![]() The problem with Metal Gear in comparison to Max Payne 3 is that MGS's developers don't quite know how to layer story through game-play, the majority of the exposition in those games is handled in their famous half-hour cinematics and grating codec dialogues, because it's difficult to construct the kind of story Kojima wants to tell into a game without such baggage. ![]() I suggest the problem is, like many people accuse with Metal Gear- is that it's struggling to be a film, allow me to explain: The problem with it is may be a problem with the campaign itself in that it doesn't offer enough variety to make the long cut-scenes a good point of contrast. I'm willing to excuse a few cut-scenes if they're well produced or written, which is the principle difference in why I find the Max Payne exposition lovely and enjoyable and the Final Fantasy exposition provoking and tortured. Suddenly that awesome score I wanted to give your game will get dropped a notch. You're not going to make me appreciate your cutscenes more if I have to watch them against my will. I put a lot of work into writing it, so I would feel bad if someone wanted to skip it." They have to read the whole thing cover to cover. ![]() Steve put in a lot of work on that shot of De Niro just standing there for 5 minutes in the rain and we don't want that to go to waste" or "We decided not to let the listener skip tracks on our newest album because we put a lot of work into it and we don't want them to." OR "I decided not to let readers skip pages in my book. It's like saying "Fast forward was disabled on this particular movie because we felt the movie should be watched as a whole. Lot of work put in to them and they are integral to the action. Maybe a skip button for a 2nd playthrough would have been appropriate but I don't blame them for not including it.
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