Let Cutscenes Be Cutscenes - Cagey Videos

Channel:
Subscribers:
5,180
Published on ● Video Link: https://www.youtube.com/watch?v=NXI9PPJjiWg



Duration: 5:25
3,630 views
250


Support me on Patreon: www.patreon.com/CageyVideos
Twitter: www.twitter.com/cagey_videos

JonTron - Sh!t That F*cks Games Up: Quick Time Events:
https://www.youtube.com/watch?v=Uo5iQ9RN7PU

TheGamingBritShow - Walking in Video Games - The New Unskippable Cutscene:
https://www.youtube.com/watch?v=JmxQG6Cfyr4&

Click & Talk:
https://www.youtube.com/watch?v=Piizpj_3Mfs

Dreaming of a New Day: Heavy Rain's David Cage:
http://www.gamasutra.com/view/feature/132138/dreaming_of_a_new_day_heavy_.php


Whatever you may think of cutscenes, we all can at least recognise the unwritten rules of them, namely that they are something of a break from the action. While it's admirable to try and blur the line between gameplay and cutscenes, it actually can cause more problems than it solves. Now, ragging on Quick time events is nothing new, but in this video I'm going to cast my net a little wider. Some attempts at mixing gameplay and cutscenes work better than others, lets look at why that is.

A little writer's note: Some may look at conversation systems the same way as they do at cutscenes, which I can understand, but I still feel that choosing responses in a conversation provides FAR more agency than pressing random buttons ever can.

I'd also add that I can concede that the opening of Arkham Asylum doesn't hold up when you play for the second or third time you play as you know what's going to happen, but at least the first time you played it it was still cool. The sequel couldn't even manage that.