First, you release a teaser trailer, showing a few cutscenes and no actual gameplay.
The storyline is immersive, the cutscenes and dialog are awesome and compelling, the settings are gorgeous.
We also get a few cutscenes showing our soldiers family lives strained by war.
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Moving about the castle could happen in real-time rather than as a series of brief cutscenes.
The problem with cutscenes, basically, is that they take you out of the game for a moment.
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When you complain about the missions forcing you to look around, are you talking about the cutscenes?
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When the game dips back into one of its painfully long cutscenes, I lose all sense of immersion.
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The game is full of pre-imagined events that range from entire cutscenes to a singular pre-arranged ledge breaking.
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So when I watched the trailer of Beyond: Two Souls earlier, I mistook much of it for cutscenes.
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Even in this earlier build on the PlayStation 3, the framerate was buttery smooth and cutscenes looked fantastic.
What it ends up as is a few boring slogs between confusing cutscenes.
Ghibli created the animated cutscenes, and thus defined the look of the game.
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Showing off cutscenes and video shots this way makes it hard to tell how much is prerendered so we're assuming it all is.
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From what we saw, our hitman only spoke in the cutscenes, which makes 47 a man of few words but of multiple actions.
Cutscenes can work, but are almost invariably overused and overly long.
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Barely any scripted events or cutscenes were required.
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Brief cutscenes can work tremendously well at setting the stage or segueing from one part of a game to another, but the constant barrage of scenes rather than gameplay just kills a game for me.
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No matter how cartoony Mists of Pandaria is, at least the story moves along at a healthy clip (outside of the more tedious fetch quests) and the cutscenes are few but of reasonably high quality.
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