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Rev Rant: cinematic

Every Thursday, Anthony Burch discusses some aspect of game design he finds interesting or frustrating, except it's just him talking to a camera so it's not really a discussion.

Image by Jetrockite.

This week's Rev Rant is about modern games' attempts to wed the visual coolness of cut scenes with actual player control, and how these attempts suck more often than they do not. Once again, I'm not in front of a green screen thanks to the fact that you have to pay attention to the game footage in order for the rant to make any conceptual sense.

Also, at one point I call "cinematic 'gameplay'" something like "cinematic  pseudo-control" for no reason. Try to ignore that. And the fact that I just told you about it.

Anyway, hit the jump for the rant video.

Footage from:

http://www.youtube.com/watch?v=cLvEAnYZXnk
http://www.youtube.com/watch?v=FCsLGvitPKU
http://www.youtube.com/watch?v=6wEga9OumEk
http://www.youtube.com/watch?v=_gZcWdyJUZw
http://www.youtube.com/watch?v=y7tA-6mlbNY 

http://www.youtube.com/watch?v=54frV7mfZ78


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80 comments | showing # 1 to 50

KorJax's Avatar
KorJax at 07/16/2009 14:31
I hope you feel proud of yourself for that header image
randombullseye's Avatar
randombullseye at 07/16/2009 14:32
SHOOP DA WHOOP!
phantomile's Avatar
phantomile at 07/16/2009 14:32
I totally agree. I hate cinematic pseudo-control.
Magnalon's Avatar
Magnalon at 07/16/2009 14:34
QTEs eh? Very sticky wicket in my opinion. Some games do them right, some do not. In my opinion, Ravesoft's X-Men Origins:Wolverine does a decent job at utilizing pseudo-QTes and making them feel meshed into normal gameplay, mostly because unlike The Force Unleashed, Wolverine feels like an unstoppable badass the entire game, so when you use one of those moves, it doesn't feel out of the ordinary.
Ninja Cameraman's Avatar
Ninja Cameraman at 07/16/2009 14:34
Awesome rant this week. I like the points you made, QTE's are used too frequently and I felt the same thing you did about the apparant ''Fableising'' of SC: Conviction. Too easy and not enough imput from the player.
Jon B's Avatar
Jon B at 07/16/2009 14:36
Gotta say I agree with you on the entire concept of what you're on about. A lot of games now are becoming more and more movie-like for no reason at all, and it bugs the hell out of me.
Magnalon's Avatar
Magnalon at 07/16/2009 14:37
Also, I should add that in my opinion, what you call "cinematic gameplay" and QTEs are ostensibly the same thing: just because specific buttons are not explicitly shown on the screen, it doesn't mean they don't operate in the exact same manner QTEs do.
JLFrelder's Avatar
JLFrelder at 07/16/2009 14:39
I agree. It was kind of strange how you used the exact same GTAIV footage twice, though.
randombullseye's Avatar
randombullseye at 07/16/2009 14:39
Gungrave had an awesome scene where you're in a cutscene talking, then you're holding a gun to a guys head. It took me a second to go "oh I have press the shoot button."
Magesx's Avatar
Magesx at 07/16/2009 14:40
Hey, I don't hate QTEs. I don't mind Heavenly Sword's implementation of them because I can't imagine doing that in-game in a way to make it interesting. The Force Unleashed thing was pretty bad (mostly because it snapped your character to a certain spot), but again, I'm not sure if they could easily make a system where at a certain time attacks will actually cut the AT-ST into pieces. I mean, of course they could, but would it be time-efficient? Probably not. And I'd prefer a QTE in that case rather than it getting down to low health, and I punch its leg, and he gets chopped on half.
RonBurgandy2010's Avatar
RonBurgandy2010 at 07/16/2009 14:40
Good shit dude, really good shit. When can we expect to see you in front of the screen again?

Also, how do you feel about the whole "gritty and realistic" movement in the industry and the way they tent to execute these kinds of games?
Kaliber's Avatar
Kaliber at 07/16/2009 14:40
I agree.
Sentry's Avatar
Sentry at 07/16/2009 14:43
Oy. This actually parenthetically touches upon something I was thinking about getting into sometime soon anyhow, if only I could actually get off my ass (or finish some local projects) and WRITE something.

Interactivity doesn't need to be mutually exclusive of cinematic control. I mean, God of War managed to maintain a relatively happy medium.

