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The Elder Scrolls V: Skyrim Discussion Thread


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#20076
Addai

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Luc0s wrote...

It's not lazy. Making cutscenes takes more work than simply letting your NPCs tell the player what happened. THAT'S lazy.

Games like Skyrim only TELL you what happened, through dialogue.

No they don't.  You don't get it.  Go back to TES 101.  The main part of the storytelling is done through the environment and I don't just mean conversations.

Example- there's a dungeon where you meet a ghost who leads you through the crypts.  The ghost never speaks.  He leads you to his body, on which is a text of verse about King Olaf, who was responsible for the ghost bard's death.  After that the ghost vanishes, but you see him again on your way out where he opens a door that was previously sealed.  Inside is the throne room where he calls forth King Olaf's spirit.  The player and the bard-ghost then join together to fight the ancient king.  This is part of the Bard's College quest line, but I stumbled upon it in random exploration, and found it incredibly moving and effective.  There was hardly a word spoken.

Image IPB

So you might not prefer this style of storytelling, but don't tell me it's weak.  And it's not easy to construct, either.  This is just one example of many.

Modifié par Addai67, 19 mai 2012 - 02:24 .


#20077
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Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


This is only true because DVD storage is very limited. But in the future we will have bigger storage devices for our games (rumors go that the next-gen of consoles will rely mostly on digital downloads). When storage space isn't an issue anymore, cutscenes will no longer come at the cost of other content.


Also, watch this and tell me, do you think this specific and (to most) very emotional scene would be as emotionally convinding and as compelling if it WASN'T presented in a cutscene, but instead the Skyrim way, in-game through dialogue, like Skyrim does? I don't think so.

#20078
Yrkoon

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Luc0s wrote...

Yrkoon wrote...

Luc0s wrote...

^

A single facial expression can sometimes say more than a thousand words. 'nuff said.

Not in a video game.  if a single facial expression says more than what the game play itself says, then we've got a problem:  bad writing.


Ow please, just shut up. That's complete BS  and you know it.

How can GAMEPLAY tell you anthing about the emotional state of a certain character?

Well lets see...

-Rebel General pacing up and down in his office before a big battle, taking  a few moments to look up as if pleading to  his god  -- translation, he's nervous, anxious, possibly fearful of what is to come.

-2 lovers  sharing a long  kiss as you walk in on them.  Translation -  emotion: love

-Monster flinging spells everywhere after being wounded in battle:  Translation:  someone is ANGRY

-Bandit sleeping on a bedroll, possibly the sound effects of snoring mixed in:  Translation: someone is tired.

-Soldier falls to the ground clutching his  right leg:  Translation:  Wounded in battle, in pain.  his leg hurts.

Go ahead and play dumb if you want, but considering your post history on this thread,  most people watching won't think you're actually playing.

#20079
slimgrin

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Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


If you claim cutscenes are just filler, I agree. Which is why I think they don't belong in action games. But since RPG's tell story through dialog, devs have a chance to embrace good writing AND emotion through facial expression, gesture, etc. 

I do understand why Beth doesn't do them, but I gotta admit the beginning of Skyrim falls pretty flat imo, and would have had much more impact in a well crafted cut scene. 

Modifié par slimgrin, 19 mai 2012 - 02:29 .


#20080
Yrkoon

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Luc0s wrote...

Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


This is only true because DVD storage is very limited. But in the future we will have bigger storage devices for our games (rumors go that the next-gen of consoles will rely mostly on digital downloads). When storage space isn't an issue anymore, cutscenes will no longer come at the cost of other content.

This assumes games will  be longer in the future.

A silly assumption.  The trend has been the complete opposite since the the Super Nintendo days.

#20081
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Addai67 wrote...

Luc0s wrote...

It's not lazy. Making cutscenes takes more work than simply letting your NPCs tell the player what happened. THAT'S lazy.

Games like Skyrim only TELL you what happened, through dialogue.

No they don't.  You don't get it.  Go back to TES 101.  The main part of the storytelling is done through the environment and I don't just mean conversations.

Example- there's a dungeon where you meet a ghost who leads you through the crypts.  The ghost never speaks.  He leads you to his body, on which is a text of verse about King Olaf, who was responsible for the ghost bard's death.  After that the ghost vanishes, but you see him again on your way out where he opens a door that was previously sealed.  Inside is the throne room where he calls forth King Olaf's spirit.  The player and the bard-ghost then join together to fight the ancient king.  This is part of the Bard's College quest line, but I stumbled upon it in random exploration, and found it incredibly moving and effective.  There was hardly a word spoken.

