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Kojima Regrets MGS4 Cutscenes

Topic started: 26 Aug 2008 @ 18:36
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Kojima Regrets MGS4 Cutscenes
Tue, Aug 26, 08 @ 18:36
Posted by Daz
Registered: 14 Feb 2008
Posts: 354
call me an idiot but I doubt I'll ever see interactive Cutscenes as a good thing, call me old fashioned but I like to observe what's happening not wondering what button is going to pop up and probably make me start again


3 direct replies to this message.
Kojima Regrets MGS4 Cutscenes
Tue, Aug 26, 08 @ 19:44
Posted by haritori
Registered: 4 Jul 2007
Posts: 1659
Replying to Daz [go]
Cutscenes are a common product of the Compact Disc, Man those things loved cut scenes, I mean jebus even frogger had em!, i for one dont care much for cutscenes in any way or form it takes you out of the story i feel, funny isnt it as im a big big JRPG fan and guess what there packed full of the darned things!
Pround Owner of a 128k Spectrum


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Kojima Regrets MGS4 Cutscenes
Tue, Aug 26, 08 @ 23:49
Posted by Joji
Registered: 12 Mar 2004
Posts: 3888
Replying to Daz [go]
Cut scenes have their place in games, that much is clear, whether rendered or in game engine.

Kojima, you know what? I respect your genius but you can also be a butthead. I think Kojima should just make his own MGS CG movies, dump them on DVD and get all that drama out of his head. Build on those digital novel things that were so cool.

Or perhaps an MGS anime series, now that would be cool, while helping us understand all his MGS stuff.

I guess the film maker in Kojima gets the better of him sometimes, hence all the crap why MGS4 hasn't hit 360. What a major mistake if Konami fail to exploit such an option.
"Plane!?....I Ain't Gettin On No Plane"


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Kojima Regrets MGS4 Cutscenes
Wed, Aug 27, 08 @ 05:18
Posted by entr0py
>>>Anonymously posted
Replying to Daz [go]
Daz, I don't think that's what Kojima was talking about, at least I hope not. You seem to be thinking of Dragon's Lair/Shenmu/Indigo Prophecy style action scenes where you have to press the button that pops up or die. Not only do few people like those, but they're not really interactive, you either see the full linear scene, or stop it prematurely by hitting the wrong button.

Rather, I'm betting he meant allowing the player some choice in what their character says and how they react to others. Something adventure games on the PC have been doing for decades with dialogue trees. Dude needs to learn English so he can see some good examples of this being pulled off well. That's it, I'm reinstalling Grim Fandango.


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