Yeah, I keep censoring my comments because I want to save it for an actual article, so I'ma just go now.

Oh, by the way, I thought that "cinematic pseudo-controls" made perfect and appropriate sense when you said it.
JsunKW's Avatar
JsunKW at 07/16/2009 14:43
Stranglehold should have atleast been mentioned.
http://www.youtube.com/watch?v=bp-Vu3XwEWg
Autumn's Avatar
Autumn at 07/16/2009 14:44
YES.
I share your Splinter Cell worries - Sam shouldn't be aiming for me, that what I have hands for. Equally there is no need for a 'Last Known Postion' marker, that's what my brain is for.
If I'm supposed to be that character, let the world behave in the way the world actually behaves. Let me assess my environment using sight and sound, and let me interact with it using a specific control scheme. Don't dumb it down and NEVER make my character do something I can't make him do myself.
Also AIDS.
Kvb's Avatar
Kvb at 07/16/2009 14:46
Worst header ever.

Go back to 2005.
Archwright's Avatar
Archwright at 07/16/2009 14:46
Yeah... that last Splinter Cell thing was really boring looking.

I almost... almost like the cut scenes in MGS3, where you can "look through Snakes Eyes," or in MGS2 where you can make Raiden comment on the current Codec call. It's kind of a cute gimmick that makes me feel more engrossed in what would otherwise be a boring Kojima cutscene.

Shadow of the Colossus made their cutscenes more engrossing by letting you shift the camera around. This devolved into me "rolling my eyes" while I got my next assignment for Colossal assassination, but it was still better than a static cinematic.
Jumbo's Avatar
Jumbo at 07/16/2009 14:47
The Destructoid Anti-Cutscene Consensus is getting weirdly dogmatic. Did a cutscene kill your dog or something? Did you get dumped by a quick time event in junior high school? Of all the things to rant about in video games and you're concerned with the specific buttons you get to press or not press in order to blow up people/things heads. Odd.
Anthony Burch's Avatar
Anthony Burch at 07/16/2009 14:48
Autumn:
I actually kinda disagree with you where the Last Known Position thing is concerned. Enemy AI, especially in stealth games, is often so erratic that even when you have very good reason to assume you know exactly where your LKP was, a soldier will somehow spot a single pixel of your ankle from around a corner or something and suddenly your entire strategy is ruined. By letting the player know exactly where the enemies last saw him, you're more empowered to make informed strategic decisions about how to deal with baddies.

I mean, in theory, anyway.
kingtobo's Avatar
kingtobo at 07/16/2009 14:50
I think generally you're right about this, but I don't think the executions were out of place for GTA 4. GTA 4 never really allowed you to put much of your own personality into the character, they instead forced you take on the personality of their character. Even though I was controlling Niko I always felt like a distinctly separate entity from him, so watching him do his own thing every now and then never seemed jarring or awkward.
Roager's Avatar
Roager at 07/16/2009 14:52
I disagree with the Rearmed bit. It's not really the same thing at all. It's a cutscene triggered by gameplay, rather than a cutscene relying on button presses.

Also, the advent of QTEs is basically thanks to Capcom and RE4. That started it. What continued it was God of War and similar stuff. Gamers like to see brutal kills, and the Force Unleashed example is exactly that. It provides a way to show the cool stuff without actually leaving the scene.

I'll admit, QTEs are used FAR too often, but I actually like what God of War did with them. That said, if we could get to the point where it actually required more input, I would very much be in support of it. The problem is that to add that input, they'd probably have to put in a break in gameplay, as the world moved from "normal play" into "execution play"
ill will's Avatar
ill will at 07/16/2009 14:56
Another possible example of good cinematic gameplay, as defined here, might be the ultras in SFIV. When you land an ultra, you're not controlling the individual moves anymore, but you still did all the work to set it up and hit the opponent with it so you still feel accomplished.