Image IPB

So you might not prefer this style of storytelling, but don't tell me it's weak.  And it's not easy to construct, either.  This is just one example of many.


From the entire sequence you just described, only the part where you read the bard's book and the part where you confront Olaf are actually telling a story. The rest is just running through a dungeon. Sorry, but that's not story-telling, that's just running through a dungeon.


And yes, constructing a story like this IS easy, well, easier than trying to tell a deep story through cutscenes.


As for emotionally moving: I didn't give 2 f*cks about the ghost or Olaf, I was not emotionally moved by this dungeon at all. In fact, not a single TES game ever made me cry, while cutscene-heavy games did manage to make me cry. Heck, even ME3 managed to let me drop a manly tear, TWICE even (Mordin and Thane). TES will never ever accomplish such emotional engagement if they refuse to use cutscenes.

#20082
Addai

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Conclusion: TES and Fallout are not your kind of games. So move on.

#20083
slimgrin

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Addai67 wrote...

Conclusion: TES and Fallout are not your kind of games. So move on.


For the record, I totally agree that what makes Beth games special is each side quest, each dungeon or area tells its own story.

Modifié par slimgrin, 19 mai 2012 - 02:35 .


#20084
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Yrkoon wrote...

Luc0s wrote...

Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


This is only true because DVD storage is very limited. But in the future we will have bigger storage devices for our games (rumors go that the next-gen of consoles will rely mostly on digital downloads). When storage space isn't an issue anymore, cutscenes will no longer come at the cost of other content.

This assumes games will  be longer in the future.

A silly assumption.  The trend has been the complete opposite since the the Super Nintendo days.


The length of a game and the amount of cutscenes have no other relation with each other than simple storage space. It's a simple fact that cutscenes take up the most disk space.

If disk-space is no longer an issue, then at least you can no longer blame cutscenes for the games being short these days.

In fact, the reason why games are shorter these days is because of the very same reason: Limited disk space. Never noticed that an average game today is 8GB big? While an average game in the past was 8kb big.
That's 8 GIGABYTE now versus 8 KILOBYTE in the past. And you wonder why games are shorter? It's because games are more visually loaded these days. 3d graphics simply take up more storage space than simple 8-bit graphics.

Modifié par Luc0s, 19 mai 2012 - 02:35 .


#20085
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Addai67 wrote...

Conclusion: TES and Fallout are not your kind of games. So move on.


They ARE my kind og game, I'm simply saying that the storytelling in these games are very weak. That's my only grudge with TES games.

I LOVE the sandbox experience and I play TES games mainly to explore their huge worlds. I love exploration and that's why TES games are so great. The stories in TES however, are not that great, well, in my opinion that is.

#20086
slimgrin

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Luc0s wrote...

Addai67 wrote...

Conclusion: TES and Fallout are not your kind of games. So move on.


They ARE my kind og game, I'm simply saying that the storytelling in these games are very weak. That's my only grudge with TES games.

I LOVE the sandbox experience and I play TES games mainly to explore their huge worlds. I love exploration and that's why TES games are so great. The stories in TES however, are not that great, well, in my opinion that is.


The story telling is there, and as Addia says, its in more than just the talking. It's in the environment and lore. But I won't say it holds a candle to the dialog in Bioware's or CDPR's games. And the plain voice acting is inexcusable.

Modifié par slimgrin, 19 mai 2012 - 03:20 .


#20087
Yrkoon

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Luc0s wrote...
It's a simple fact that cutscenes take up the most disk space.


They Don't.  But hey, don't let that stop you from spouting utterly uneducated crap about matters you don't know jack about.

#20088
Barbarossa2010

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Luc0s wrote...

Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


This is only true because DVD storage is very limited. But in the future we will have bigger storage devices for our games (rumors go that the next-gen of consoles will rely mostly on digital downloads). When storage space isn't an issue anymore, cutscenes will no longer come at the cost of other content.


Also, watch this and tell me, do you think this specific and (to most) very emotional scene would be as emotionally convinding and as compelling if it WASN'T presented in a cutscene, but instead the Skyrim way, in-game through dialogue, like Skyrim does? I don't think so.


As of now, if there is a price to be paid, I think it's pretty clear where many players stand.  When the time comes that a developer can do both for the same resourcing, hey, that's just great.  We all get what we want.  You let me know when that happens.

As to your example, that's one of two or three scenes in ME3 that's right on target.  However, I don't make the argument that cut scenes are not effective, they're just not the only way.  That one scene, as good as it was, couldn't save ME3 and certainly wasn't enough to keep me in the game for much more than 30 or so hours; so you're example, while a fine choice, is a bit lost on me. 

