Most every game that hits the shelves attempts to tell some sort of story. Whether it be a tale of a captured love, who lies in a faraway castle, or one of revenge, striking down those who cursed your family. Some games try to achieve more, by having the player experience the story, and feel as though they are an active part of what is going on.
Whatever the case may be, there is still the all-important cutscene. It's a chance for the game's director to present the player with important information, along with plot points, such as character death, new powers, or a change in the party. Yet, the question is, how best to present it?
It's a matter of the director's taste, but each way offers different effects when the message is delivered. As some of you in the blogs noted, I probed you last night about the whole thought. Let's dive in.
Pre-rendered video, or FMVs, as we normally call them, is the most cinematic tool that a director can use to tell a part of the story. The graphics will be pushed as far as the budget can allow. In Final Fantasy titles, the cutscenes show the dramatic result of whatever has been going on in the game, or after the defeat of a boss, forming a resolution to the story. Otherwise, the cutscene acts as an impetus, showing us what is to come, like in the Silent Hill titles -- enter into a room, and the cutscene happens, setting up the stage for what is to come.
Like I mentioned before, this is where the cinematic aspect makes itself known. This gives the ability for the director to scare us, pull at our heartstrings, or send us into a blind rage. The cutscenes act as a reward for the player's hard work, showing off the full prowess of the developer's talents. It's a chance to take a break for the moment, and evaluate the situation for the player.
The downside to this style, though, is that it creates a rift between the gameplay graphics and the FMV graphics. "Why can't the rest of the game look this good?" There are obvious answers, but it still creates a feeling of jealousy. In addition, it takes you out of the game, because you've become involved with the gameplay that's going on, that the cutscene pulls you back, and forces you to just sit and watch.
In the same vein are the live-action cutscenes, which Rev just loves. It's a style that works best only within the RPG genre. In games like Prince of Persia, a cutscene in the middle of the action takes you out of things too much. That's why many of our readers have mentioned how much they love QTEs, or Quick Time Events -- the game forcing the player to participate in the cutscene, usually by doing simple commands.
Since they became really popular with Resident Evil 4, they've been on the forefront of peoples' minds. It finds a nice blend between showing off more polished graphics, but keeps the player's attention by forcing them to take a part of the action, otherwise they'd suffer from a side-effect. With the game's popularity, and the expectance of them in Resident Evil 5, this will likely be used in many more action games to come.
Now, is that a good thing? Well, there's certainly the possibility of these QTEs becoming more and more complex in an effort to one-up other games. That's just a prediction, though, and for the meantime, we should enjoy these as an alternative to full blown FMVs in action games.
A personal favorite of mine is that of animated cutscenes. I'm talking about the anime clips put into a game, like Persona 3 did with some of its cutscenes. The aim with this is to provide a more stylized feeling, in order to set the mood better. It's an alternative to FMVs, because they can fit with the game's odd-looking character models, or they can perform effects that just don't translate well into 3-D. Of course, they're usually just inserted into anime video games in order to further stretch out the production materials that are already at the developer's disposal.
What use do these hold? Really, not too much. It's a stylized look that fits as an alternative to FMVs and can look cool when done right. It would be nice to see this implemented more, but it's solely a convention of Japanese games, and so it's up to directors and developers over there to put out games that can use this effectively.
Finally, there are the cutscenes that use only the game's graphics. In order to avoid the gap created by FMVs, the cutscenes will take place using the engine that's running the gameplay. This is most common in 2-D games, simply so that there is no pause in the running game. If the game has great production values like Odin Sphere, then it'll turn out just fine, and makes the game feel like it's moving faster.
There's a subset of this group that we've seen in some FPS games -- namely, BioShock and Half-Life. By having the NPCs and the environment tell the story of what's going on in the game, the player is getting closer to experiencing the game. It's the mix of taking part in the action, as well as giving up no amount of control of your character during a "cutscene" that makes this such a nice option. The major downside to it, though, is that you can turn away and miss when things happen.
The mood is really key to what type of cutscene is best to use. What I found really interesting, though was to see what some of the readers' preferences were. A large group were big fans of the QTEs, and many were sick of the FMVs. It was a great treat during the advent of 3-D gaming to see these marvelous videos, but as of recent, they've become a dime a dozen, and it requires the utmost care to create something that will be memorable. Otherwise, it's just standard fare.
Should cutscenes just be gotten rid of? There's certainly the push for that with some of the players. With the increased beauty of gameplay graphics, there's a good possibility that we'll be seeing more in-game graphics telling the story. The thing is, there's still a special magic about getting to see these jaw-dropping videos that act as a reward for whatever the player has done.
There's a chance to evolve cutscenes with this generation. The cutscene took its form during the PlayStation's years, but at the end of the PS2's life, we've seen 2-D games make a comeback from the bit eras. Right now, we're experiencing QTEs, but it's yet to be seen what will be the mainstay of games for the next five years.
For the larger group of readers, how do you prefer your cutscenes? Also, share some of your favorites, either here or in the community blogs. I'd love to see them.
The first game is God Hand for the PS2. If you have not yet played this game, stop reading this right now and go buy it. Go to ebay and bid the whopping $13 is will probably take to win this game, have it next day mailed, and take the day off just to play it. God Hand is to Beat 'em Ups based on boys manga as Scream is to Slasher Flicks. It pays tribute and rips on them all at the same time in a seamless and thoroughly entertaining way.
Much of this is told through the cut scenes, which actually look quite good for a PS2 game, especially considering they use real time graphics. The inane, cliche', but some how cool and smirk inducing dialouge and "acting" on the part of the four bosses never gets old.
