#between cutscene and gameplay
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#hi i’m back#i started the twin snakes a couple days ago#i’m about four hours in#the cutscenes are the pinnacle of silly. and the character models are god awful#the way they didn’t need to change the voices of the majority of the characters…#i like liquid#solid and campbells still#i’m mostly enjoying the gameplay if i’m honest#but i wish they kept the ost the same too…#anyways here’s what basically happened between snavid and psycho mantis#metal gear solid#mgs#metal gear#solid snake#mgs1#metal gear solid 1#mgs 1#shadow moses#twin snakes#metalgear#metalgearsolid#mgs snake#snake mgs#mgs solid snake#solid snake mgs#snavid#mgs david#psycho mantis#metal gear series#metal gear memes
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my sonic experience so far in a single image
#rnn.img#sonic#sonic the hedgehog#tails the fox#sth#the contrast between the cutscenes where Sonic is doing cool shit and me being impulsive and screaming during the actual gameplay...#'Tails!! the ring! if we don't get the ring back we're gonna die!' *collects ring and immediately gets hit again*
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UR NOT INSANE EVEN THE UI LOOKS LIKE GOD OF WAR AJDJKSHDKSNDKDGH ik they listed it as one of their man inspirations but guys guys this feels a little too similar 👁️ idk if you’ve seen the warrior gameplay but there was a move that looked sooo much like using the blades of chaos i felt insane !! not but i can’t get over the ui 😭 like the first few pictures we got of it look just like gow’s menu in a purple gold font and i was like is anyone else seeing this. all the general slashing in gameplay and whatnot…very similar for sure
oh so they fr say it??? there were a few other features i felt were gow-ish as well, like the camera angles don't feel Typical of a rpg, the way you can only control your party members to let them make 1 or 2 actions (like atreus and freya as support charas), those little things suddenly diving in the sand, and the blight stuff that targets you & blows up during combat definitely felt familiar... and im like... ok gow was an amazing game, right, but what i personally really enjoyed about it was that the gameplay elements was not divorced from the narrative. is vg gonna go out of its way to justify these gameplay elements or are we just handwaving the entirely new mechanics by going 'ohhhh idk ghilain'nain i guess' lmfao.
#asks#man do not read this if you liked the gameplay if i see vaguing on my dash i am just blocking people i swear to god#there's also other things that annoy me. i do NOT like the sudden break and screen goes black and then cutscene plays and then the flash#back to everyone standing around aimlessly. that feels awkward in EVERY video game that does it. and of all the things they could've#borrowed from gow i feel like the seamlessness between cutscenes and combat should've been it. i also dont like that the npc interactions/#quest gives are like. that. idk why but it feels like its going to annoy me reallllll quick to have to go into... not a cutscene but#whatever you call that whenever im going to pick up a quest. AND ALSO WHY ARE THERE !'S ABOVE QUEST GIVERS. what is this!!!#why did we go back to this!!!!#anyway. these are just my temporary opinions i guess. maybe actual game will change my mind. but i knew i didnt like the way the combat#has been increasingly dumbed down with each game. they thought they could get me with the da2-style CCC but they were wrong!#the speed of this combat and the reaction times required are stressing me the fuck out man. that's not why i play these games. anywayyyy.#da4 spoilers#bioware critical#da4 critical
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weird urge to play through thieves in time again even tho i know it will just make me angry >:(
#it's frustrating because like. gold nuggets of p solid sly gameplay was peppered in amongst the excessive mini games and boring boss fights#but even then its marred by sly's physics feeling “off”#can't quite explain it but jumping and landing feels Not Right. like he is made of helium but also magnetised to the floor#and there were some good mechanics!! the collectable shit and unlockables were really solid#liked being able to look around the safe house. little details like sly and bentley playing ping pong. that was nice.#i could've put up with the excessive load times and patchy gameplay. they were not the fatal flaw#og trilogy had it's fair share of minigame based gameplay and the odd dud boss battle#the unforgivable parts are the story and the dialog (and to a lesser extent the massive downgrade in cutscene art style)#i cannot be doing with the incessant obnoxious unfunny one liners#id have to mute it... the gems of decent sly/bentley banter are too few and far between to be worth the annoyance#the story just fucks itself straight out the gate by starting off w totally nerfing sly's arc in 3#and that's before you get to the penelope twist. been talked about ad nauseum but it makes the whole story make no fuckin sense.#there's a ton to say abt this... it's p much all already been said but im just still mad about it ten years on lol
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I’m currently working my way through a game in another franchise, but I found myself getting a bit nostalgic and missing playing the AC ones; so here’s another little compilation from a previous Syndicate play session. A little hidden blade action, a little combat, cart hijacks, boat raids - you get the drill. Just another typical day in London, shaken up by a certain chaotic Frye twin. 😂
#my sleep was rudely interrupted; so I spent some of my time throwing this together#now I'm going back to bed#also I couldn't resist adding that cutscene at the end#Jacob is so gung-ho on getting into scraps with Blighters; but will not interject into a debate between Darwin and Nightingale haha#Jacob Frye#Assassin's Creed Syndicate#my ac gameplay
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They should make a mech shooter for gamers who are bad at everything.
