Aller au contenu

Photo

Videogames are not movies, get over it


291 réponses à ce sujet

#251
Bostur

Bostur
  • Members
  • 399 messages
I can't really come up with examples to answer John's first question of cinematics taking too much control away, admittedly I only played through part of the game - reaching the deep roads.
I never felt the story connected so far, so that may be why it's so hard to make very specific comments on the cinematics, most really just felt like a blur of random events.


JohnEpler wrote...

You raise an interesting point. As I see it, there are two types of cinematics - 'reward' cinematics, where the player is rewarded with a neat scene for accomplishing a task (killing blows would fall under this heading, I think) and 'story' cinematics, which are cinematics which occur as a way to propel the story forward. I think, perhaps, DA2 suffered from a dearth of the former and perhaps an overabundance of the latter in some areas.

Ideally, the latter should be minimized wherever it takes agency away from the player. Sometimes, of course, it can be necessary to take away at least some agency, at least temporarily, but if you do it too often you run the risk of ending up with what feels like an interactive movie. Those latter should also be relatively short - a minute, two minutes of stuff happening that the player can't control and it can feel a bit like you're being shoved down a specific path and told 'here's what we wanted you to do, now go do it'.


I think its an odd distinction to make on those type of cinematics. The most basic video game reward is that of 'seeing new stuff', in that way story cinematics works perfectly as reward cinematics.
Very few games makes killing blow cinematics work well. Taking control away, changing point of view and pace rapidly serves to detach the players more than involve them I think.
In DAO I think they were ok, maybe because they were mainly used in fights with only one opponent. A killing blow on one opponent means the fight is over and its natural to lean back, relax and breathe a sigh of relief and watch a short cinematic
Another issue with a killing blow cinematic is that we may feel it didn't happen that way. If I killed the dragon with an arrow shot through the eye and the cinematic shows a dagger through the chest, the cinematic will feel unconvincing.


A few posters brought up an interesting point. Are games visual media or are they cerebral media? Feeling the game as opposed to watching the game may be an important distinction. If our imagination or physical coordination brings us very close to the action or story, visuals may serve to actually add some distance instead of bringing us closer. I imagine this is very hard to track, because its such a personal experience whether we feel involved or not. But it might be something worthwhile to keep in mind.
Old games with their limited visual qualities had to evoke our interest in other ways, and focusing on making things up in our mind was the main tool.

#252
Fishy

Fishy
  • Members
  • 5 819 messages
Videogame are becoming too much scripted and predictable.
If i had to read 50 page worth of information before starting up a movie i would not consider it a movie anymore.
Videogame are becoming the opposite .They remove every challenge and replace it with hours of cutscene.

You don't figure any gameplay mechanic anymore.You just find bug if you think you figured something cool.Because everything's flashing in your face.You can't mess up  , you can't get lost and you can't get stuck.. Just like a movie.

Modifié par Suprez30, 20 avril 2011 - 09:22 .


#253
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

fchopin wrote...

maleficent_mdjsj wrote...

P.S. Final Fantasy VI is still by far the best of them all.



I have not played FFVI but my favourite is FFXII, it's also similar to DAO.


VI is pre-cinematic really. My favourite story is FFX,largely due to the cinematic presentation of the game. I was never a that enamoured by the sphere grid system.

Kind of Ironic that an over reaction from the openess and "westerness" of FFXII led to FFXIII.

JoshPloof wrote...

I agree 100% that a lot of games now a days are starting to become "interactive movies" Prime example is Final Fantasy 13, it was 80% cutscenes, 20% of completely linear gameplay.


While it may give that impression the reality of the split is nothing like that. Also once you reach Pulse, the non linearity kicks in big time. 

Modifié par BobSmith101, 20 avril 2011 - 09:26 .


#254
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
Jim can STFU and go play Majicka.

#255
Shadow of Light Dragon

Shadow of Light Dragon
  • Members
  • 5 179 messages

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


None really stick out as "My Hawke would never do that!", but I'll agree with other comments that many cinematics turned out making Hawke look too passive. Best Served Cold, On the Loose (Huon especially--I mean, you were laying in wait for the guy!), The Final Straw (yeah, so I hate Anders' moment and the Two Bosses are unavoidable...)

