• OneyPlays Megathread - Me Homer, Brown Brick, We're in Undertale and more quality jokes
    1,799 replies, posted
There's like 5 games in that specific genre. It's seriously not some 'epidemic' taking the game industry by storm like everyone wants it to be. And more often than not they play well and have a well written story. You can use a trope in a good story, it doesn't invalidate the entire thing just by existing. Learn to actually be critical instead of saying THERE'S TOO MANY X WHY CAN'T WE GO BACK TO Y
There's tons of cinematic games though and you can see it sneaking into a lot of games even outside the genre. Its fine if other people enjoy them but I personally dislike it when a game takes control away from me to tell their story, it usually just makes me hate their playable character because my motivations are now at odds with theirs. Although Automata was my goty maybe its just easier to overlook cause they framed it as taking away your programmed functions or maybe I just don't like gruff dudes taking care of kids, who knows.
https://twitter.com/OneyNG/status/989425227401588736 https://twitter.com/OneyNG/status/990140819263770624
GoW has literally always been "walk down hallway, sovle puzzle, beat baddies" idk why hes suddenly bitching about it now.
Because now its "Solve Puzzle, Beat Baddies, walk down hallway slowly while characters throw exposition at you" Its a perfectly valid point.
soooooo instead of just you know, pausing the game, now you walk with people who talk with you. sounds a lot like another game i know: https://vignette.wikia.nocookie.net/half-life/images/9/9b/Kleiner%27s_Lab_overall.jpg/revision/latest/scale-to-width-down/350?cb=20100803114618&path-prefix=en Id get it if GoW 1-3 did it better, but all three just paused the game to play a pre-rendered cutscene, here it plays the cutscene real time to keep the immersion. Its a dumb criticism considering almost every single game does the same bar a very select few that i cant even count on one hand.
But it's a cutscene so it shouldn't need any real interaction unless it's done with some QTEs. It's just annoying to do something as basic as walking in one direction at a slow pace with the reason it's "immersive", because it's not. The half life cutscenes are very different imo, you can walk around doing anything but listen to the characters and most of the time this still is enough to get the game going, one exception I remember is the gravity gun section but that was more of an interactive tutorial. I could also push this to the extreme and say why not add a mini game to the loading screens where if you cant beat the goal of that minigame the main game won't continue? That would suck wouldn't it? That's what those walking sections are, something that should be skippable if wanted and from what I recall they're not.
I can understand their frustrations though; if you just want a game that's fun to play, it can get real old real fast for studios to pump out something that's framed like a movie and get showered in 10/10s because "oh wow we were able to move the character during this cutscene 10/10 perfect it's so cinematic". If you're not immediately sold on the characters and story and writing (which, when it comes to video games, is very rarely anything exceptional), then making your game into a "cinematic experience" is basically shooting yourself in the foot, since all the cutscenes start to act as roadblocks for anyone who just wants to enjoy the gameplay and doesn't give a shit about the story. And I know that then it just becomes a case of "well then it's not for you", but it's still annoying to see games journalists slobber all over cinematic elements instead of gameplay; it's almost like they're ashamed to be reviewing video games and would rather critique cinema or something instead. Like, I love Red Dead Redemption. It's arguably my favorite game of all time. If the story in that game wasn't as good as it was, it would be a chore to unlock the entire map and all the weapons; the story would just be something you need to get out of the way to unlock everything so you can actually play the video game. Oney and the gang don't give a shit about the story in GTA 5, which is why their entire LP was just them fucking around with mods and Motifa; the plot actively impeded their ability to enjoy the game, so they had to circumvent it with mods.
https://www.youtube.com/watch?v=9jw7-1OQZCc
Half-Life 2 doesn't take control away from you unless there's something physically trapping you.
But its still locking you out of the game to give you exposition, the only difference is in GoW you cant run around as fast. Its such a petty complaint because now you're complaining that you want zero control over some control. Which is ironic because a couple of years back, people were praising what GoW/HL2 does in games and criticizing relying on too many static cut scenes. All of this seems like petty whining just to the fact that GoW literally just changed how cutscenes are played and the camera angle, but suddenly the game is so different and terrible.
walk-and-talks are annoying because they're almost never skippable like normal cutscenes are and the minimal control means i can't do anything but also can't just put my controller down and watch the cutscene play out it's a middle ground that has the worst of both sides
It's not locking me out of the game, though. I don't want control of my character limited unless it makes sense in game. Just going "Oh, you can now only walk forward despite nothing in the universe restricting you" is extremely immersion breaking.