#i had a crack at lies of p because its free and i wanted to see if i could survive a soulsborne long enough to justify buying AC6 and... no#no i cannot.#i was doing so well and then i saw a large gentleman and that was the end of me#so in total i killed 5 people and then got ratio'd#my usual youtube playthrough dealers either arent playing it or are only posting cutscenes#there might be some actual gameplay in between but its a 6 hour video i might check it out over the weekend if i dont forget by then#hamb goes on a ramb
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I love this man haha. Dragan my drunk beloved.
#triangle strategy#dragan aesfrost#Kelbunn's gameplay#Aka I'm playing through this game for a fifth time hahad#It'll probably be on and off between other games#...#If I skip the [redacted] cutscene chapter 4 nothing bad happens right?#Haha nah I'm not going to delude myself
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me yesterday watching the metal gear solid movie
#theres this channel on youtube that makes movies out of metal gear games#they compile all the cutscenes and a little bit of gameplay in between in a way that makes it look very cinematic#its called kafka production#if you want to experience an entire metal gear game without playing#i would recommend it#metal gear
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people talk about hh and hb like they're writing blurbs for shitty books but trying to make them sound appealing. like okay it's a comedy and it's about "is everyone redeemable" and there are queer characters with problems. okay but is it good though? are the jokes still funny after you raise your standard of funny above a middle schooler's? does it actually do its plot instead of just having you watch characters do hijinks and kill each other and occasionally have a lore cutscene? are the troubled queers dynamic characters with underlying reasons and nuance for their behavior or are they family guy charaters
#rocky rambles#and i mean cutscene pretty literally it's just that instead of gameplay it's the characters beating each other up or talking about sex#for 13 minutes. and then SOMETIMES there's a snippet of someone progressing the story.#and when it's not that they're going 'Ohhhhh fuckkkkk my ex ...i hate my ex and i'msaddd and fucked in the head and traumatized...'#and then they act exactly like every other character in their archetype#And that's another thing there are like a handful of personalities with almost no variation#there's like: I'm Sad. I'm Horny. I'm Angry. I'm Snarky. I'm A Bitch. I'm Large. I'm The Villain Of This Episode. I'm Charlie.#and that's IT.#and the only variation is dependent on what the aesthetic is#I don't even like hate it it's just funny to me#it is THE show for vulnerable internet middle schoolers who are learning that they can kind of swear and comprehend 'adult humor' now#the only difference between it and any other adult animated show that's actually for teenagers is how online it is#I can't even be mad about all of it either it's too funny to me
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this game is hard as fuck lmao
#engagelb#like the tonal dissonance between the cutscenes and how hard the actual gameplay is is so funny#i’m not even playing on maddening and i’m fighting for my life
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i realized i have never shared mister man with y'all.... here are some agu screenies :]
#sriracha.txt#he oscillates between sooo pretty + looking let an uncomfortable wet cat so much. it's very endearing lol!#his faces of judgement are very loud! i'm like girl leave me alone!! T o T#also his eyes are Pink but the original pink swatch i chose showed up as blue during gameplay.. i recently switched them to a pinker one an#now they show up correctly in cutscenes :D that is why there is the discrepancy ^^;#🦖
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I wanna be more supportive of indie animation like the amazing digital circus but also have this unnerving feeling that if I highlight any aspects of it I dislike as a “learning example” for other artists as a whole I’m going to be like labeled a hater and bitch or whatever
