Yet they added cut-scenes before, during and after boss fights in Diablo 3? Why did we have to endure so many during the final big fight with Diablo?
I can't fathom how such glaringly immersion breaking elements were ever added, especially to an action RPG.
I think a good example would be to compare Half-Life 2 to Doom 3 with regards to this. HL2 has no cut-scenes, it utilized events happening in real time, allowing the player to observe what taking place as they move about within the game world. Doom 3, for instance, often set up new monsters the player encountered with cut-scenes.
A specific example of this would be the pinky demon's first appearance in Doom 3. Rather than making the player have to suddenly deal with the new threat, witnessing it's arrival in real time (roaring at the top of the guard rail, breaking through and roaring at them through the glass), the cut-scene allows the player to mentally prepare for the fight while also breaks the immersion that could have been retained had the whole event taken place with the player in control of the "camera" through their eyes.
Contrasting this to the first time the player in HL2 encounters the fast zombies. You exit a norrow corridor out into a large, moonlit vista, hear them for the first time, see silhouettes of a few leaping out in the distance across the rooftops only to realize one is racing towards you from the alleyway. This was essentially the same as using a cut-scene without needing to take control of the players camera away from them, better retaining the immersion of that moment.
I appreciate cut-scenes or cinematics butting different acts of a game quite a bit, but gameplay shouldn't (in my opinion) be interrupted for the sake of a minor story element.
I can't fathom how such glaringly immersion breaking elements were ever added, especially to an action RPG.
ya, those damn story lines breaking my immersion.
Let's not be obtuse for the sake of arguing. To reiterate my point, the cut-scenes are a poor way of delivering story during boss fights because they interrupt what is meant to be fast and frenetic combat. It is an ARPG, after all Besides, how much of the story is being thrown in during a boss fight anyways?
I cast off these petty illusions. Behold the true vision of a LORD OF HELL!
wrath of the berserker sprint whirlwindwhirlwindwhilrwind sprint whirlwindwhirlwindwhirlwind /collect loot
Totally broke my immersion there. I truly believed I was a human blender for the 4 seconds it took to slash up Belial's face.
That being said, after the 48 1/2th time you see a cutscene you kinda don't want them anymore. Would be nice to have a checkbox to just skip them all automatically. I think I hit the 'v' key more than any other during my gameplay.
That being said, after the 48 1/2th time you see a cutscene you kinda don't want them anymore. Would be nice to have a checkbox to just skip them all automatically. I think I hit the 'v' key more than any other during my gameplay.
This ^
Or they could deliver cutscenes while you're hitting the boss, with a 95% reduction to our damage. Still, would waste more of our time than skipping them, so I'm not sure.
I'm fine with the way it is right now. Not the biggest issue..
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I can't fathom how such glaringly immersion breaking elements were ever added, especially to an action RPG.
I think a good example would be to compare Half-Life 2 to Doom 3 with regards to this. HL2 has no cut-scenes, it utilized events happening in real time, allowing the player to observe what taking place as they move about within the game world. Doom 3, for instance, often set up new monsters the player encountered with cut-scenes.
A specific example of this would be the pinky demon's first appearance in Doom 3. Rather than making the player have to suddenly deal with the new threat, witnessing it's arrival in real time (roaring at the top of the guard rail, breaking through and roaring at them through the glass), the cut-scene allows the player to mentally prepare for the fight while also breaks the immersion that could have been retained had the whole event taken place with the player in control of the "camera" through their eyes.
Contrasting this to the first time the player in HL2 encounters the fast zombies. You exit a norrow corridor out into a large, moonlit vista, hear them for the first time, see silhouettes of a few leaping out in the distance across the rooftops only to realize one is racing towards you from the alleyway. This was essentially the same as using a cut-scene without needing to take control of the players camera away from them, better retaining the immersion of that moment.
I appreciate cut-scenes or cinematics butting different acts of a game quite a bit, but gameplay shouldn't (in my opinion) be interrupted for the sake of a minor story element.
ya, those damn story lines breaking my immersion.
"This wretched light... shall be... ERADICATED!!"
Let's not be obtuse for the sake of arguing. To reiterate my point, the cut-scenes are a poor way of delivering story during boss fights because they interrupt what is meant to be fast and frenetic combat. It is an ARPG, after all Besides, how much of the story is being thrown in during a boss fight anyways?
wrath of the berserker sprint whirlwindwhirlwindwhilrwind sprint whirlwindwhirlwindwhirlwind /collect loot
Totally broke my immersion there. I truly believed I was a human blender for the 4 seconds it took to slash up Belial's face.
That being said, after the 48 1/2th time you see a cutscene you kinda don't want them anymore. Would be nice to have a checkbox to just skip them all automatically. I think I hit the 'v' key more than any other during my gameplay.
The first time through I wanted the story but now I just spam space and I'm fine with that because I'm used to it now.
When I want to game, I want to game, no BS
Or they could deliver cutscenes while you're hitting the boss, with a 95% reduction to our damage. Still, would waste more of our time than skipping them, so I'm not sure.
I'm fine with the way it is right now. Not the biggest issue..