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Quicksay: The Law of Cutscenes

🕑 Added 2023-11-10 19:42:03 +0000 UTC

Comments

Colton Royle

I've been playing Remnant II, a game that leans into replayability. The worlds that take place have several narratives, and those have dialogue trees. Throughout the worlds there are various characters to talk to as well. While they managed to keep non-diagetic cutscenes to a minimum, these dialogue heavy events end up becoming quite the time sink. I'm sure a veteran of the game knows exactly what options to press for each scene, but to your point especially, it can be a hassle. Sometimes this occurs before a bossfight, which we can expect a player to attempt more than once on higher difficulties. Luckily, these seem shorter. This is simply another contemporary example, even one from a game that relishes gameplay first.

Viridian Maridian

The first time I really thought deeply about this myself was when speedrunning Super Metroid. I loved the final boss cutscene my first time around. Surprisingly touching and epic scene for a barely narrative focused game. The more I've played though the more jaded I've become towards it. I still love it but boy I wish I could skip past it, especially when I'm on PB pace and desperate to find out if my time save all the way back in Maridia has paid off. Even the item get jingle started getting on my nerves eventually. I don't really have a solution to this though because I wouldn't want those things removed from the game. It would be a slightly more enjoyable speed game but a worse package overall. I guess it's just about finding a balance and compromise, or doing something like Axiom Verge's speed-run mode which cuts most of that stuff out. I'd even love to see some kind of indie jrpg include a cutscene-free mode so it can be enjoyed fully for its battle mechanics.


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