Author: admin

Developer: Guerrilla Games
Publisher: Sony Interactive Entertainment

Introduction

Cutscenes have always been a huge part of any big game title. While gamers’ feelings for them can range from love to hate, developers see their potential in what they can bring to the table in terms of moving the narrative forward. A general thought can be that most of the time, massive parts of the game’s story can be conveyed through simple dialog during gameplay, while Cutscenes may give the semblance of simply decorative elements.

Considering the sheer amount of Cutscenes in high profile RPG titles like Mass Effect, The Witcher and also blockbuster action titles like Halo, Assasins Creed, Call of Duty, Dying Light, Shadow of Mordor and Far Cry or even mid-sized “indie” games like Hellblade, one can clearly say that there is definitve need for Cutscenes as a filmic canvas to tell the story in a different – yet not interactive – way, besides high-class render intros and outros. While this is less about the actual awareness-span of a player being able to follow the story through massive lines of dialog, in-game Cutscenes can provide the essential information and narrative intent to the point, in a well-constructed and well-produced little movie format.

Cutscenes have their own language and add a highly visual level, using linear story telling methods to serve major aspects of the game’s storyline. This way, they build upon the protagonist’s/antagonist’s character diamond (http://wandw.wikidot.com/character-diamond) in order to share their view of the game world they live in. And this doesn’t have to be broken up in simple measures like light and dark or good versus evil, but it can also vary in wider shades of gray with a broader emotional span.

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