreMortem.Games

“From the moment I got the idea of making it like an old movie I called the people from Fehorama Filmes to work on the live action cutscenes”, says Rosa. The initial idea was for them to just work on the cutscenes, but they ended up executive producing the whole project.” They had the know-how as producers, so they stepped in.

Cutscenes 104
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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

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.

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Aerial_Knight’s We Never Yield developer Neil Jones “I’m proud of the story and design”

PreMortem.Games

Known for his breakout solo project, Aerial_Knight’s Never Yield, Neil Jones has now teamed up with British dev studio BetaJester to bring its successor, Aerial_Knight’s We Never Yield , to life. So, he decided to start his own studio and make the game he wanted to make. That was Never Yield in 2021.