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Cutscene Consistency?


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96 réponses à ce sujet

#1
Daiyus

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Hey guys. Loving what I'm seeing about ME3, it looks geared up to sit alongside Skyrim as my must-play games for the next few years. I have one peeve though, that I've had since ME1 actually, and wasn't resolved in ME2. As you can probably guess from the title, it's Cutscene Consistency.

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
snowfox522

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Yep it will be a nice bit of polish the could put on this one.

Modifié par snowfox522, 15 juin 2011 - 04:52 .


#3
sp0ck 06

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I agree, its a little thing but all those little things added up are what make great games.

#4
The Interloper

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I made a similar thread about biotics using biotics in cutscenes and such. Same principle, and yeah it would be nice.

#5
Kronner

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Yes, this is kinda minor thing, but it would add a lot to the game IMHO.

Modifié par Kronner, 15 juin 2011 - 03:42 .


#6
salomi7

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agreed

#7
VaticanVice

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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.

#8
onelifecrisis

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I agree with you guys: it's minor, but it would be nice.

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_*

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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.

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 know :P

#10
Wulfram

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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
sholden180

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Agreed. This has been throwing me since the first game. It's not a huge deal, but it would be cool if the cutscene system just checked which weapon is currently selected (the same way you always draw the last weapon you were using when you enter combat again).

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
Warkupo

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There are a lot more variables than I think people are realizing. The game would need to check each squad member, what they are using, and then have a different animation for each squadmate and their available weapons for every single cut-scene in the game. Your cut-scenes would probably start to have loading times in between them, and the overall length of the game would become shorter since more time is spent on each individual cut-scene.

#13
Beerfish

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I agree with the OP that it would be a nice thing for sure but might be difficult because various weapons take up different amounts of space and probably have different animations to accompany those weapons. If the ME cutscene creator is like the ones for the Dragon Age games it's a tough thing to deal with as far as knowing what the player has equipped at the time and then having to account for specific animations to take that into account.

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
mjh417

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Well I agree cause I kind of kept noticing it in ME2 and didnt like it. It has to do with the animations cause they have no problem swapping which assault riffle or pistol is being used, most the time at least. Its all very inconsistent in that sense. Most cut scenes will use the pistol and its done in a completely no immersion breaking way, its really on the assault riffle scenes that throw things off. In ME3 I think this will either be completely fixed or more complicated and my guess is sadly the latter. In ME3 any Shepard can use any weapon regardless of class, but some only have a limited number of slots and its possible I assume to carry neither a pistol and assault riffles. Also there are mods, tons of physical mods that effect sound and rate of fire in addition to the look of the weapon which I assume is still no problem to swap assets. So Shepard will still suffer these issues in cut sceens I presume. As for the squad, really there is no excuse of any of those errors to begin with. Miranda and Jack can never carry assault riffles so them all the sudden pulling them from their butt's in the final mission's cut scenes is inexcusable. They need to program differnt weapons and animations as variables for which squad-mates you have with you.

#15
Belhawk

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i also agree. It is annoying if shep has the wrong weapon in a cut scene.  It breaks the flow of the games emergence.

Modifié par Belhawk, 15 juin 2011 - 05:02 .


#16
Parion

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Agreed, although I think with the new way weapons work they at least won't be an issue.

Ideally we'd get class specific cutscenes.

#17
shnizzler93

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It happens in just about every game involving guns.

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
mineralica

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Okay, I may understand that the different animations for each squaddie may be resource- and timewasting, but A) why the hell Kaidan uses assault rifle on Horizon? You're not Ashley, if you've suddenly forgotten between ME1 and ME2 and B) why 1st fire team leader always use assault rifle? It won't be major stretch of imagination to assume the person "run out of thermal clips" for any weapon and now uses sidearm.

#19
Valikdu

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Add murder knife.

#20
Praetor Knight

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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.


Posted Image


:D

#21
Platform626

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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?

#22
Guest_luk4s3d_*

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I whole heartedly agree, OP!

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
Praetor Knight

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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! :blush:).



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
Dannyboy9876

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Play Zaeed's loyalty mission.

Give him the Mattock.

See the Mattock in full-auto glory.

#25
Chris Priestly

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The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.

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?





:devil: