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What are your thoughts on cutscene takedowns?

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What are your thoughts on cutscene takedowns?
>>
Fuck em
>>
>>384594396
I prefer them to stay first-person
>>
The GEP gun takedown is always the most silent way to eliminate Manderley
>>
>>384594586
Seconded
>>
Deus ex did them correctly
>>
>>384594396
I liked them in Tenchu but not in HR, I can't adequately explain why though.
>>
HATE CUTSCENES
>>
the max payne 3 ones were alright, didnt really fuck with the flow of the game that much and you could fire your gun when you wanted to
>>
Fuck em
>>
>>384594396
Pretty cool in general, but there is just no way to make enough of them for them to not get boring 1/3 through the game
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It slows down the game and takes control away from me for what? To show an epic little animation ? The only way to keep them acceptable is to keep whatever perspective the game is usually in and to have them take like half a second max. Dishonored does it well with its backstabs/falling stabs seen in the webm at 10 seconds in. Super fast. Responsive. But it still gives a little cinematic flair.

>>384594676 is wrong
>>
>>384594586
spbp
>>
They were good in Dishonored and Doom because they were cool quick animations that didn't take you out of it. The ones in the Nu Deus Ex games are trash
>>
>>384594396
Personally feel Doom 2016 had the right "length" of a takedown but gave it away too much like free candy from a party van so it got arbitrary.

DX was okayish based on pacing of gameplay and whatnot but feels off at times.
>>
>>384594396
Cool if there are lots of them.
But if you see the same neck slash or back stab animation a 1000 times it really stands out as a flaw.
>>
I fucking hate them. All of them. People were defending the DOOM(2016) ones, but I hate them too. They do fucking nothing but break up the gameplay.
>>
They're better than the alternative
>>
>>384594396
They work if they're fast, quick and to the point. My favorite is jensen tappning on the shoulder then throwing a straight cross to the chin.
>>
i like them but i also like to watch that porno where the son get mad and throws his hot milfy on the bed and fucks her in the ass everyday
>>
No aim required. No attack angle required. Not even surprise is required. Just get in his (generous) proximity and press the "I win" button. Now don't worry about other enemies, time freezes for them while you do your sickass animation :)
>>
I'm 6'2 so i don't mind it
>>
>>384595104
And to anyone who says ''If you don't like them, don't use them!'' fuck you too. They're treated as a core gameplay mechanic. Telling someone not to use them is like telling someone not to use the run button in Mario. Just let me turn them off altogether.
>>
>>384594396
They look forced and always break animations
>>
Pretty neat the first couple of times, then they get old real quick.
>>
>>384594396
gay
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>>384594396
Awful, I hate them to death.
I'll never stop being mad about them getting introduced in Metro LL and Redux.
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>>384595834
Just let me MANUALLY aim my melee weapon, I can do that, I'm not a cripple.
>>
>>384595834
Hahahaha they look so goofy.
>>384595938
Oh man this looks goofy too though :/ he's instantly killing people by punching with the cross guard of his knife.
>>
>>384594396
They interrupt gameplay and made it harder to maintain your sense of directions.

Metal Gear Solid 3, 4, and 5 got this right. There are multple ways to take a gaurd down, with tons of different effects, degrees of stealthiness, and lethality. Instead of having only 1 option for takedowns that rips away control of your camera and kills your sense of space (if time stops for the cutscene) and sense of direction.
>>
>>384595938
>>384595834
this hurts, morons don't want to have to use real skill and are totally okay with games basically being cool movies that make them feel cool for doing literally nothing of worth, this also means way less work for the developer and way more money for the publisher
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>>384596252
>cross guard of his knife.
It's designed like brass knuckles.
>>
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>>384594396
They are shit. You can just stand in front of an enemies face and press one button and thats it. Makes sneaking around useless if it wasn't for Jenson's retarded inability to throw a single punch without using battery. It also seems to alert other enemies for no reason and the transitions between 1st and 3rd person are awkward as fuck. They should have looked at dishonored or mgs5 for how to do melee properly in a stealth game and then chosen a single perspective for the camera and stuck with it.
>>
>>384596496
Then why does he not follow through? It looks like he's waving it around with no impact, like a weird little slash. Like the animation is exactly the same whether he whiffs or hits.
>>
Dead Space did em right
>>
console-y le epic animation should stick to consoles
in pc games just let me wield a melee weapon as any other one
>>
>>384596668
It is, why would it be different?