Really, as I think about it more, this could pretty much be said for any super in any fighting game, except for Alpha-like custom combos/Genei Jin/etc, since in those you're still responsible for each individual move.
brainderailment's Avatar
brainderailment at 07/16/2009 14:57
About Splinter Cell, THAT'S FUCKING STUPID!
MowDownJoe's Avatar
MowDownJoe at 07/16/2009 14:59
So, since you don't like how Splinter Cell Conviction lets the game make the kills for you, I'm curious what you thought of VATS in Fallout 3...
Laird's Avatar
Laird at 07/16/2009 15:01
Honestly, I don't know why people don't like quick time events. Whether you're doing a QTE or 'really controlling' the character, you're basically doing the same thing: pressing buttons (or moving your arm, as the case may be with the Wii). Some people might say that it breaks the immersion, but I for one am not nor desire to be tricked into thinking I'm doing anything other than playing a video game.
Dexter345's Avatar
Dexter345 at 07/16/2009 15:01
Totally agree about how BC:R handled it. You really had to have beaten Hitler, and only then did it show the sweet head explosion animation.
KoKoO Psy's Avatar
KoKoO Psy at 07/16/2009 15:04
I still miss your face. But i guess this is the drill now.
I haven't actually played any games yet with QTE. So I don't understand the hate. I do however agree that a player should be in control at all times. I mean Windwaker did it awesomely, on the final boss.
that1dude24's Avatar
that1dude24 at 07/16/2009 15:06
Honestly, most developers are probably pressured to do this because of how bored the player gets with prerendered actions for each press of a button in normal gameplay of action/combat games. X is slash, Y is punch, etc, Most players have already seen what combos do to what characters, and it probably leaves the game experience empty to most. In action/combat games, most players have already defeated/killed a foe, and bosses/story relevant fights usually only amount to bigger enemies with larger healthbars. Most players wouldn't feel an emotional connection to the character they are defeating, or care what repercussions this may cause or how big this fight is to the character in the game, so developers hand them cut-scene like gameplay, like qte's. It kinda spices things up.

Also, good video. I hate them too.
ParaParaKing's Avatar
ParaParaKing at 07/16/2009 15:06
I really hate how in Assassin's Creed you only have to push up or hold a single button and Altair does all the jumping and climbing for you. Although you aren't taken out of the action, I never got the feeling of doing any of that stuff.
Reginald's Avatar
Reginald at 07/16/2009 15:18
WHERE IS YOUR HANDSOME FACE ???
Phoenix Gamma's Avatar
Phoenix Gamma at 07/16/2009 15:22
So, I take it Rev liked the ending to Wind Waker, too?
munkee's Avatar
munkee at 07/16/2009 15:23
i think having to flick target on the mark & execute move is a really good idea!
wanderingpixel's Avatar
wanderingpixel at 07/16/2009 15:27
I agree 100%. Another game that did this well was The Darkness. If you got close enough to an enemy you would perform a special execution move that only took about 3 seconds.
Timmeh's Avatar
Timmeh at 07/16/2009 15:27
Personally I think QTEs and half hour long cuscenes suck balls. If I want to WATCH something I'll put a DVD on. I'm supposed to be PLAYING a game, I want to feel like a badass and do badass things, not see my badass character do cool stuff with little to no requirement for me to do anything, that isn't fun or awesome.

The idea of breathtaking, cinematic set pieces in games is great, yeah, but not when I'm just sat watching them like I'm actually at the cinema.

I guess this is a result of how costly and time consuming it is to model and render things in modern games. In a some cases it just isn't feasbile or realistic to offer the player full control, though a lot of the time it's just down to lazy and/or unimaginitive developers.
DodgyEmu's Avatar
DodgyEmu at 07/16/2009 15:40
One of the only games that I've played that I think did QTEs right was Kingdom Hearts 2. I think it used them in just the right way and just frequently enough that they were helpful rather than annoying. And, of course, it didn't have them during cut-scenes which I always hate.
falinter's Avatar
falinter at 07/16/2009 15:42
Good points REV. The new splinter cell looks so delicious though.
silvain's Avatar
silvain at 07/16/2009 15:51
Consistent control isn't the gold standard, I think it's the emotional reaction that you get from the player. One example I can think of where the cinematic gameplay was used incredibly well was the knife fight with Krauser in RE4. That came entirely from the surprise and tension that that gameplay mechanism gave.

I agree with the idea that: most of the time, taking away control to show something spiffy isn't gratifying for the player, there are glorious exceptions to that rule.

I'd be curious to hear what you thought of that fight, Rev.
Anthony Burch's Avatar
Anthony Burch at 07/16/2009 15:58
The Krauser fight actually sort of pissed me off, primarily because I was REALLY goddamn bad at it. I had to keep redoing it to the point where whatever emotional impact or tension it might have had was replaced with a sort of mild, frightened irritation.
silvain's Avatar
silvain at 07/16/2009 16:14
That's fair enough. I was warned not to put the controller down during cutscenes when my friend saw I was playing. If I had failed a lot of times, it would have ruined it for me too, I'd bet.