Obviously you can't solve everything with the Murder Knife, Bianca or Crushing Prison, and there are situations where you should be helpless or you can't save everyone, but where there's plenty of time to act and it's obvious Something is Going Down, there's little reason for Hawke to just be standing there. On the other hand, if a quest is going to end exactly the same way no matter what I do and it's "Damned if you do, damned if you don't,"...I dunno. Is an alternate ending to some of them so terrible? Doesn't have to be a GOOD alternate ending either. Even a *worse* consequence for (not) taking action would be something.

Hard to talk about specific examples in the No Spoilers thread though...

#256
Fishy

Fishy
  • Members
  • 5 819 messages
I give an easy exemple of the 'best' and the worst!!

Super metroid.So what you do in Super Metroid? YOU PLAY.

You understand the story through playing it . You don't need hundred and thousand of cutscene.You don't need to 'watch' .Now before you tell me that super metroid ain't no rpg ... Wait.

Baldur gate 2?Same thing. You have cutscene in BG2 but each of them feel completly melted with the gameplay.Half life 1 and 2 was awesome for the exact same reason.They did not force onto you cutscene or CGI that was completly out of your character.You experienced it through gameplay..That what videogame of today are currently losing.They're forgetting their root of what make them video game.

A movie you experience it by watching it .. a novel by reading it and a videogame by playing it.
Hell in crysis 2 at some point you can't even control your character.it's like you're possessed because Crytek want you to see that scripted events..

That when I`m pissed off.

Modifié par Suprez30, 20 avril 2011 - 12:32 .


#257
Teredan

Teredan
  • Members
  • 552 messages
Did anyone bring Heavy Rain up through this discussion? I know not an Rpg but regarding being cinematic it's quite a prime example. I was a little concerned before buying it and wondered if it's really fun to play quicktime event after quicktime event. Surprisingly the game felt extremely gamey to me it never felt like I wasn't in control, it was a really interesting experience.

Modifié par Teredan, 20 avril 2011 - 01:05 .


#258
Esbatty

Esbatty
  • Members
  • 3 760 messages

Maria Caliban wrote...

Posted Image

Sex Scenes and Aftermath

These were excellent. BioWare seems to have gotten flack for not showing skin, but in my opinion, if a sex scene is simply erotic or titillating, you're doing something wrong. Each of them are different and in character, something ME and DA:O failed to do with their one-size fits all sex scenes. The animation and music both gave me a good idea of what sex with the character would be like.
-----

Posted Image

This is one of the better cut-scenes, in my opinion. If you read Understanding Comics, McCloud talks about how Western art is very focused on cramming in details and impressing with complexity. I like this scene because it's more relaxed then most (It's a lady walking down stairs, to a tree, and then to the PC) but still very engaging and evocative. The music was also nice.
-----

Posted Image

Grief

Dragon Age II has a number of scenes where a character dies and another character shows their grief. I'd say the best of the two were Merehari's death and the Viscount's reaction to Seamus' death.

One of the big differences between acting for theater and for a movie/TV show is emoting. If you whisper in a play, you have to whisper so loudly that someone at the back of the theatre can hear you. If you want to show emotion, you need to use loud body language so someone who's 300 feet away from you can tell if you're happy, sad, or whatever.

Film, on the other hand, gives you close-ups and face shots, so you can be very subtle. Spock is a great example of this. If you watch an old episode of Star Trek, Nimoy constantly reacts but he does so in a very subtle way that still gives him the appearance of being unemotional.

I think video games would benefit from studying play actors and how they convey emotions and response moreso than film actors. Those big, melodramatic movements can add a great deal of splash to what's going on. There's always the danger of coming off as silly, but I'd say it's actually more forgiving than subtle facial gestures.


John... all of this. Totally agree with Maria and not because has ensorcelled me like a lonely Templar.

Maria Caliban wrote...

Posted Image


I have more but I have got to go.