Ninja Gaiden does them right, very fast, responsive, usually reserved for a kill unless you spend the meter to make them more flashy
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>>384596668
Since it's not scriped where's no difference between impact and empty swing.
I can live with that if it means not every knockout looks literally the same due to a cutscene animation and is actually freely aimable.
>>
>>384596416
>morons don't want to have to use real skill and are totally okay with games basically being cool movies that make them feel cool for doing literally nothing of worth

Anon most people enjoy, want, and play short games that are very easy and extremely similar to games they've already played. Joe Consumer rarely goes outside of this comfort zone, and so the people who want to see get more complex and do more interesting things have to suffer.

Compare today where every AAA game is a 3rd/1st person shooter with extremely light RPG mechanics (usually in the form of a skill tree that slightly tweaks all the abilities you start the game with) and a token crafting system to the games of the 80's/90's where games were constantly doing new things and taking risks. Multiple games in the same genre could play and feel completely differently and all be good. But now, every game has to have the same features and control basically the same or else Joe Consumer won't buy it, and we all have to suffer for it.
>>
>>384596416
>this also means way less work for the developer and way more money for the publisher
no since syncing animations between two characters is a pain in the ass its actually easier to just let the player aim manually
>>
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>>384596937
>>
>>384596892
>why would it be different?
I... how do I answer this... Have you ever punched something? Go swing in the air. Then go try punching a pillow. If you hit something, your fist stops. It's friction.
>>
>>384597026
That guy while getting stabbed to death just had a "I'm stuck on the bus and I feel like I'm going to shit my pants" face on.
>>
>>384594396
Overused and often out of place.

Also
>>384594586
>>
>>384597141
>Have you ever punched something?
Have you?
Unless you are punching straight at you can follow through, which is what the animation is doing, like a hook
>>
>>384597008
could have fooled me considering every fucking game does this now
>>
>>384594396
I'm okay with them if they stay in first person
>>
Battlefields' did an alright job, right?
Compared to something like Counter-Strikes slash-fests.

https://www.youtube.com/watch?v=sArs_somkoM
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>>384597374
I dunno how to put this in terms you'll understand. The animation looks really weightless. If there wasn't a little spark I would not think there was any contact taking place. It's like a little slap. The gush of blood looks absolutely ridiculous. The wind-up is half-hearted, the hand moves about three inches before beginning the swing.
>>
>>384597790
i havent played a battlefield game since 2 but multiplayer games with press x to win melee attacks are always shit so if thats what they do in the newer battlefield games, then no
>>
>>384594396
As long as they are

>Quick
>Over the Top
>Not insta-kills

I'm okay with them. I prefer when they have animations based on what weapon you use.
>>
>>384598015
>AvP2
>all melee attacks need to be aimed and timed
>took skill
>doesn't impact mobility

>AvP 2010
>press x to instakill
>freezes everybody involved into place
>marines can block alien claws with QTE

Sometimes I want to punch people who think this is somehow good design.
>>
>>384597909
let me say it so you'll understand, it has anticipation, release, and follow through, it does not need anymore than that to be a decent attack animation. This isn't some Pixar film, this isn't some mocapped stupidity, it's a simple attack animation for a knife, keep reading those books so you can actually understand how to use them, dumbass.
>>
>>384597909
Video game animations are like that on purpose. They walk the line between what looks reasonable and what feels good to play. The more detailed and realistic the animation of your player character, the clunkier and slower it is to play.

