Cutscene Consistency?
#1
Posté 15 juin 2011 - 03:30
What do I mean by that? Well, largely it has to do with the weapons characters use in cutscenes. It happens often, that Shepard will use an Assault Rifle in cutscenes, regardless of class, or even if you are carrying one. Often when fired in a cutscene weapons have the incorrect fire-rates and sound effects. This happens to squad-mates also (most notably, in the final mission of ME2). Everyone in the squad starts uysing Assualt Rifles in one cutscene, regardless of the fact that maybe four or five of them are trained to use, or even carry one.
I know this is likely a minor point for most people, but I enjoy an element of immersion in my games, and things like this really jar the experience. It is by no means game breaking, but it would be nice to see characters use consistent weaponry during cutscenes, with correct sound effects to boot.
Thank you for your time, I would like to hear anyones thoughts.
#2
Posté 15 juin 2011 - 03:32
Modifié par snowfox522, 15 juin 2011 - 04:52 .
#3
Posté 15 juin 2011 - 03:33
#4
Posté 15 juin 2011 - 03:40
#5
Posté 15 juin 2011 - 03:41
Modifié par Kronner, 15 juin 2011 - 03:42 .
#6
Posté 15 juin 2011 - 04:06
#7
Posté 15 juin 2011 - 04:23
Long story short, agreed, wholeheartedly.
#8
Posté 15 juin 2011 - 04:31
On a related note, it'd be nice if BW would turn down the cutscene powers to something slightly less ridiculous. Jack can't take on a single Vorcha alone, let alone four heavy YMIR mechs.
Modifié par onelifecrisis, 15 juin 2011 - 04:32 .
#9
Guest_The PLC_*
Posté 15 juin 2011 - 04:33
Guest_The PLC_*
I'm pretty sure that would require an animtaion for each weapon. Hand placements and all. But I don't prgram games, so what do I knowVaticanVice wrote...
I've often wondered how difficult it is for the game to flag the currently-used weapon for use in cutscenes? I don't know enough about programming to say, but it would be absolutely lovely to have this feature in ME3. I've actually never played a character that can use an AR (Vanguards and Infiltrators are my usual fare), and it's a little jarring, too, when Garrus suddenly whips out a pistol from... uh... somewhere.
Long story short, agreed, wholeheartedly.
#10
Posté 15 juin 2011 - 04:36
VaticanVice wrote...
I've often wondered how difficult it is for the game to flag the currently-used weapon for use in cutscenes? I don't know enough about programming to say, but it would be absolutely lovely to have this feature in ME3. I've actually never played a character that can use an AR (Vanguards and Infiltrators are my usual fare), and it's a little jarring, too, when Garrus suddenly whips out a pistol from... uh... somewhere.
Long story short, agreed, wholeheartedly.
One problem with that is that threatening an enemy standing right in front of you with a sniper rifle, or M-920 Cain, would be silly.
#11
Posté 15 juin 2011 - 04:42
It's strange, sometimes it's accurate, other times it's not. I can understand that sometimes (for cinematic reasons) you want Shepard to draw her/his side arm during a cutscene. But other times, it's quite obviously been created with a specific class in mind.
One of the times it sticks out the most for me was in ME1. I had Wrex's Assault Rifles skills maxed out and zero points in Shotguns yet in most cutscenes he draws the Shotgun. Heh. He's got an HMWA X and he's pulling his threatening-looking Lancer I (or whatever the default Shotgun is).
Kinda throws off the immersion.
#12
Posté 15 juin 2011 - 04:43
#13
Posté 15 juin 2011 - 04:43
Edit: The one thing for me recutscenes in ME1 that was a pain but was improved in ME and hopefully will be improved in ME2 is having a big battle right after a long cutscene. They need at the minimum to have an autosave point for those cases. (Remembering having to go through the Benezia cutscene many many times my 1st ever playthrough befor figuring out the best way to approach that battle.)
Modifié par Beerfish, 15 juin 2011 - 04:46 .
#14
Posté 15 juin 2011 - 04:45
#15
Posté 15 juin 2011 - 05:01
Modifié par Belhawk, 15 juin 2011 - 05:02 .
#16
Posté 15 juin 2011 - 07:52
Ideally we'd get class specific cutscenes.
#17
Posté 15 juin 2011 - 07:56
Resident Evil 4, the first time you meet the merchant, no matter what weapon you're carrying, you automatically have the pistol in that cutscene.
#18
Posté 15 juin 2011 - 08:15
#19
Posté 15 juin 2011 - 08:17
#20
Posté 15 juin 2011 - 08:32
Daiyus wrote...
I know this is likely a minor point for most people, but I enjoy an element of immersion in my games, and things like this really jar the experience. It is by no means game breaking, but it would be nice to see characters use consistent weaponry during cutscenes, with correct sound effects to boot.

#21
Posté 15 juin 2011 - 08:38
#22
Guest_luk4s3d_*
Posté 15 juin 2011 - 08:46
Guest_luk4s3d_*
When you have a game where the overall Quality is as high as ME2, its little things like that that stand out like a sore thumb. Its the same with Ammo powers staying lit when holstered, it ruins immersion.
#23
Posté 15 juin 2011 - 09:12
Platform626 wrote...
The fact that I found Miranda and Thane using an assault rifle in in the SM really bugged me. Also what's with the crappy pistols? Garrus had one and Tali had one in her confrontation with Legion. I understand that a side arm is more convenient to pull out in a cutscene to intimidate but why even show the character with it if it's not a part of their weapon slot?
The way I think about it is that all crew members should carry at least one main weapon and one sidearm. So for me, having a pistol appear is not too much of a immersion breaker for me.
So what I'd like to see is that a sidearm is always present for someone like Garrus, Grunt , Zaeed and so on.
And that someone like Jacob can use an Assault Rifle and Shotgun, since in his case he is a trained Alliance soldier / marine!
And since most ME-universe weapons seem easy enough to handle, many of them should be available for anyone to use like the Predator, Scimitar, Avenger and Locust; just to name a few.
But there are some weapons described as being able to tear your arms off like the Widow or Claymore, and Sniper Rifles in general should require some degree of training to use effectively at mid to long range.
So I hope that some weapons will have usage restrictions in ME3 regardless of how many weapons can be carried at one time (no need making Shepard and companions more into Master Chief, except for the three combat classes, I hope!
So in other words, weapons like the Widow, Claymore and Revenant should be exclusive to Shepard as one of the three Combat classes because of how much kick they have when fired. And that Sniper Rifles should be restricted to only individuals who have trained in using them.
With any other weapon appropriately available for Shepard and companions. (So if Jack, Kasumi and/or Tali returns as a companion, I hope they don't suddenly go to using Mattocks and Vindicators, but I can easily see them each carrying a Shotgun and SMG, which would be nice to have along with a pistol
#24
Posté 15 juin 2011 - 09:15
Give him the Mattock.
See the Mattock in full-auto glory.
#25
Posté 15 juin 2011 - 09:15
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?





Retour en haut







