Thoughts on Cutscenes
Posted on 12th May 2010 at 12:40 by Joe Martin with 48 comments
I’m playing No One Lives Forever at the moment and, while it’s an undeniably great game and one that I’ve played many times, I’ve found myself getting increasingly infuriated with it for one simple reason. The cutscenes are far too long. They break up the flow of the game far too much and the mission briefings are often so padded out with needless dialog that it’s impossible not to get distracted.
What makes it all so much worse is the fact that much of the information you’re being bombarded with is repetitive, as well as flabby. You spend ten minutes listening to Cate Archer being berated for being an incompetent woman in the male dominated spy industry of the 1960s before the supposed mission briefing even tells you what you’ll be doing in the next mission. Then, when the cutscene is all over, it’s all summed up for you in a objectives and story screen anyway. It’s a massive flaw in an otherwise striking and superb title.
Length isn’t the only issue with NOLF’s cutscenes though – they are also rendered dull by how static they are with just three characters standing and talking, unmoving. Monolith obviously tried to liven things up by throwing in some interactive bits where you can choose how Cate responds to her superiors, but it’s too little and too late.
What really bothers me though is that No One Lives Forever isn’t by any means an exception. Almost every game imaginable has problems with cutscenes – it’s a well documented theory that Valve shot itself in the foot by deciding to always have Half-Life told from a silent first person perspective. In the short term it definitely increases the immersion, but with the story that Valve is telling it’s unbelievable that Gordon should be so stoic and static.
No One Lives Forever's opening cutscene is 9 minutes long
The problem that games have with cutscenes isn’t a surprising one. There’s an obvious disconnect that occurs when you try to meld a medium which is inherently interactive with a form of story-telling that requires you to do more than sit back and watch. Nor is it surprising that cutscenes breed wider problems within games too, with developers often showing in cutscenes actions that the players can’t actually do in the game. To me, that’s a cardinal rule – never show me the player character doing something that I can’t make him do in gameplay.
Cutscenes, like so much else, exist on a sliding scale though. There are some approaches which are definitely better than others. Half-Life’s silent and first-person approach is better than nearly any cutscene that uses pre-rendered video or which contains quicktimes, for example. On the other hand, if the writing is decent then a vocal, first-person style can be better than that – one of the things I liked about the original Condemned and Mirror’s Edge despite their other faults.
Too often though the primary problem with cutscenes isn’t that they break an otherwise consistent viewpoint – No One Lives Forever, for example, switches to a third-person view for cutscenes and it’s never a problem there. Instead, the usual issue is that cutscenes mark a departure from the established tone of the rest of the game. That was one of the problems I had with Max Payne – in gameplay Max was an unstoppable killing machine who glided through the air gracefully, but in the cutscenes he was embittered and whiny and annoying. What I took from the gameplay was that Max was Death incarnate, but what I took from the cutscenes was that he was a grumpy old man who’d probably spend most of his life shouting at his TV and reading the Daily Mail.
Thief: The Dark Age's intro is much shorter and focused
Is maintaining the focus and tone of a game really that important? Should developers really not show us things we can’t do in gameplay? Yes, definitely and the exceptions that prove the rule are the first two Thief games.
If you’d never played it before then you might at first glance that the Thief games have some of the worst cutscenes imaginable. They are pre-rendered video, for starters and they don’t even ever actually show anything of note – images and wisps of concept art drifting across the screen for the most part. When we do clearly see an actual character doing something then Thief isn’t even consistent with the presentation, so sometimes we see characters as highly detailed, hand-drawn animations and sometimes they are actual actors who’ve been veiled in darkness and merged with the painterly landscapes. So, Thief must have awful cutscenes, right?
Wrong. Thief salvages an otherwise abstract approach to cutscenes thanks to some absolutely faultless and pitch-perfect writing. Garret, the master thief you play as, is always kept as the centre of attention as he spews out disdain and reluctance in his mission summaries. The weird images and sigils are clearly a montage of his thoughts as he carefully appraises his target – but never once does the game waver. Garret is always a reluctant anti-hero with disdain and sarcasm dripping from his mouth like venom.
There are a few other exceptions and a few specific game moments I can point to as being awesome, but when it comes to having consistently brilliant cutscenes Thief is definitely one of the best purely because the writers adhered to one of the most basic rules of creative writing; omit needless words.