Think of Prince of Persia (the DOS original, or any other cinematic platformer) to Super Mario Brothers. It's the same thing here, the cinematic cutscene takedowns look pretty cool, but remove control from the player and are a detriment to the minute to minute gameplay. Slapping a guy with a knife like it's a dry spaghetti strand and getting an explosion of sparks and blood looks goofy when examined, but it feels way better to play.
>>
>>384598325
I don't think the swing has any acceleration to it at all. Why are you defending this
>it has follow through
Where? The knife continuing to travel, completely uninterrupted as if it had not touched anything, is not follow through.

>>384598407
Even Mount and Blade has sticks that will stock when they hit something, totally unscripted.
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>>384595834
I'mTheCook.webm
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>>384598676
*Even Mount and Blade has sticks that will stop when they hit something
>>
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>>384598229
>AvP 2010

>Multiplayer is a fucking conga line
>>
>>384598676
>>384598803
>totally unscripted
You have no idea how game animations work
>>
>>384599023
Ackshully, everything in a video game is scripted--
>>
>>384598676
I don't want to be mean, but there's a lot of theory behind player character animations that you're not really getting here. If you're interested I'd recommend watching some GDC talks about game animation, they've got a lot of good ones archived on the GDC youtube page.

https://www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ/videos
>>
>>384599308
No, resolving hitboxes and collisions in a traditional way is not "scripted".
>>
>>384594396
I'm okay with them because I was never much a fan of stealth mechanics in games to begin with. Hell, I always went with a more combat heavy approach in Deus Ex games anyway.
>>
>>384599397
Oh right I'm posting on /v/
>>
>>384594396
Don't give a shit in the slightest. People who get pissy over them are funny to watch though.
>>
>>384595938
Doesn't killing them get you a bad ending while knocking them out gives you the good one?
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>>384599682
You can get the good ending even if you kill everything that moves. There are many ways to aquite "morality" points.
>>
>>384599435
You don't know what scripted means then

>>384598676
>The knife continuing to travel
That's follow through, it was animated around the center of the screen so the animator knows if it's in the center it will be hit and followed through

>>384599580
Oh right, you're just trolling and don't actually know anything about games
>>
>>384599842
Scripted like a movie, not scripted like a piece of code. Take contextual clues, autismo.
>>
>>384594873
>takes control away from me
This is the dumbest meme. They're 2-3 seconds at most. If you don't like them you don't even have to use them. What exactly do you want? An additional QTE during it extending the time but making you feel like "a true badass" who has """"control"""? Do you want the game to simply register you did the thing and just have the enemies fall over with no animatoin? Do you expect it to have an entire melee combat system in place just so you don't feel like a powerless loser for those 2 seconds while the animation you chose to do plays out?
>>
>>384599828
And here I was trying to knock as many people out as possible.

