Part of the reason why MP3 has so many cutscenes is because it's actually hiding a ton of loading times. It was 'forced', but for technical reasons. So they were used as tools...fancy looking tools, though.
It became a real weakness with the Arcade stuff, where great scenes started to wear thin on the umpteenth attempt at New York Minute, but I'd argue that MP3 was still a great third person shooter that was highly rewarding.
In fact, when "Tears" plays during the airport lounge shootout, with you in full control, it showed that Rockstar could create immense set-pieces without cutscenes...but most of the time all that detail came at a cost.
It became a real weakness with the Arcade stuff, where great scenes started to wear thin on the umpteenth attempt at New York Minute, but I'd argue that MP3 was still a great third person shooter that was highly rewarding.
In fact, when "Tears" plays during the airport lounge shootout, with you in full control, it showed that Rockstar could create immense set-pieces without cutscenes...but most of the time all that detail came at a cost.
@Stevil
as i said, MP3 is just a recent example of the issue. And yeah, most of the cutscenes are there for the sake of hiding loading sdcreens. But as i also said - the cutscenes themselves are not the problem - 1, the thought that the way they handled cutscenes is a good pay-off for not having a loading screen was a wrong one - 2.
And again, you mention the airport moment with Tears playing, which was absolutely fucking amazing in it's simplicity and use of gameplay tools and the right music to set the mood and just let the player create magic. It also felt like the right way of making a Kane & Lynch game, rather than Max Payne, but that's another topic entirely:).
Point is, with MP3 example, that it feels best when *you* kill the enemies *your* way, with game mechanics and tools making it look great, not when it forces you down a linear path with a set goal of "blow that thing up. it will look cool. also, if you don't you die/can't progress further".
Of the recent examples, by the way, Spec Ops: The Line did the same thing. But it did it intentionally and it helped the story and idea of the game, so it was justified.
as i said, MP3 is just a recent example of the issue. And yeah, most of the cutscenes are there for the sake of hiding loading sdcreens. But as i also said - the cutscenes themselves are not the problem - 1, the thought that the way they handled cutscenes is a good pay-off for not having a loading screen was a wrong one - 2.
And again, you mention the airport moment with Tears playing, which was absolutely fucking amazing in it's simplicity and use of gameplay tools and the right music to set the mood and just let the player create magic. It also felt like the right way of making a Kane & Lynch game, rather than Max Payne, but that's another topic entirely:).
Point is, with MP3 example, that it feels best when *you* kill the enemies *your* way, with game mechanics and tools making it look great, not when it forces you down a linear path with a set goal of "blow that thing up. it will look cool. also, if you don't you die/can't progress further".
Of the recent examples, by the way, Spec Ops: The Line did the same thing. But it did it intentionally and it helped the story and idea of the game, so it was justified.
There's definitely a balance to be struck between taking the player out of the game and full, Half-Life style immersion. I was never put off by the Max Payne 3 scenes you describe, but I can understand why someone would!
@Mr Andy Dixon
hard to say that i was "put off" by the scenes i described. They were just more of a "meh" thing, which was the point of the post. I get "wow" when *I* do something cool myself, i get "meh", when the game forces me to do something cool.
I was put off by the "and now i have controls taken away from me to see how Max walks down the corridor/climbs up the ladder" scenes, although those were obvious loading screen substitutes. Still, it's not good when the difficulty in exploring the levels and finding the collectibles (and i'm just a huge fan of exploration in games) lies not in the "how do i find it/get somewhere i want", but in the "how do i find something i need without accidentaly triggering a scene that takes me away from this area forever".
hard to say that i was "put off" by the scenes i described. They were just more of a "meh" thing, which was the point of the post. I get "wow" when *I* do something cool myself, i get "meh", when the game forces me to do something cool.
I was put off by the "and now i have controls taken away from me to see how Max walks down the corridor/climbs up the ladder" scenes, although those were obvious loading screen substitutes. Still, it's not good when the difficulty in exploring the levels and finding the collectibles (and i'm just a huge fan of exploration in games) lies not in the "how do i find it/get somewhere i want", but in the "how do i find something i need without accidentaly triggering a scene that takes me away from this area forever".

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