And don't even get me started on "the poisonus chihuahua".
I couldn't find of the really classic cut scenes on youtube, this one may give you an ides of the ridiculousness of which I speak.
The second game is Odin Sphere. Quite the opposite of God Hand, I suprisingly started to take the characters very seriously in this game's cut scenes. Partly because the graphics are so beautiful to look at, but also because 2D graphics offer a visual subtlety that you don't often get in the world of polygons.
A great actor does not feel the need to spell out every emotion for the viewer. The viewer needs feel some sort of emotional vaccum between themselves and the actor with which they can fill with their own emotion. That's why over acting is so painful to watch. There is no emotional vaccum. Over acting assumes that you the viewer are an unfeeling idiot and need to have everything perfectly spelled out for you so you know how you should feel, that other wise you wouldn't be able to feel anything.
Odin Shpere makes no such mistakes. Emotions of that characters are just barely hinted at through the dialouge, the voice acting, and the characters animations. Despite the more or less run of the mill fantasy setting and anime character designs, I actually found Odin Sphere to be, dare I say it, classy.
I hadn't felt that way about a game cut scene since Mother 3, and before that, Final Fantasy VI.
So yeah, play both of those games. God Hand is first class gaming comedy, and Odin Sphere is actually an effective storytelling game, and both would be not much of anything with out their cut scenes.
But nothing beats Mother 3. That game gets me every time.
Spoilers.
You don't need to know Japanese to "get" this scene, but it does help to know the basics.
The the main character is Flint. He's the cowboy looking guy, leader of the pack. He has two twin sons named Lucas and Clause. They are seen at around the 3 minute mark sitting around a fire with their friends. Their mom Hinawa is missing, and Flint, the twins, and all those around the fire find out that she's dead shortly after that 3 minute mark. And that's when the cut scene magic really happens.
Flint is a good guy, a typical hero type, friends to everybody in the town. But when he finds out what happens to his wife, well, I can see why Nintendo wasn't brave enough to bring this game to the states. No hero of any 2D, "cute" looking game has ever lost it quite as bad as Flint does.
Except the JRPGs and such. Those can stay how they are. I love that shit.
To me, always being whoever I supposed to be (as opposed to switching between "being" them and "watching" them during event I can't control) is the difference between immersion and "cheaper" gaming.
Lets take for example a simple situation. You're walking (or perhaps running) down a hallway, and all of a sudden, shutters come down in front of and behind you. If this happens during a FMV, there's no stress. I know that the video is going to play, and my character will find some way to free himself, or otherwise leave this situation to move on to the next chunk of gameplay. But if it's during actual gameplay that I'm controlling, I'm not just watching my character get trapped, I am trapped, it's my problem to deal with, not some writer or director's. Even if things play out exactly as they would have if it had been an FMV, it was my doing. I don't want to, at any point, just watch something happen, I want to do it.
That's the difference between being a hero, and playing one on TV.
the thing about persona 3 is that the anime works really well, but in games like kingdom hearts, it ugly and a shame that there is the gorgeous CGI, then this weird closeups of the characters in game.
Also I don't find it a problem when a cut scene is used where a dramatic scene or major event needs to be conveyed and the in-games engine cannot create the emotional response the creators wants. But some games do take it too far, and I'm sorry If I piss people off but Xenosaga took cut scenes to the extreme to the point where I forgot I was playing a game and thought I bought a interactive movie. Also I'm a fan of the Mgs series but if kojima had taken out the skip scene feature in his game I probably wouldn't be able to finish the game and it would have gotten a lower score then it did. Seeing the cut scenes once if enough and the player shouldn't be punished if they just want to play the game.
On the other hand, I am also completely in love in game scenes, such as those found in Half-Life 2 and Bioshock. They really do work wonders on my psyche, especially in horror FPSs.
So I guess it depends on what game I'm playing. RPGs, cutscenes. FPSs, Half-Life 2. ^_^
"I lost a limb in a fight, but don't worry babe I'll be cool..."
WOW!
No really memorable examples of cut-scenes are jumping up at me other than Giants: Citizens Kabuto. A few funny moments there.
I guess it all depends on the game. The cutscenes were genuinely great in the MGS games so I didn't mind sitting through them, but the FFXII cuts were a mixed bag. The flyover shots to introduce a city were a nice reward for exploration, but some of the cutscenes were just confusing and unnecessary, and way too much like Star Wars.
If it had been called "A Burning Freeway Demon Punch: Sweet Baby Chain Link" then people would have gottent the joke right away and given the game the attention in deserves. But they went ahead and called it God Hand and gave us all the wrong idea.
Thanks for posting that Wedge. Your right, nothing says God Hand like those credits.
I'm still sticking with the intro FMV of C&C: Red Alert as the best one ever. Hitler, time travel, alternate reality war with the soviets in beautifully realistic high definition video, ahhhhh. "Time will tell, sooner or later, time will tell".
For the ingame ones, the Oblivion end cutscene was a pretty sweet payoff for the hours invested. The ones from Giant: Citizen Kabuto were pure win as well.
I like stories.
Fin
The HL2/Bioshock style is also impossible for a strategy game, where, until recently, the only thing to do was have crappy in-game cutscenes or totally unimmersive CG (i.e. HoMM). New developments in technology now make in-game cutscenes possible for games like Company of heroes and World in Conflict. BTW World in Conflict is amazing. the demo is available for download now and includes ranked online multiplayer as well as a tutorial and a single player mission.