Soooooo having no control at all during a prerendered cutscene is more immersive/interactive? What kind of argument is that. Thats the point im trying to make, literally one sequel ago it was just cutscenes that gave exposition. New game allows you to flow naturally into the cutscene by slowing you down a little to hear it. Its much more jarring and hands off to have a video cutscene than to render it ingame smoothly.
It's less immersive because I can be content with watching a cutscene If I'm playing a game and suddenly the controls don't work I immediately notice and I'm distracted by that.
So again, you want no control over some control. I get what you're saying, but you're not your own person in those games so it wouldn't make snese if kratos just wanted to dump his kid off a side of a cliff because you as a person dont like him. Its the same idea as a video cutscene, except you can partially interact with it and dont get jarred into it. HL2 does the exact same with their cutscenes, same with almost every modern game. Again, I really cant count more than 5 games that allowed you to do whatever you want period unless its a game like FO:NV. Or any fallout games.
HL2 doesn't do the same thing with their cutscenes? They still allow you full control unless there is a physical reason you cannot move (like when you're trapped in the pod) What in game reason does Kratos have for not being able to sinply turn around?
Except they still lock you into a room, or lock your movement when its needed. Good example of this is gordon getting into the harness at the end. Why the hell would any sane person do that. GoW allows you to walk around most talking parts, but locks it when the narration demands it, just like any game ever. Why would gordon allow the gman to sit there and talk to him, why cant i just run away or shoot him. Why in witcher i cant just kill radovid right on his boat with witcher magic? Why do i get a gameover in metal gear solid 3 when i kill ocelot when hes knocked out? its because its forcing you to work with the story. Again, the only times it doesn't is if its an completely open game like NV.
You can still fuck about in a room, no control is being taken away from you, you're just in a room so obviously you're not going to think "why can't i just phase through the walls?? immersion ruined!" You can choose to not get into the harness, you won't make any progress but you can still fuck about if you want. It's not forcing your player to only move in one direction towards the harness. Gman is a supernatural weird thing that purposefully no one really understands, Gordon's probably not even physically there but just seeing it as a vision so no shit he can't do anything.
yeah, because gordon is looking around the room, plenty of games already do this like GoW. Person is talking to you and you can look around your surroundings while its going on. but boy just slam that hyperbole. The only way to progress is to go into the harness. Sounds a lot like how GoW only allows you to move one directiong sometimes to progress the game. You could turn around an walk around the room, nothings stopping you. So? why cant gordon turn around then and ignore him? It does make sense, you're playing the character, character wants to save his kid, so he only wants to move to save his kid. How hard is this to understand. Its a fucking opener to a game that is basically an opening credits sequence. HL2 has the whole gman speech in the beginning that saps your control till the train stops. Every game does this, why is GoW suddenly the exception (even more so since the previous games were the same shit but with even less input). because the developer wants to have an opening credits sequence and show off the angle he wants. Its the same as a normal cutscene, but now you can move him and pause if you wanted to.
Why would I want that??? "It's a normal cutscene but you can change how fast he moves". Why not just have a regular cutscene then? The game already has cutscenes but it's randomly going between normal cutscenes and "Press ONLY this button to continue cutscene and NOTHING ELSE" There is clearly not meant to be gameplay here so why is their gameplay? Intros are very important to games and if you're already making nonsense decisions in the first 10 seconds I don't trust your game to not have those same mechanics later.
Games are just interlocking systems, its pretty jarring when those systems act inconsistent without any in-game context unless it's specifically being done to give the player new context about the game. It's not the end of the world if a game breaks that now and then but it is really satisfying when a dev can find creative ways to tell their story and/or elicit an emotional response through the game rules that they established.
To break away from the arguments https://youtu.be/s_j-kP8EPPg
It begins. https://i.imgur.com/bfWl3Vw.png
If I find a games story and characters interesting I have no issue personally with dealing with a corridor or two or talking. Like there's a ton of it in GoW if you factor in the conversations they have in the boat and I was fine with it because I was invested in the story and the writing was real strong. Maybe it could have been done better but it didn't totally ruin my experience of the game.
Why does dingdong stream at such bizarre hours? I wanna catch one of his streams but he stream like in the dead of night at 3 am.
Presumably working on trigger treat during the day
https://www.youtube.com/watch?v=_HXYUby2ieg
https://twitter.com/OneyNG/status/993995141122699264 oh no
NOW THE FREAK IS COMING FOR YOU.
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