ME3 is trying desperately to be a movie, Skyrim does not suffer under the burden of such limitations, and is hence and infinitely better experience for me.  I'll take the crafting/customization mechanics in Skyrim any day, three hundred times over, to the pathetic excuses BW calls crafting/customization in ME or Dragon Age.  I think I've been clear, no cutscenes or "facial expressions" at the cost of content. 

We could merely just expect different things out of our gaming experience.  While that might be true, I don't live under any delusions that you, or anyone else for that matter, is "wrong" because my preference,s and the extreme levels of subjectiveness that are required for me to even hold them, may not be yours.

#20089
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Yrkoon wrote...

-Rebel General pacing up and down in his office before a big battle, taking  a few moments to look up as if pleading to  his god  -- translation, he's nervous, anxious, possibly fearful of what is to come.


Perhaps. But here is a better way ot showing a character being anxious, nervous and fearful of what is to come: http://www.youtube.c...j1P6iW4#t=5m05s

-2 lovers  sharing a long  kiss as you walk in on them.  Translation -  emotion: love


Yeah, we all know how that worked out in Mass Effect 3 with Tali and Garrus. It was hilariously bad. Everyone knows this.

This is a better way of showing love in a video-game: 

-Monster flinging spells everywhere after being wounded in battle:  Translation:  someone is ANGRY


Or this, this is better: http://www.youtube.c...wmFghmc#t=1m40s

-Bandit sleeping on a bedroll, possibly the sound effects of snoring mixed in:  Translation: someone is tired.


No, he's just sleeping. Sleeping is not an emotion.


-Soldier falls to the ground clutching his  right leg:  Translation:  Wounded in battle, in pain.  his leg hurts.


That's not an emotion, that's a state of health.


Go ahead and play dumb if you want, but considering your post history on this thread,  most people watching won't think you're actually playing.


Whatever.

Modifié par Luc0s, 19 mai 2012 - 02:56 .


#20090
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Here's another reason why cutscenes are good:

How do you want to show the emotions of your player's character without cutscenes? As long as you have full control over the player character, there isn't really a convincing way of showing his emotions, except for maybe his way fo walking and perhaps he could say a thing or 2 to express his emotions. But is that really as strong and convincing as a cutscene showing the same things but more detailed and better?

#20091
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Luc0s wrote...

-2 lovers  sharing a long  kiss as you walk in on them.  Translation -  emotion: love


Yeah, we all know how that worked out in Mass Effect 3 with Tali and Garrus. It was hilariously bad. Everyone knows this.

This is a better way of showing love in a video-game: 

You might want to stop passing off your opinions as a majority.

#20092
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Barbarossa2010 wrote...

As of now, if there is a price to be paid, I think it's pretty clear where many players stand.


Indeed, most players want cutscenes, like it or not.


Barbarossa2010 wrote...
  When the time comes that a developer can do both for the same resourcing, hey, that's just great.  We all get what we want.  You let me know when that happens.


I will.


Barbarossa2010 wrote...

As to your example, that's one of two or three scenes in ME3 that's right on target.  However, I don't make the argument that cut scenes are not effective, they're just not the only way.  That one scene, as good as it was, couldn't save ME3 and certainly wasn't enough to keep me in the game for much more than 30 or so hours; so you're example, while a fine choice, is a bit lost on me. 


Well, you yourself admit that it's an good example of how powerful a cutscene can be. That's why I chose this example, because it's a powerful and emotional cutscene. An in-game fragment would not have been as powerful. That's why cutscenes are a good addition to the game, for this type fo stuff.


Barbarossa2010 wrote...

We could merely just expect different things out of our gaming experience.  While that might be true, I don't live under any delusions that you, or anyone else for that matter, is "wrong" because my preference,s and the extreme levels of subjectiveness that are required for me to even hold them, may not be yours.


Well then lets just agree to disagree about our view on cutscenes in video-games and move on. I'm tired and I'm going to bed. Good night.

#20093
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jreezy wrote...

Luc0s wrote...

-2 lovers  sharing a long  kiss as you walk in on them.  Translation -  emotion: love


Yeah, we all know how that worked out in Mass Effect 3 with Tali and Garrus. It was hilariously bad. Everyone knows this.

This is a better way of showing love in a video-game: 

You might want to stop passing off your opinions as a majority.


Well, I don't know which forum you've been on, but the BioWare Social Network I've been on was pretty clear on this. I've heard far more people saying they hated it, thought it was bad, or hilariously bad,  than people actually liking that particular moment in ME3.