#mixing techniques of ore rendered cut scenes and cinematics and traditional#TV style 3D animation really breaks continuity and makes the thing feel somewhere between amateurish and like a nightmare?#game cutscenes break rules or shot composition to try and make up for a sense of continuity in the environments and character models#that are designed for rigid gameplay and exploration — they don’t have as many tools as TV animators do with shot compositions#and it’s uncanny not because ‘ohoho vibes’ but that it’s following and breaking different rules haphazardly#a scene that is storyboarded and animated like a normal TV style animation#it’s weirdly VERY reminiscent of 2002 - 2012 kids show and movie tie in games?#and those were like. really weird and bad because of all those double stylistic compromises#but mashing that with like 2020s era techniques and approaches is very…..uncharming?#if the whole thing had like awful Telltale Same and Max murky black shadow shading it would be really funny#its weirdly the ps2 era equivalent of the whole ‘8/16 bit games were blurry and didn’t look so square’ critiques
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But also when he gets mad he can do like. Jack level shit.
Glowing blue and running at an enemy screaming. Destruction and carnage in his wake.
I mean that's how he fights normally anyway - Annihilation field around him, running around throwing lances, biotic explosions happening all around him, combo after combo going off as he zips around, using backlash to defend and do damage as he approaches, hardly needing to fire his shotgun but when he does it's the fucking Dhan.
But it's different when he has a certain angry look in his eyes and he kicks it all up a notch, going from cute and stylish to absolutely terrifying.
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The thing I like about the Blood Moon mechanic in Breath of the Wild and Tears of the Kingdom is how it affords game-mechanical transparency to the player.
Like, we all know the reason it exists is because, like any complex open-world game, BotW and TotK periodically need to hit the reset button on all non-trivial changes to the world state; in games that don't, your save file has unbounded growth due to the need to keep track of every little thing you've ever done, and eventually the system runs out of memory, save/load performance goes to shit, or both. It's basic software engineering constraints dictating the shape of play.
The thing is, most open world games try to do this subtly, perhaps by setting individual timers for the consequences of different actions to expire, or by linking world-state cleanup to proximity to the player character, but in practice it never works – trying to be sneaky about it paradoxically makes it more obtrusive to the player by rendering it opaque and unpredictable, often prompting the development of superstitious gameplay rituals to work around it.
BotW and TotK take precisely the opposite tack and make it 100% transparent and 100% predictable. Once a week, at exactly the same time of day, there's a spooky cutscene and an evil wizard undoes every change you've made to the world that doesn't have an associated quest log entry. Why everything at once, and always on the same schedule? A wizard did it. Why exactly and only those changes that don't have quest logs attached? See again: a wizard did it.
And this isn't just a gameplay conceit. Everybody knows about the evil wizard! The fact that the evil wizard keeps resetting everybody's efforts to fix the befuckening of the world is a central plot point. There are organisations whose chartered purpose is to go around redoing stuff that's been undone by the wizard.
It makes me wonder what other potential synergies between fantasy worldbuilding and mechanical transparency are going unexploited.
#gaming#video games#the legend of zelda: breath of the wild#the legend of zelda: tears of the kingdom#legend of zelda#breath of the wild#tears of the kingdom#botw#totk#zelda#game design#worldbuilding#swearing#the legend of zelda: breath of the wild spoilers#the legend of zelda: tears of the kingdom spoilers#legend of zelda spoilers#breath of the wild spoilers#tears of the kingdom spoilers#botw spoilers#totk spoilers#zelda spoilers#spoilers
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Relative size comparison between Paper Mario's graphics in the games in the Paper Mario series (and the related Mario & Luigi: Paper Jam).
From left to right: Paper Mario, Paper Mario: The Thousand-Year Door (GameCube), Super Paper Mario, Paper Mario: Sticker Star, Mario & Luigi: Paper Jam, Paper Mario: Color Splash, Paper Mario: The Origami King, and Paper Mario: The Thousand-Year Door (Nintendo Switch).