And just... no. A happy Shepard is a - I don't know, makes me not want to meet Mark Vanderloo IRL... ever. :crying:

#259
Ramus Quaritch

Ramus Quaritch
  • Members
  • 656 messages
The most recent entries in the Call of Duty series (especially Black Ops) are definitely trying to be action movies because it has so many more cinematic scenes than the previous CoD games. And those games are like Michael Bay films. Just saying...

#260
Foolsfolly

Foolsfolly
  • Members
  • 4 770 messages

Yellow Words wrote...

I must say that I'm blown away by the facial expressions in the game. Whoever worked on Fenris and Varric did a excellent job. I did not expect much from Hawke due to the fact that s/he is customizable and will have a different look for almost everyone, if they're not using a preset/default face. I've played through the game a few times now and almost every time it actually looks good and believable when my Hawke's convey something with an expression. Even sadness during All That Remains! Add to that excellent voice acting and by the end of that quest I had to stop for a while, lean back and say 'wow'.
Something that made me a very happy player.


I agree. There's no big "Eww" face like Shepard got in ME2. At least I haven't seen one. I've laughed at Carver's face from time to time because while I have control over Hawke's face, when Carver tries to mirror it....sometimes it doesn't do it aesthetically.

Also I'd like to say that the preset faces are great in this game. Lady Hawke's face and Man Hawke (whatever you call him) both look great. This is unlike Shepard, FemShep is really mediocre looking until you make your own.

I think its an odd distinction to make on those type of cinematics. The
most basic video game reward is that of 'seeing new stuff', in that way
story cinematics works perfectly as reward cinematics.


I can see overlap between reward and story cinematics. I can. But stuff like DA:O's Howe buying Zevran's services, are strictly story cinematic, whereas beheading Loghain and proclaiming Alister king is a total reward cinematic (you've spent so much time waiting to kill Loghain anyway).

A great reward cinematic is the Shepard getting instated as a Spectre from ME1. You run around the Citadel for an hour or more doing small quests and slowly building your case against Saren...and now you have the whole Citadel watching, the nice music swell, and the turian Counciler's inability to argue his way out of making Shepard a Spectre.

It was a great moment. (ME as a series is full of great reward cinematics).

DA2 cinematics are mostly the storytelling type. I can't think of a big reward cinematic other than the death blow animations against the Ogre, Rock Wraith, High Dragon, and Harvester.

A few posters brought up an interesting point. Are games visual media or
are they cerebral media?


Definately visual media.

None really stick out as "My Hawke would never do that!", but I'll agree
with other comments that many cinematics turned out making Hawke look
too passive. Best Served Cold, On the Loose (Huon especially--I mean,
you were laying in wait for the guy!), The Final Straw (yeah, so I hate
Anders' moment and the Two Bosses are unavoidable...)


I think that's just how this story is. Hawke's not a proactive player in anything. Hawke's really reactive.

Baldur gate 2?Same thing. You have cutscene in BG2 but each of them
feel completly melted with the gameplay.Half life 1 and 2 was awesome
for the exact same reason.They did not force onto you cutscene or CGI
that was completly out of your character.You experienced it through
gameplay..That what videogame of today are currently losing.They're
forgetting their root of what make them video game.


I have no problem with cinematics. Games are a visual media and as such there are times when cinematics offer you something really special.

But there is something to be said about doing something insanely cool and watching something insanely cool. That's why Quick Time Events became such a rage there for like 5-6 years. It was a cutscene while allowing players to interact and feel like they did something cool.

It's debatable if that actually worked or not.

Modifié par Foolsfolly, 20 avril 2011 - 03:54 .


#261
jaikss

jaikss
  • Members
  • 137 messages

JohnEpler wrote...

Let me clarify - I'm looking mostly for those moments where you felt cinematics took control away from you as a player, and more importantly, why you felt that was the case. For example, if you felt that to be the case at moment X, what was it you felt the cinematics caused your Hawke to do that you wouldn't have done?


