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File: 6c0915db7bc3f04⋯.jpg (72.46 KB, 640x537, 640:537, 6037_back.jpg)

File: 0f628c889eee8dd⋯.png (191.72 KB, 800x1129, 800:1129, 54339-second-sight-gamecub….png)

File: a5877c8ca18d34b⋯.mp4 (14.06 MB, 480x360, 4:3, Doom 3 - E3 Trailer.mp4)

821ec2 No.13748714

For the various anons here, what games you played that succeeded in making the title "feel cinematic"? We have more than enough examples of the industry failing to understand the concept. Where have there been brief moments of them succeeding in it?

Best examples I've had of it are from Criterion's Burnout games when the roads start getting busy, a couple of '05 FPS games (F.E.A.R., Doom 3) due to their "hands off" approach with the gameplay and how the player interacts with the world, Mirror's Edge (The original) when you successfully pull off a series of stunts without breaking flow, and Slave Zero for the same reasons as the FPS games.

dfb16a No.13748743

Asukas Rage


d61784 No.13748751

Beyond Good and Evil, specifically the part when the soldiers chase you on the rooftops.


bbaf49 No.13748821

you make it feel cinematic by having the entire game take place on a 1930s movie screen and have 1930s movie graphics

you also make the game be extremely linear and 100% of its combat should be conducted via QTEs

that wouldn't really be a fun game though; it'd just be a movie that goes when you tell it to go


bbaf49 No.13748844

>>13748821

in fact… that wouldn't be a game at all


197f82 No.13748932

>>13748844 (double-checked)

QTE games are still games.


406847 No.13748935

>>13748821

That just made me think of those shitty interactive extras they'd throw on dvds in the 2000s


5391f4 No.13748939

>>13748821

So a VN with even less gameplay?


5391f4 No.13748940

>>13748939

Or would that actually be more gameplay? ¯\_(ツ)_/¯


197f82 No.13748964

File: 80aeaf1096d16d5⋯.jpg (180.85 KB, 800x1015, 160:203, 783-out-of-this-world-dos-….jpg)

File: aa5013be28a58d8⋯.jpg (162.96 KB, 800x1021, 800:1021, 170648-flashback-the-quest….jpg)

These two definitely succeed in presenting a story that feels cinematic, with graphics that were astonishing back then, while also excelling in gameplay.


9813f5 No.13748975

The ending bit to the recent Mario Oddessy is in my opinion a great example "cinematic" done right with videogames. I won't spoil it though.

I will say that it's mostly because it doesn't take control away from you.


497277 No.13749671

File: d83213f915fdf5d⋯.jpg (54.85 KB, 640x480, 4:3, Metal Slug aircraft carrie….jpg)

Intense single-sitting challenges are in fact the most cinematic of video game experiences. There is nothing else like being on the edge of your seat in the final stage after 40 minutes of harrowing victories as the bridge underneath your feet explodes and, in the most brutal attacks being thrown in a last ditch effort to take the player down, you survive through quick thinking and masterful dodging.


3cc343 No.13750460

Witcher games are quite good for that.


30c2c5 No.13750508

A whole schlock of PS1 games.


5f0327 No.13750558

>>13748714

Been playing Mafia II recently. Lots of cutscenes, sure, but the world, people, and locations all feel genuine. I'd say it qualifies.


5745bd No.13750783

>>13748964

Those are from a dead era. We can never tell a neat story with decent gameplay again. Well, a big factor to those games was that no one made games that mixed the cinematic feel with platforming so those games felt real fresh compared to most of the games out during that time. Same reason why Parasite Eve was so big she was shilling for Calvin Kline for a while but the game itself was actually pretty fucking good and had some meaty post content stuff to work on.


692c92 No.13750849

File: 2f9657fc2a0842c⋯.png (239.55 KB, 357x399, 17:19, ClipboardImage.png)

Nier Automata did quite well in being "cinematic".