>tfw the bad ending is canon anyway
>>
>>384600047
Yeah my bad I thought you were talking about animation in a video game and it turns out you're a fucking retard trying to look smart
>>
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>>384600145
These "video games" should just play themselves.
>>
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>we have a whole young generation unable to imagine complex gameplay without QTEs and set pieces
>>
>>384600145
what a tryhard post. nobody is arguing for that kind of wish fulfillment control. dont be an obtuse retard.
>>
>>384600145
its not a meme its a jarring experience, you develop immersion by having control of a character
taking away that control destroys that
>>
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>>384600531
>tfw these kinds of games are dead thanks to controllers
>>
cancer
>>
>NEETs have no control over their lives so they need total control over their games: the thread.
>>
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The ones in TEnchu mad ethe game more fun. There was some real ansty stealth kills in those games.
>>
>>384600145
2 seconds might not seem much if you barely ever use them, but if you try to go for a specific playstyle, then you'll be seeing them so frequently that even those 2 seconds become far too long.
>>
dishonored is the only game that did takedowns right
>>
>>384601556
has nothing to do with controllers, its due to capitalism and the need to cater to the lowest common denominator
>>
I like them in multiplayer games like Halo and Titanfall 2 just to style on scrubs.
>>
>>384601878
da comrade, in a communist society we would have real games for real gamers like us.
>>
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>>384601878
The lowest common denominator plays on consoles, thus games get designed for consoles and their awfully limited input device.
>>
whoever in the development team insists on using them should never be allowed to develop a game ever again.
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>>384601995
>>
>>384601878
Oh yeah I forgot capitalism was invented in 2007
>meanwhile in 2004 an arx fatalis fan whines the exact same complaint about dark messiah
>meanwhile in 2000 a daggerfall fan whines the exact same complaint about arx fatalis
>etc, etc
>>
>>384602023
>in the development team insists
*in the boardroom meeting
>>
>>384600145
i honestly dont know how to explain the concept of "controlling your character" to someone like you who clearly does not get it. ill give it my best shot
the player character is a tool to accomplish the objectives of the game. killing guys, jumping on platforms, scoring points, etc. whatever the goal of the game is, the human playing the game controls a tool, the player character, to beat it. some people like the tool to be 100% under their control at all times. imagine for a moment you are using a hammer to pound some nails. a cinematic nailing experience would be the hammer flying out of your hand, doing a backflip in midair, and pounding the nail in with a huge explosion. a 100% controlled experience would be hammering in the nail. some people find the cinematic experience jarring and annoying, because all your doing is hammering in a nail. its an incredibly boring and banal thing that you will repeat hundreds of times, but for some reason has tons of flash and flair. other people love the added style and awesomeness, it turns something as boring as hammering a nail into something exciting! the people who like having 100% control would argue if they wanted to make hammering nails exciting, they themselves would control the hammer and do something cool. they could do a 360 noscope backflip trickshot hammer. or they could hammer it in normally. its up to them. thats what people mean when they say control in video games. the human controls the player character instead of the human prompting the game to play a cool cutscene. the human can do something cool using the tools at their disposal, or can choose to do something the standard way.
>>
>>384601995
no
the lowest common denominator accesses content with the method thats got the least resistance
>>
Dishonored did them right

Very short, still in first person, lots of different ones depending on angle and just long enough to see the look on their faces
>>
>>384594707

Tech always had them. HR included them despitebtheboriginal game not having them just to look cool.
>>
>>384602515
So...consoles?
>>
>>384602636
dishonored was a shit stealth game for plebs who dont like stealth games, gimmicky magic powers
>>
I don't care
>>
>>384600531
What game is this? Is it any good? The combat seems interesting at least.
>>
>>384595104
>People were defending the DOOM(2016) ones, but I hate them too. They do fucking nothing but break up the gameplay.
dude they're like a full second at most lay off the adderall
>>
>>384602842
Your opinion. Doesn't change that it did takedowns well.
>>
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>immersive sim
>can't see your legs
trash
>>
>>384594396
Takes me out of the game like nothing else
>>
>>384602712
no
nigger even people play games on pc with controllers
>>
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>>384602893
Dark Messiah. It's got fantastic combat and really fun physics shenanigans and you can get fairly creative with the level design. You gain ability points the further into the game you progress and mix-and-match between warrior/wizard/thief abilities so it's real fun for replaying. The plot totally blows. Don't play on Hardcore because it makes everyone a health sponge that one-shots you.
>>
I don't mind losing control of my character while an animation plays out, but fuck losing control of the camera too so you can't properly see what's happening around you while you're doing your murdering.
Fuck MGSV for doing this with CQC.
>>
>>384601556
WOT GAEM!!??
>>
>>384603837
>>384603297
>>
only way to make it not awful is to have like 100 different animations but it's always like 5 at the absolute max
>>
>>384594396
They're atrocious. Dishonored did it right.
>>
>>384594396

THIS IS A SNEAKING MISSION

>Loudly slams two people on the floor
>Nobody bats an eyelash
Thread posts: 110
Thread images: 19


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