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Posts Tagged ‘cutscenes’

A Moratorium On Cutscenes

By Jim Rossignol on November 29th, 2007.

So I was having a chat with one of RPS’ chums on MSN. We were talking about cutscenes in games. I was moaning, then:

Quinns says:
Once upon a time cutscenes were fabulous things. I ached for the CG because it was so beautiful seeing those sprites being brought to life as full 3D models.

And was that where the games industry got hooked on cutscenes? I think it was. And I also think something needs to change. [May contain mild spoilers]
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Call of Duty 4: Vive La Revolution

By Alec Meer on November 5th, 2007.

I’ve been reviewing Call of Duty 4 over the weekend, a game we haven’t talked about much here as yet. It may have gotten a bit lost in the recent FPS deluge – though I suspect it’ll be a mega-hit on console – and I have to admit I hadn’t been paying a great deal of attention to it myself until now. Possibly because, having found GRAW 2 a bit dull, I wasn’t in much of a hurry to play any more thinly-veiled allusions to the Mess O’Potamia just yet. Discussion on the quality and content of the game I’ll save for once the review’s published, but kindly commissioning editors have given me the go-ahead to briefly mention one moment.

There’s a cutscene after the first mission, only a few minutes into the game, which dropped my jaw. There are no plot spoilers in the following, but if you’d rather experience than read about the inventive approach taken by one of the game’s earliest sequences, you may want to turn away now. Read the rest of this entry »

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