821ec2 No.13750901

File: f14ade47b431eb6⋯.png (66.26 KB, 256x240, 16:15, ClipboardImage.png)

File: 555ca5eadbfd0f7⋯.jpg (24.32 KB, 540x304, 135:76, gfs_419161_3_1_mid.jpg)

File: a0a3bdfa6a06878⋯.jpg (80.18 KB, 640x640, 1:1, 52212-riviera-the-promised….jpg)

File: 707d374e3abf69d⋯.png (13.59 KB, 240x160, 3:2, 61146-mario-luigi-supersta….png)

File: 53190f2606ca27a⋯.png (611.18 KB, 1024x576, 16:9, ClipboardImage.png)

>>13748821

>you make it feel cinematic by having the entire game take place on a 1930s movie screen and have 1930s movie graphics

Super Mario Bros. 3, Super Paper Mario. Cuphead

>you also make the game be extremely linear…

Didn't Riviera: The Promised Land do that?

>…and 100% of its combat should be conducted via QTEs

The Mario & Luigi series, Resonance of Fate, Xenoblade


1abb31 No.13751254

Cinematic is a bad fucking name for this, those games were trying to accomplish the feel of the smoothness of action that an action movie would present you. We need to find a different name for this. Cinematic implies taking control away from the player.

Story driven games with smooth action elements and presentation are not bad conceptually but retards have taken the name to mean "it should be a movie"


f0ec1b No.13751265

The Last of Us


a5c85e No.13753464

File: c9d471982cce469⋯.jpg (2.55 MB, 1772x2273, 1772:2273, Asura_E3_artwork_psd_jpgco….jpg)

Asura's Wrath is the only QTE/cutscene focused "cinematic" game that actually works, because it actually uses it's QTE's and cutscenes to do insane bullshit that wouldn';t be possible inside normal gameplay and it knows how fucking stupidly over the top it is and rolls with it


7fc95f No.13756946

>>13751254

> Cinematic implies taking control away from the player.

no, it implies cinematic. You clearly don't know anything about this topic and might want to learn something before talking about it.

https://www.youtube.com/watch?v=9dW_rof6rzE

https://www.youtube.com/watch?v=DffC2t-TU5k

https://www.youtube.com/watch?v=Xplmjj7ioOQ

start here, then play some of the games featured.


02d72b No.13756959

File: 12a94d4a6f025a3⋯.jpg (206.06 KB, 800x1129, 800:1129, 57273-f-e-a-r-first-encoun….jpg)

File: 12c65133a4660a7⋯.jpg (214.88 KB, 800x1120, 5:7, 97378-black-playstation-2-….jpg)

Pic related made shooting guns in vidya actually fun.


96fa42 No.13756961

>>13753464

>because it actually uses it's QTE's

As a person that loves Asura's Wrath, this is bullshit. If you fail QTE's it isn't guaranteed you'd fail your action, and that makes me mad. Sometimes when you fail you fail the QTE the action fails and there are consequences like an stupid but of health lost and you getting hit, for example, but for the most part, is inconsequential, you fail the QTE, you a bit of lost health but the action is still pulled as if you didn't fail.

I'm just saying that if they focused so much on QTE they could have at least planned a bit about these things, also, there's the fact that QTE felt really stiff and completely unnecessary in some actions too.

They could have just made a damn movie.


bbaf49 No.13756963

>>13750901

thats not the kind of QTEs i was thinking of

i was thinking QTEs like in kingdom hearts 2 when you use buttons other than triangle for the QTEs; nothing but that sorta stuff


a348b1 No.13756994

Maybe not the most obvious choice, but Metro 2033 always felt cinematic to me.

Notice how all the good cinematic experiences are like 90% gameplay, and actually have good gameplay?