The "one miss and you die" is rarely a good idea, especially in the qte realm.
Palidi's Avatar
Palidi at 07/16/2009 16:41
That's actually one thing I think the Wanted game did really well. When lining up a curved bullet directly to someone's head where it gets all cinematic following the bullet as it hits the target. Also those "rushing" scenes where it's suppose to be like that corridor run through the plant in the movie. It's like a cutscene, except there is a timer, and everything slows down some and you(the player) have to not only hit the trigger, but you still have to aim too.

Also, MGS really does use cinematic "gameplay" in clever ways.
Timmeh's Avatar
Timmeh at 07/16/2009 16:43
Haha, I remember the Krauser fight in RE4 from the PC version. It was an in-engine sequence for the consoles versions wasn't it? Well, let me tell you - they ripped all those out for the PC release and used crappy resolution pre rendered sequences instead.

It played a clip, the button popped up and then the next clip depended on whether you hit the button in time. So yeah, in some cases it literally is like pushing buttons on a DVD remote.
Dreamsower's Avatar
Dreamsower at 07/16/2009 16:45
Ughhh new Prince of Persia, couldn't stand that thing. QTEs can be pretty rad when done right at times, but normally I really do wish I could have more control.
brainderailment's Avatar
brainderailment at 07/16/2009 16:47
This game used only QTEs and I think we can all agree, it's one of the greatest games of all time.
HiddenAHB's Avatar
HiddenAHB at 07/16/2009 17:04
I don't hate QTE's, because there are games out there that use them wisely.
But i disagree with you on the Splinter Cell M&E Rev, when you're talking about the Bionic Commando ending you said that it was a well done cinematic gameplay, because it was just a little "wall", just a couple of seconds and done. I think that this is exactly what happens at Splinter Cell: Conviction, of course there is cinematic gameplay, but they are very quick and i think they actually improve the action of the game, they're just little walls.

Oh, and great rant!
DrPhilGood's Avatar
DrPhilGood at 07/16/2009 17:19
i hate cinematic controls but good god man...does it require that much explanation?? im gonna go set some shit on fire
Jetrockite's Avatar
Jetrockite at 07/16/2009 17:41
Wow, you used my picture... you really didn't have to...heh. And there had to be some haters. It is the internet of course.

I think that QTE's work when the player actually "earns" it. Pressing a button in time or repeatedly doesn't really satisfy the player when the game just does something awesome anyway. For example, RE4 and 5 are examples of quick input actions which look pretty sweet but you don't really feel like you accomplished it. Games where the player does majority of the work (for example, a slightly difficult command) and then you see what happens for succeeding in the input of the command makes you feel a bit more interested into what's going on.

There was that bit in Heavenly Sword where you play as the other woman or whatever and you fire the arrows in slow-mo and direct them by moving the PS3 controller via. SIXAXIS, which was vaguely cinematic and kind of satisfying.

Anyway, great rant. Can't wait to see the next.

And no pic this time. :)
Avalon51's Avatar
Avalon51 at 07/16/2009 17:50
This just made me think of THAT scene at the end of MGS3.

Which MGS4 scenes were you referring to by the way?
Rigby's Avatar
Rigby at 07/16/2009 18:11
This is pretty much preaching to the choir, no one likes QTE's, they're kind of the bane of a lot of modern videogames. God of War is the only game that has been able to get away with it for so long and only because they've been fair enough at melding the QTE's with the actual gameplay mechanisms so it all feels like one fluid movement. I thought the GTA execution cutscenes were kind of disjointed, and I agree - a better death animation would be cool. Like, say you shoot your mark in the face, and its really graphic and violent and Niko says something about it or about some sort of remorse or lack thereof after you do it - and say instead you shoot the mark in the leg, and then he grabs his leg and starts saying things to Niko that further extend the scene - you would have control over how much you really wanted to hear from your character, or you could even just leave him or her gimped and if you ever ran into them again, the injuries you brought upon them will continue to be readily apparent. That would be fucking awesome.


Also, something looks different about you Anthony. New tie?
KorJax's Avatar
KorJax at 07/16/2009 18:13
@DrPhilGood

Perhaps when you're older you'll appreciate this kind of insight into the matter, if you appreciate games.
silvain's Avatar
silvain at 07/16/2009 18:14
Yes, shooting people in the head with homing cannonballs in heavenly sword helped make the game :D
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