From the top of my head I can think of one scene  that had my character do something that really did not fit him.Sadly I dont remember the name of the quest,but it would be the scene where Aveline is offered the chance to reinstate her position in Fereldan.If you have a high rivalry with her and choose the personality specific dialogue option(which in this case seemed to be taunt)she pushes Hawke to the ground and starts beating him for a good while.Now,from a writing perspective I thought this was a very well written scene,allowing Aveline let off some much needed steam.However,as to the cinematics of this particular scene(as refreshing as it is to see the hero of the story get given a knuckle sandwich by a companion),the said Hawke,who would make Uldred from DAO seem humble by comparison,I just could not see quietly taking a beating from a guard captain.Although on the bright side,the expression of utter pitifulness on Hawkes face when he finally managed to scrape himself from the floor was extremely well made.

Another scene would be the speech at the end of the game in the Gallows.Nothing wrong with the speech itself,but in my opinion you really want to let the player have atleast some input.To use an example,Shepards speeches in Me1/ME2 felt to me a lot more natural than Hawke suddenly going on,and on....and on with no input whatsoever from the player.

#262
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Foolsfolly wrote...

Oh come on. That facial expression is ghastly and terrible. It's unintentionally hilarious. When the PC emotes correctly (like the Love Interest that comes to your bedroom after a certain Act 2 event, you know the one) then it works.

Except the designers can't know in advance what a "correct" emote would be for any given character.  If we're actually able to play the characters ourselves, and given them detailed personalities, then the devs can't possibly know what emotion would be appropriate in any cutscene.

As such, they just shouldn't have the PC emote (or do anything at all) without being controlled directly by the player.

#263
Statulos

Statulos
  • Members
  • 2 967 messages

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!

Anders blowing up the chantry?
Basicaly i was like "if you move another eyelid I'm gonna smash you skinhead style".

#264
Foolsfolly

Foolsfolly
  • Members
  • 4 770 messages

Sylvius the Mad wrote...

Foolsfolly wrote...

Oh come on. That facial expression is ghastly and terrible. It's unintentionally hilarious. When the PC emotes correctly (like the Love Interest that comes to your bedroom after a certain Act 2 event, you know the one) then it works.

Except the designers can't know in advance what a "correct" emote would be for any given character.  If we're actually able to play the characters ourselves, and given them detailed personalities, then the devs can't possibly know what emotion would be appropriate in any cutscene.

As such, they just shouldn't have the PC emote (or do anything at all) without being controlled directly by the player.


You're sad when someone you're close to dies, you smile when told a joke, you grimace and try to tear your eyes out when forced to watch a Tyler Perry movie.

Something emotions are universal. Clearly, you'd just rather have a bland neutral faced protagonist who never reacts to anything. I think it's safe to say many more do not.

#265
Haexpane

Haexpane
  • Members
  • 2 711 messages

maleficent_mdjsj wrote...

Where's Legacy of Kain when you want it?  .

God that game was EPIC  I still play the PS1 version even tho the load times are atrocious and the graphics are so low res I can't find my way around some of the map.

#266
Kimaka

Kimaka
  • Members
  • 86 messages

Foolsfolly wrote...

Sylvius the Mad wrote...

Except the designers can't know in advance what a "correct" emote would be for any given character.  If we're actually able to play the characters ourselves, and given them detailed personalities, then the devs can't possibly know what emotion would be appropriate in any cutscene.

As such, they just shouldn't have the PC emote (or do anything at all) without being controlled directly by the player.


You're sad when someone you're close to dies, you smile when told a joke, you grimace and try to tear your eyes out when forced to watch a Tyler Perry movie.

Something emotions are universal. Clearly, you'd just rather have a bland neutral faced protagonist who never reacts to anything. I think it's safe to say many more do not.


What he is getting at is that different Hawkes react to things differently. Not everyone's Hawke was broken up about their sibling dying. Some could have been happy because they hated that sibling, some could be indifferent because they weren't as close to that sibling as they were to the other, and so on.

People smile when told a joke that they think is funny. If their Hawke didn't find the in game joke funny or just don't like jokes at all, there is no reason that they should be smiling.