8f1dc1 No.13758087

> wanting your games to feel like Hollywood shit

this is an 18+ board


d24ecd No.13764511

>>13748751

You also reminded me of the escape sequence in Call of Cthulhu: Dark Corners of the Earth. Felt cinematic as fuck, too bad the game turned into a shitty Half Life clone after that.


d24ecd No.13764538

>>13758087

>All movies are made by Hollywood

Seems like you're the underage one to me m80

"Feels cinematic" is usually the same as "immersed me while I was doing cool shit." Milsims have their moments for this, but the problem is that you have to go through a lot of uneventful gameplay for those moments in most milsims just like real life

Other than that, Mechwarrior can be pretty god damned immersive, especially Mechwarrior 2. The graphics are primitive, but the fucking sound design is stellar. Every important function on your mech has a visual and aural cue, just like you would expect on a real military vehicle. It serves the dual purpose of immersing you and giving the player feedback. The tension that builds as you approach the end of your mission with low armor on your vital areas and fight that last group of mechs is delicious.


7ca840 No.13764545

File: 383a88dbe9fcc34⋯.png (1.07 MB, 1280x720, 16:9, ClipboardImage.png)

Is this an example of a "cinematic" game done right?

It feels like an extension of the show in all ways, aesthetically speaking, from graphics to sound to animation.

Not saying the game was great (I liked it) but as an example of what a cinematic game should be like, is it worth mentioning?


d24ecd No.13764550

>>13764545

People seem to have different ideas of what the phrase means, but to me personally it means "I feel like I'm in a movie" not "this game is similar to a movie."


cab863 No.13764693

I define cinematic (in games) as a moment that would seem well written if it was written, meaning it's something that happened out of some interaction of the mechanics that makes for a cool story to tell other people.

An example would be in Breath of the Wild where there's a lightning storm and a big enemy dude, you try fighting him head on and he kicks your ass but since your sword is made of metal it attracts lightning, and just before you get struck you throw it at the enemy causing him to be struck by lightning instead.

If that was a sequence in an action movie, it'd be a pretty cool sequence, and since it happened in a game that wasn't scripted it felt "cinematic."

So to answer the question, any game that has lots of systems that can dynamically interact with each other like this feels cinematic.


9ba45a No.13764715

A cinematic action scene: good

Cinematic, as in lots of drama cutscenes: bad


7ca840 No.13764856

>>13764715

>A cinematic action scene: good

Be careful with this. Keep in mind those scripted setpieces where all you're doing is moving forward while things burn and boom and crash all around you and everything looks really epic (for lack of a better descriptor) but you're not actually engaged mechanically and your character is in no real danger unless you stop moving forward (and sometimes in no danger at all even if you press nothing).

That's a cinematic action scene. Is it good? Sometimes, yes. They're not always bad, but they have to be exciting and used in moderation, preferably with at least some sense of tension and some use of mechanical skill.


0fa57e No.13764908

File: 0ac067ff95a857f⋯.jpg (19 KB, 520x314, 260:157, wayang.jpg)

I would love a game with Indonesian shadow puppet aesthetic but it would probably end up being some pretentious indie shitter so nvm


9ea957 No.13764969

>Clt+F

>Dragon lair

>0 results


0f14f0 No.13765257

File: 28cdc554ee41397⋯.png (286.44 KB, 561x316, 561:316, mark.png)


3b1d71 No.13765344

>>13748975

The ending was really similar to Halo 3's warthog run.


bf6991 No.13765408

File: a1bb4150965300e⋯.jpg (279.93 KB, 1154x1988, 577:994, patapon.jpg)

File: ce7749ef3b201fd⋯.jpg (111.52 KB, 1024x591, 1024:591, patapon-2-03.jpg)

>>13764908

I had it a while back and it's a bit grindy and if you have no sence of rythem don't bother. It's kind of like a musical version of battlecats but there are only so many songs you get to play so it gets really repetative fast.

I know they made a second one


08ce9d No.13765450

Another World.

That's it, no more.


b5fc6e No.13766110

>>13765450

I have to agree with this, Another World sets a pretty high bar


91e938 No.13774962

Honestly, the most cinematic game I've played (or the best use of it, in my opinion) was Resident Evil 2.


c66da9 No.13775750

>>13765450

too bad Another World is trial and error trash




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