Note that while some of the games include different sizes of graphical assets for Mario (such as Paper Mario: The Origami King also including extra large versions for cutscenes), this compares specifically the size of the graphics used during regular gameplay.
Main Blog | Twitter | Patreon | Small Findings | Source: Fawfulthgreat64
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Curated list of Rain World analysis I like
The Ancients dragonpropaganda on popular misconceptions about the Ancients' culture ikayblythe's speculative biology kociamieta's notes on Ancient character design
Character analysis eliias-bouchard on NSH's portrayal ikayblythe on Pebbles' age and motivations pocket-goat's thoughts about Moon in the context of the Saint campaign shkika on Moon and Pebbles' relationship shkika on whether Moon and Pebbles are siblings skybristle's and my own thoughts on the decay of Moon's organic parts
General speculative biology chaotic-minds-think-alike's interpretation of lizards dragonpropaganda on the relationship of purposed organisms to ingame fauna flickering-nightfall's interpretation of the reproductive strategies and social structures of various species in the game sluglore on the intelligence of Slugcats and the experience of playing Rain World for the first time
Iterator anatomy bonniesband's exposition on the Rot as a type of cancer copepods and myself on whether parts of post-collapse Moon beyond the puppet could be conscious copepods on viewing iterators as more than the puppet delta-orionis' method for estimating the height of Iterator cans delta-orionis and myself discuss the meaning of the terms "Recursive Transform Array" and "Abstract Convergence Manifold" mebis-art-dump and I discuss the axon-like coral stems and other internal biota of Iterator superstructures my theory about how an Iterator's memories are stored and why Moon doesn't forget anything when she loses a neuron orangedoorhingeinstorage and kayjaypax on movable components in the memory conflux and adjacent systems skybristle's and my own thoughts on the decay of moon's organic parts
Iterator puppet anatomy aluminum-angels' interpretation bitsbug's puppet interpretation copepods' mechanical interpretation: moon & pebbles / post-collapse moon flickering-nightfall's journey to understand the puppet arm: part 1 / part 2 flickering-nightfall on the "umbilical" ikayblythe's arthropoidal interpretation: overview / endoskeletons / "skin" joowee-feftynn observes that puppets can't walk spotsupstuff on the relationship between puppet and can trashiiplant's ragdoll interpretation yellowsnacc's "jello-covered skeleton" interpretation
Slugcat anatomy arrayydee's slugcat design artihunter's take on the fur/slime question dopscratch's mollusk/mustelid interpretation honey-marrow's interpretation of Spearmaster's anatomy
Themes and storytelling bitsbug draws a comparison between Rain World's Cycle and the real-world Water Cycle comrade-slugcat and myself on themes of inevitability and futility in Monk & Survivor's campaigns dragonpropaganda on how Rain World's level design is based on the idea of civilizations successively building upon each others' ruins grunckle's theory relating ascension, void worms, and voidspawn together through the idea of qualia grunckle's illustration of the parallels between the iterators and void worms and some connections to Gnosticism nyuuronfly and vodens on the relationship between Rain World's lore and gameplay and the experience of a blind playthrough seventeendeer on the thematic significance of ascension and the player's agency in choosing it sick-ada's theory that the final cutscene in the Void sea leads back to the start of each vanilla campaign sluglore on the intelligence of Slugcats and the experience of playing Rain World for the first time Miscellaneous bitsbug and ikayblythe discuss the age of the ecosystem flecks-of-stardust's theory that (in vanilla) the Chimney Canopy pearl was created by Five Pebbles grunckle's notes on what we know about the cosmology of Rain World ikayblythe's speculative geology of the surface and void sea monkmain on the illustration for Stolen Enlightenment my theory on the meaning of "HR_LAYERS_OF_REALITY" my timeline of architecture on the surface rw-me elaborates on the canonicity of Downpour shkika on the distances between members of the local group shkika, flecks-of-stardust, and fluffybunny35 discuss why it rains in Shaded Citadel soaricarus, flickering-nightfall, and myself on why Seven Red Suns is probably not a member of the "local group" yunnifo discusses Rivulet ending projections
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