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Opinions on Cutscenes in Resident Evil 4

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Wanted to get some opinions on the cutscene style in Resident Evil 4 (interactive, hitting a certain button when prompted to progress with game). Did you like that sort of feature or did you not? Details on your opinions are always welcome. Thanks. A

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Personally, I didn't like them. I didn't like the way you were watching a cutscene, feeling rewarded having got past a bit of the game, and then suddenly it's like "Press A, B, X, B" now!

I thought they were overused as well, the earlier bits were OK (running away from the boulder [of instant death! Not a good gameplay mechanic]), and the bits during a fight were OK (when you had to cut the polyps off the giant when you jumped on his back for example).

The worst one was the lasers near the end, it was too hard and you just restarted where you died and had to do it again and again until you got it right. The Krauser fight was pretty lame too, it was just a long cut scene with occasional chances to be instantly killed. Considering how tactical most of the fighting was, I wasn't impressed.

The game was really good though, easily the best game of 2005.

I also disliked Shenmue 2 because of these QTEs (quick-time events).

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Thanks for the input.

I rather liked them...keeps you on the edge of your seat. The fight toward the end was fairly challenging with Krauser. To me, it keeps you in the game and sometimes when the character does something cool in the cutscene (awesome fight moves, acrobats, etc) you feel that you did that by assisting the character with your own reflexes. :)

I am thinking of implementing that gameplay style into the cutscenes of the game my group is working on....but improve on what R.E. 4 did.

Keep the opinions coming. :)

Aaron
New Moons Media

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I didn't like them. Actually, I didn't play them...my brother loaned the game to me and told me I had to play it, but I got pissed and quit because I couldn't strafe.

I told him to show me how he plays, and from that I decided not to play the game.

Anyway, the SPRINT! and DODGE! stuff was lame. Isn't that the sort of stuff people hated in the dreaded "multimedia" days of gaming? Reminds me of Dragon's Lair, if that's the name of the arcade game I'm thinking of.

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Indigo prophecy had something like your describing, but those were the main events of the game. The sequences were also ridiculously intense and fun but you did really want to see the cinematic, so they also included an option that once you beat it, you can go back and watch it minus the event at any time. Best way to do it I'd think. And seriously, go play Indigo prophecy, the cutscene events are a blast.

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I liked it, though i didn't liked some of the places they made it. The Krauser-Fight f.e. could have had more, and more complex triggering and pressing, to fit the complex fight. But I can understand the people that don't like it.

I can't wait for the next releases. Especially for the Wii :) Quite some interesting possibilities for such cut-scene "triggering" with the wiimote.

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I liked them they kept me working and made the game simpler that just what I liked but they should make hard levels in these games But thats just me i feel like im not challeged enough. I know some people can't adjust to the gameplay but to me its simple and i have fun with the puzzles.


The first re was great but that might because I was young and new to the series

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I loved that aspect of RE4. The first time it happened, my friend and I both flipped out, and I got so excited swimming back to the boat during the lake boss fight I actually pulled my controller cord out of the gamecube and got eaten.

It's a high-adrenaline game mechanic, usually easy enough to get if you focus, but always requiring focus. Too many long story-driven games (*cough* Final Fantasy) have slow, boring gameplay interspersed with slow, boring cutscenes. RE4 had methodical gameplay, but if you fouled up you didn't just have your HP go down, you actually got yourself into crappier and crappier situations. The pacing of the fights was such that you'd be reloading and thinking, "Oh, damn, that guy's going to stab me with a pitchfirk if I don't... BLAM! Whew."

The cutscenes were a good extension of that gameplay philosophy, since you really had to pay attention, and since the flashing button-presses were integrated into combat for the melee and escape maneuvers, as well as simple interactions, it didnt' seem gaudy.

And yes, you could skip the cutscenes, it would just skip you to the next time you have to hit buttons. I've been through that game a dozen times, and the cutscenes are not annoying on replays.

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i liked the cut scenes in re4.
Overall i liked re4 however i thought it was more of an arcade game. The way enemies dropped items was reaaaally bad. It wasnt scary at all because you were contantly stocked with ammo. I didnt feel like i was pushed to make my shots count. Some of the best bits in the RE series had you low on ammo. Ammo management was one of my favourite parts of RE.

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In all honesty I really dug it but it could be improved upon.

I'm sure there were some players that would like to be able to toggle a setting that makes the cut scenes non lethal, so maybe have a difficulty setting be associated with what effect is applie to the PC.

Ex.
The knife fight. On easy it could have no in game effect if you messed up, only different cut scenes based on performance.
On medium difficulty maybe the player looses a set number of health per failed attempt.
Hard would result in the lethality that we were forced to endure on the real game.

People love choices...Or at least the illusion of choice.

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Quote:
Original post by Riviera Kid
It wasnt scary at all because you were contantly stocked with ammo.
That's just because you knew how to play video games, and smashed every crate and barrel and looked in every desk drawer for 9mm cartridges. I made a play-through without any side-trips and leaving most of the scenery unpillaged and had a really great, tough time of it. I had maxed out guns, but I left the handcannon and Chicago Typewriter at home for it. Tense stuff.

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