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Weirdly enough BioShock 2 did BioShock Infinite much better than it.

I wish we got a leak of the prototype.
 
A lot of modern games overdo it with the story sequences, and I hate that but there's also some players who thinks story has no bearing at all on a game, and jrpgs would be better as visual novels, and also that cutscenes are a band aid or a flawed way of putting story in a game because you're putting it "aside" the game and it's not interactive. Many people also say "games have bad stories anyway"

I never agreed with that, I'm somehwere in the middle. I think a good game story is one that compliments the gameplay. A game story is bad if it gets in the way of the game instead of, like I said, Elevating it. And I vastly prefer doing it with cutscenes than boring ass voice overs.

A good cutscene is a good way to set the mood and feel of a game, wether be at the beginning with a nice intro (remember when games had openings?) or to introduce a battle sequence or a boss fight, or after the boss fight.

A perfect example is the introduction of Phantom in devil may cry, it catches you by surprise, it looks sick, and it shows the player dante's persopnality, how unphased he is by the biggest enemy you've encountered in this game; it's also a way the game tells you "you can do this, the main character doesnt see it as a thread".

Then when you finally defeat him after the third encounter, he seemed impossible but now you probably dispatched him easily, and now you're gonna feel as confident as Dante as he looks down at him and goes "Sweet Dreams". It introduces you to the character while also connecting him to the player, and it's a satisfying watch after he made you game over many times and you had to grind for the yellow orbs. It's not detatched from the game in this way.
Still going wtih dmc, the scene before level 1 gives you an idea of "this is how you're gonna have to play the game" without going into boring tutorials and while still leaving room for the player to bash his head against the wall and get good.

I also dont think cutscenes should be The Sole way a game shows his story, I think they should be made On Top of the story the player is already experiencing with the game play. A lot of ps2 horror do just that, cutscenes are reserved for either introducing bosses or new areas or characters, the bulk of the story is told byu the player exploring the maps and engaging with all the scares
 
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A lot of modern games overdo it with the story sequences, and I hate that but there's also some players who thinks story has no bearing at all on a game, and jrpgs would be better as visual novels, and also that cutscenes are a band aid or a flawed way of putting story in a game because you're putting it "aside" the game and it's not interactive. Many people also say "games have bad stories anyway"

I never agreed with that, I'm somehwere in the middle. I think a good game story is one that compliments the gameplay. A game story is bad if it gets in the way of the game instead of, like I said, Elevating it. And I vastly prefer doing it with cutscenes than boring ass voice overs.

A good cutscene is a good way to set the mood and feel of a game, wether be at the beginning with a nice intro (remember when games had openings?) or to introduce a battle sequence or a boss fight, or after the boss fight.

A perfect example is the introduction of Phantom in devil may cry, it catches you by surprise, it looks sick, and it shows the player dante's persopnality, how unphased he is by the biggest enemy you've encountered in this game; it's also a way the game tells you "you can do this, the main character doesnt see it as a thread".

Then when you finally defeat him after the third encounter, he seemed impossible but now you probably dispatched him easily, and now you're gonna feel as confident as Dante as he looks down at him and goes "Sweet Dreams". It introduces you to the character while also connecting him to the player, and it's a satisfying watch after he made you game over many times and you had to grind for the yellow orbs. It's not detatched from the game in this way.
Still going wtih dmc, the scene before level 1 gives you an idea of "this is how you're gonna have to play the game" without going into boring tutorials and while still leaving room for the player to bash his head against the wall and get good.

I also dont think cutscenes should be The Sole way a game shows his story, I think they should be made On Top of the story the player is already experiencing with the game play. A lot of ps2 horror do just that, cutscenes are reserved for either introducing bosses or new areas or characters, the bulk of the story is told byu the player exploring the maps and engaging with all the scares
I fully concur with this.. I'll straight-up delete a game if it takes too long to get to any gameplay, or if it's constantly interrupted by dialog sequences. If I wanted to watch a movie/anime, I just do that instead..
Which bleeds into a similar problem in modern movies as well. In that the writers constantly violate the cardinal rule of "show, don't tell," because they don't trust that the viewer/player is smart enough to pick up on context clues, or they're just not very smart themselves ("A character can only be as smart as it's author")..
 
I hated all the new characters in Fatal Fury 3 and Art of Fighting 3. Returning characters, hey, alright! New people, can fuck off.

"Hey Blue Mary is cool!" She is! In KOF later on. Didn't like her in 3. Same thing with Yamazaki, didn't like here, like in KOF. Bob can fuck off.
"What about Kasumi?" Passable, I guess, don't care for her myself; the others Roddy, whatever the fuck bitch with the whip, fuck off back to the drawing board.
 
The Indie Market is getting flooded with slop under the "AAA bad indie good" chant that people use to rationalize their game being made like ass, not every indie game maker is Zun, Nomnomnami, Wayforward or Toby fox and not every AAA company is EA people, judge by the game's quality, not for who made it
 
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The Indie Market is getting flooded with slop under the "AAA bad indie good" chant that people use to rationalize their game being made like ass, not every indie game maker is Zun, Nomnomnami, Wayforward or Toby fox and not every AAA company is EA people, judge by the game's quality, not for who made it
The "Nintendo/Sega hire this man" type of comments are obnoxious yeah.

Some people unironically claimed that Star Garden was vastly better than Air Riders.

Sure it's a nice Air Ride inspired indie game but that statement may be a bit wrong.
 
JRPGs have as much "gameplay" as cookie clicker does.

You basically watch game play itself while pretending you are doing something to influence it.

They are closer to para-social visual novels then actual games.
Jrpg is pretty broad. What about stuff like the tales of games with the action aspects or YS, grownlansers strategy gameplay or even fire Emblem. Not to mention harder games like the smt franchise where not paying attention might get you killed in fights you otherwise won before. I honestly can't think of to many jrpgs that are like you described, maybe the early game parts of some final fantasy and dragon quest games.
 
Final Fantasy 13 is good. Chrono Cross is good.
disagree on the first point ff13-2 and lightning returns are good, ff13 is ok

hard agree on the second point, it gets so much hate for no reason just because it is not more of the same of chrono trigger gameplay wise
 

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