#267
MindFlayer360

MindFlayer360
  • Members
  • 32 messages

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


For me, it was any time Hawke spoke on her own. Now, I admit this is probably because I was playing a character who alternated between snarky and diplomatic (snarky to most people and strangers, but more diplomatic tendancies towards family and during very serious situations). For example, the scene in the beginning where it's decided to go South to escape the Darkspawn while fleeing Lothering. In the beginning, I had chosen one or two diplomatic statements but for the most part chose snarky/upbeat responses. However, when it came time for Hawke to give the 'we go South' line, she gave the diplomatic response automatically, even though 'my' Hawke would have gone more for snarky. Basically, I knew there was a 'better' choice for that line of dialogue (having played it a few times with a variety of responses) but I wasn't allowed to choose, it was chosen for me. It just kinda snapped me out of the immersion and it would have been nice to eliminate those segments where Hawke just speaks on their own. Even if we can't see the exact dialogue that is going to be chosen (I also admit to preferring to see exactly what is being said), I preferred when I was able to at least select the tone vs. when Hawke chose the tone for me.

#268
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

Kimaka wrote...

Foolsfolly wrote...

Sylvius the Mad wrote...

Except the designers can't know in advance what a "correct" emote would be for any given character.  If we're actually able to play the characters ourselves, and given them detailed personalities, then the devs can't possibly know what emotion would be appropriate in any cutscene.

As such, they just shouldn't have the PC emote (or do anything at all) without being controlled directly by the player.


You're sad when someone you're close to dies, you smile when told a joke, you grimace and try to tear your eyes out when forced to watch a Tyler Perry movie.

Something emotions are universal. Clearly, you'd just rather have a bland neutral faced protagonist who never reacts to anything. I think it's safe to say many more do not.


What he is getting at is that different Hawkes react to things differently. Not everyone's Hawke was broken up about their sibling dying. Some could have been happy because they hated that sibling, some could be indifferent because they weren't as close to that sibling as they were to the other, and so on.

People smile when told a joke that they think is funny. If their Hawke didn't find the in game joke funny or just don't like jokes at all, there is no reason that they should be smiling.




Earlier I pointed out how much more expressive these characters could be because the outcome is known in advance. When you have a character in a CRPG they really need to do as little as possible without some sort of direction from you.

Modifié par BobSmith101, 20 avril 2011 - 09:57 .


#269
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Foolsfolly wrote...

You're sad when someone you're close to dies

The designers can't know how your character feels about those around him.

you smile when told a joke

Unless you're too angry to notice, or you're offended that someone tried to make you laugh, or any number of other exceptions.

Having the PC's facial expressions hard-coded limits the PC to being the sort of person the writers expected him to be.

#270
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Kimaka wrote...

Not everyone's Hawke was broken up about their sibling dying. Some could have been happy because they hated that sibling, some could be indifferent because they weren't as close to that sibling as they were to the other, and so on.

This is especially true given that David told us during development that we wouldn't be forced to love our family.  He was explicit about that.

#271
Brockololly

Brockololly
  • Members
  • 9 032 messages

Maria Caliban wrote...

Posted Image

This is one of the better cut-scenes, in my opinion. If you read Understanding Comics, McCloud talks about how Western art is very focused on cramming in details and impressing with complexity. I like this scene because it's more relaxed then most (It's a lady walking down stairs, to a tree, and then to the PC) but still very engaging and evocative. The music was also nice.


Honestly, that was one of my least favorite cutscenes- not because it was bad or anything, but because it just feels completely unnecessary and out of place. You've likely already met  the Keeper and spoken to her many times and yet the camera lingers on her going down the stairs as if its some person you've never seen before and you should be in awe of. Yeah, it shows her in the Alienage and all that, but combined with the music which sounded more like a prelude to a love scene, it was just a bit too much for what amounts to walking down the stairs and going into a building. Especially when its framed as needing to save Feynriel in the Fade and the Keeper is lollygagging around playing to the camera.

I guess I don't have an issue with the scene itself so much, but more the fact that I'd have rather they axed that scene and put their resources towards a moment more in need of cinematics or a more important story moment.

Modifié par Brockololly, 20 avril 2011 - 11:48 .


#272
ejoslin

ejoslin
  • Members
  • 11 745 messages

Brockololly wrote...

Maria Caliban wrote...

Posted Image

This is one of the better cut-scenes, in my opinion. If you read Understanding Comics, McCloud talks about how Western art is very focused on cramming in details and impressing with complexity. I like this scene because it's more relaxed then most (It's a lady walking down stairs, to a tree, and then to the PC) but still very engaging and evocative. The music was also nice.