#20094
Yrkoon

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Luc0s wrote...

Yrkoon wrote...

-Rebel General pacing up and down in his office before a big battle, taking  a few moments to look up as if pleading to  his god  -- translation, he's nervous, anxious, possibly fearful of what is to come.


Perhaps. But here is a better way ot showing a character being anxious, nervous and fearful of what is to come: http://www.youtube.c...j1P6iW4#t=5m05s


Indeed:   make the gamer stop playing.  Then force a cutscene  down their throats  where the proverbial God of the narrative screems in a booming Voice:    "you, chosen hero, you must now undertake a task that involves great danger.  Be nervous now.  be very nervous so that you don't confuse little  Player Jimmy, who isn't intelligent enough to appreciate or understand subtlty, and doesn't  want to waste brain space  gathering  clues from the environment or from text indicating that Chosen hero is nervous.


No f**king thanks.  Get this through your skull, now.   Some of us aren't kids.  Some of us are adults that  are  sick and tired of being coddled by developers and their love of hand-holding....  Developers  who make no bones about  their attempts  to attract  short attention-spanned  teenagers with movie style, hamfisted story-telling, and mindless horse-sh** like that.

You want to  know what the REAL future of gaming is?  I'll tell you.    Facebook and iPhones.  Why?  because even cutscenes are becoming too cumbersome for the  simple minds of kiddie gamers.

Modifié par Yrkoon, 19 mai 2012 - 03:13 .


#20095
Barbarossa2010

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slimgrin wrote...

Barbarossa2010 wrote...

If that facial expression comes at the cost of content, then I simply don't need it. More cinematics tend to reduced content from my experience. That is absolutely unacceptable if it comes at that cost.


If you claim cutscenes are just filler, I agree. Which is why I think they don't belong in action games. But since RPG's tell story through dialog, devs have a chance to embrace good writing AND emotion through facial expression, gesture, etc. 

I do understand why Beth doesn't do them, but I gotta admit the beginning of Skyrim falls pretty flat imo, and would have had much more impact in a well crafted cut scene. 


That's a great opinion, but I disagree.  I was fine with it.  I don't need, nor want, a production in ES or FO.  And if the bill payer is content, cut scenes can go away as far as I'm concerned.  As I said earlier, there use was just not necessary for Skyrim to sell as well as it did; a trend I hope the wider gaming industry is paying attention to, especially when cutscenes are taking up so much disk space as Luc0s says.

I, for one, am pleased to no end that Bethesda bucked the trend of the interactive movie, and blew the doors off the industry with resounding success.  Controlling and restricting my experience is not something I do well with.  And let's face it, that what cut scene heavy wannabe movies do to the player experience.  There might be some bright spots in the genre (Alpha Protocol comes to mind, as I thoroughly enjoyed it-and could not imagine seeing Mike Thorton properly characterized without cut scenes), but freedom, to me, is king.  If my price for that freedom is little to no cut scenes peppered into the game, then that is a price I am happy to pay.

If crafting, exploration, drool worthy loot, a functioning economy, customization, and Mods, (by the gods I can't forget Mods), etc have to be reduced, or go away, so I can see Alduin in make-up, well, I don't think I have to really say where I stand on that.

#20096
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Luc0s wrote...

jreezy wrote...

Luc0s wrote...

-2 lovers  sharing a long  kiss as you walk in on them.  Translation -  emotion: love


Yeah, we all know how that worked out in Mass Effect 3 with Tali and Garrus. It was hilariously bad. Everyone knows this.

This is a better way of showing love in a video-game: 

You might want to stop passing off your opinions as a majority.


Well, I don't know which forum you've been on, but the BioWare Social Network I've been on was pretty clear on this. 

Were they? Well that sure does nothing to validate your statement I bolded before.

Modifié par jreezy, 19 mai 2012 - 03:12 .


#20097
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Yrkoon wrote...

Luc0s wrote...

Perhaps. But here is a better way ot showing a character being anxious, nervous and fearful of what is to come: http://www.youtube.c...j1P6iW4#t=5m05s


Indeed:   make the gamer stop playing.  Then force a cutscene  down their throats  where the proverbial God of the narrative screems in a booming Voice:    "you, chosen hero, you must now undertake a task that involves great danger.  Be nervous now.  be very nervous so that you don't confuse little  Player Jimmy, who isn't intelligent enough to appreciate or understand subtlty, and doesn't  want to waste brain space  gathering  clues from the environment or from text indicating that Chosen hero is nervous.


if you can seriously say that about that specific scene with a straight face and seriously meaning it, then you're either retarded, braindeath, or you lack emotions, or you simply don't appreciate art.