Honestly, that was one of my least favorite cutscenes- not because it was bad or anything, but because it just feels completely unnecessary and out of place. You've likely already met  the Keeper and spoken to her many times and yet the camera lingers on her going down the stairs as if its some person you've never seen before and you should be in awe of. Yeah, it shows her in the Alienage and all that, but combined with the music which sounded more like a prelude to a love scene, it was just a bit too much for what amounts to walking down the stairs and going into a building. Especially when its framed as needing to save Feynriel in the Fade and the Keeper is lollygagging around playing to the camera.

I guess I don't have an issue with the scene itself so much, but more the fact that I'd have rather they axed that scene and put their resources towards a moment more in need of cinematics or a more important story moment.


You know, a major problem I have with this scene is that all the alienage elves know who she is.  Why would they?  In DAO they didn't even know if Dalish elves really existed -- elves dreamed of escaping to join the Dalish, but it was a risk.  I suppose their part in stopping the blight would highlight that they exist, but why would not only every elf in the Alienage know who she is, but the templars not notice her?

It bothered me because it seemed out of place.  But it was probably just me.

Modifié par ejoslin, 21 avril 2011 - 12:50 .


#273
Kilshrek

Kilshrek
  • Members
  • 4 134 messages
I tend to dislike cutscene deaths of any sort, but that's just me. It may add to drama or enhance the story telling or what have you, but when my character deals death on name cards, I find it hard to take that I can just stand by and watch a maniac kill his wife, among other cutscene deaths that annoyed me greatly in Dragon Age 2.

Then there's the time when threatening the harbour master's assistant with a knife, I was honestly hoping for something a little more subtle than a knife in the middle of a "busy" dock. Because all it took was for him to call the bluff and you went back to square 1. This is also why I support speech checks, and coercion back as a skill. I don't want to rely on having X party member around only to "convince" or lie to someone. That really isn't why I bring companions along, just to get them to say something here or there.

And then there is the Dalish confrontation which is more of a dialogue problem rather than a cinematic problem but paraphrasing "I'll take responsibility", really, really didn't seem to me like "I'll just take Merrill away and this will all be like a bad dream for you lot". Really.

#274
ejoslin

ejoslin
  • Members
  • 11 745 messages

Kilshrek wrote...

I tend to dislike cutscene deaths of any sort, but that's just me. It may add to drama or enhance the story telling or what have you, but when my character deals death on name cards, I find it hard to take that I can just stand by and watch a maniac kill his wife, among other cutscene deaths that annoyed me greatly in Dragon Age 2.

Then there's the time when threatening the harbour master's assistant with a knife, I was honestly hoping for something a little more subtle than a knife in the middle of a "busy" dock. Because all it took was for him to call the bluff and you went back to square 1. This is also why I support speech checks, and coercion back as a skill. I don't want to rely on having X party member around only to "convince" or lie to someone. That really isn't why I bring companions along, just to get them to say something here or there.

And then there is the Dalish confrontation which is more of a dialogue problem rather than a cinematic problem but paraphrasing "I'll take responsibility", really, really didn't seem to me like "I'll just take Merrill away and this will all be like a bad dream for you lot". Really.


This actually is a bad example because it highlights how different personalities are the basic speech checks.  If you play an aggressive Hawke, he will take you at your word and give you the information you need.  A snarky or nice Hawke can't pull it off. 

I do agree about Merrill.

#275
Montana

Montana
  • Members
  • 993 messages

Ramus Quaritch wrote...

The most recent entries in the Call of Duty series (especially Black Ops) are definitely trying to be action movies because it has so many more cinematic scenes than the previous CoD games. And those games are like Michael Bay films. Just saying...


I've noticed that shooters are trying more and more to be like action-movies.

Black Ops and Crysis 2 are prime examples, cut scenes, preferably with some kind of pointless quick-time event (press x to crawl, then x to crawl again and finally x to stand up!).

All it does, is leave you sitting, slightly bored wondering: "can I get back to shooting stuff now?".