Yrkoon wrote...

No f**king thanks.  Get this through your skull, now.   Some of us aren't kids.


But obviously you are.


Yrkoon wrote...

Some of us are adults that  are  sick and tired of being coddled by developers and their love of hand-holding.... 
Developers  who make no bones about  their attempts  to attract  short attention-spanned  teenagers with movie style, hamfisted story-telling, and mindless horse-sh** like that.


Yeah, because Heavy Rain is such a childish game. It indeed keeps holding your hand all the time, because that's what cutscenes do. They are specifically made for children. Heavy Rain, being 90% interactive cutscenes, is therefor obviously a game made for little children. The cutscenes in Heavy Rain are truly weak attempts at telling a cheap story and it's obviously directed towards teenagers with a short attentionspan. And what the hell was Quantic Dream thinking when they made Ethan Mars the ultimate superhero who would save his son? He clearly is super dad! All hail the mighty hero Ethan Mars the super dad!

^
In case you didn't notice, that was sarcasm.


Yrkoon wrote...

You want to  know what the REAL future of gaming is?  I'll tell you.    Facebook and iPhones.  Why?  because even cutscenes are becoming too cumbersome for the  simple minds of kiddie gamers.


Facebook and iPhone will never replace triple A gaming as long as we keep buying our games instead of pirating them.


But honestly, you don't know what you're talking about. You have no idea how the game industry works and what the future might hold for us in video-game land, that much is clear to me.

Modifié par Luc0s, 19 mai 2012 - 03:25 .


#20098
Yrkoon

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Luc0s wrote...

Yrkoon wrote...

Luc0s wrote...

Perhaps. But here is a better way ot showing a character being anxious, nervous and fearful of what is to come: http://www.youtube.c...j1P6iW4#t=5m05s


Indeed:   make the gamer stop playing.  Then force a cutscene  down their throats  where the proverbial God of the narrative screems in a booming Voice:    "you, chosen hero, you must now undertake a task that involves great danger.  Be nervous now.  be very nervous so that you don't confuse little  Player Jimmy, who isn't intelligent enough to appreciate or understand subtlty, and doesn't  want to waste brain space  gathering  clues from the environment or from text indicating that Chosen hero is nervous.


if you can seriously say that about that specific scene with a straight face and seriously meaning it, then you're either retarded, braindeath, or you lack emotions, or you simply don't appreciate art.


Yrkoon wrote...

No f**king thanks.  Get this through your skull, now.   Some of us aren't kids.


But obviously you are.


Yrkoon wrote...

Some of us are adults that  are  sick and tired of being coddled by developers and their love of hand-holding.... 
Developers  who make no bones about  their attempts  to attract  short attention-spanned  teenagers with movie style, hamfisted story-telling, and mindless horse-sh** like that.


Yeah, because Heavy Rain is SUCH a childish game. It indeed keeps holding your hand all the time. The cutscenes in Heavy Rain are truly weak attempts at telling a cheap story and it's obviously directed towards teenagers with a short attentionspan.

^
In case you didn't notice, that was sarcasm.


Yrkoon wrote...

You want to  know what the REAL future of gaming is?  I'll tell you.    Facebook and iPhones.  Why?  because even cutscenes are becoming too cumbersome for the  simple minds of kiddie gamers.


Facebook and iPhone will never replace triple A gaming as long as we keep buying our games instead of pirating them.


But honestly, you don't know what you're talking about. You have no idea how the game industry works and what the future might hold for us in video-game land, that much is clear to me.


Waaah.

lol

#20099
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^

Yeah, real mature. Get a life kid.

Modifié par Luc0s, 19 mai 2012 - 03:26 .


#20100
Yrkoon

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Luc0s wrote...

Here's another reason why cutscenes are good:

How do you want to show the emotions of your player's character without cutscenes?  

MY Dovakiin  would never, ever, wish to  lower himself by showing any weakling "emotions".    Except for maybe one:   Bloodlust.  And that's easily shown in the very  traditional way.  With Violence.

Shove that down your pipe and smoke it.

Incidently, while we're still discussing cutscenes, it should be pointed out that the evolution of cutscenes in video games  neccessitates the inclusion of a Voiced Protagonist.  Something I, as a role player, vehemently oppose.  And even here at BSN, the community is split right nown the middle on the issue.

  Lets see you address THAT  problem, dude.

Modifié par Yrkoon, 19 mai 2012 - 03:40 .