What makes it all so much worse is the fact that much of the information you’re being bombarded with is repetitive, as well as flabby. You spend ten minutes listening to Cate Archer being berated for being an incompetent woman in the male dominated spy industry of the 1960s before the supposed mission briefing even tells you what you’ll be doing in the next mission. Then, when the cutscene is all over, it’s all summed up for you in a objectives and story screen anyway. It’s a massive flaw in an otherwise striking and superb title.
Length isn’t the only issue with NOLF’s cutscenes though – they are also rendered dull by how static they are with just three characters standing and talking, unmoving. Monolith obviously tried to liven things up by throwing in some interactive bits where you can choose how Cate responds to her superiors, but it’s too little and too late.
What really bothers me though is that No One Lives Forever isn’t by any means an exception. Almost every game imaginable has problems with cutscenes – it’s a well documented theory that Valve shot itself in the foot by deciding to always have Half-Life told from a silent first person perspective. In the short term it definitely increases the immersion, but with the story that Valve is telling it’s unbelievable that Gordon should be so stoic and static.
No One Lives Forever's opening cutscene is 9 minutes long
The problem that games have with cutscenes isn’t a surprising one. There’s an obvious disconnect that occurs when you try to meld a medium which is inherently interactive with a form of story-telling that requires you to do more than sit back and watch. Nor is it surprising that cutscenes breed wider problems within games too, with developers often showing in cutscenes actions that the players can’t actually do in the game. To me, that’s a cardinal rule – never show me the player character doing something that I can’t make him do in gameplay.
Cutscenes, like so much else, exist on a sliding scale though. There are some approaches which are definitely better than others. Half-Life’s silent and first-person approach is better than nearly any cutscene that uses pre-rendered video or which contains quicktimes, for example. On the other hand, if the writing is decent then a vocal, first-person style can be better than that – one of the things I liked about the original Condemned and Mirror’s Edge despite their other faults.
Too often though the primary problem with cutscenes isn’t that they break an otherwise consistent viewpoint – No One Lives Forever, for example, switches to a third-person view for cutscenes and it’s never a problem there. Instead, the usual issue is that cutscenes mark a departure from the established tone of the rest of the game. That was one of the problems I had with Max Payne – in gameplay Max was an unstoppable killing machine who glided through the air gracefully, but in the cutscenes he was embittered and whiny and annoying. What I took from the gameplay was that Max was Death incarnate, but what I took from the cutscenes was that he was a grumpy old man who’d probably spend most of his life shouting at his TV and reading the Daily Mail.
Thief: The Dark Age's intro is much shorter and focused
Is maintaining the focus and tone of a game really that important? Should developers really not show us things we can’t do in gameplay? Yes, definitely and the exceptions that prove the rule are the first two Thief games.
If you’d never played it before then you might at first glance that the Thief games have some of the worst cutscenes imaginable. They are pre-rendered video, for starters and they don’t even ever actually show anything of note – images and wisps of concept art drifting across the screen for the most part. When we do clearly see an actual character doing something then Thief isn’t even consistent with the presentation, so sometimes we see characters as highly detailed, hand-drawn animations and sometimes they are actual actors who’ve been veiled in darkness and merged with the painterly landscapes. So, Thief must have awful cutscenes, right?
Wrong. Thief salvages an otherwise abstract approach to cutscenes thanks to some absolutely faultless and pitch-perfect writing. Garret, the master thief you play as, is always kept as the centre of attention as he spews out disdain and reluctance in his mission summaries. The weird images and sigils are clearly a montage of his thoughts as he carefully appraises his target – but never once does the game waver. Garret is always a reluctant anti-hero with disdain and sarcasm dripping from his mouth like venom.
There are a few other exceptions and a few specific game moments I can point to as being awesome, but when it comes to having consistently brilliant cutscenes Thief is definitely one of the best purely because the writers adhered to one of the most basic rules of creative writing; omit needless words.





48 Comments
Discuss in the forums Replyif youve just played an RPG lasting 80 hours a 2 min ending seems a piss take, but suprisingly a 42 min ending (Xenosaga 3) seems perfectly fine, well it did to me.
imagine if they did that in MW2? youd have more cutscene then game.
We all hate games where you can not skip scenes or introductions.
That's basically it!
And do not touch Halflife, that game will rule forever.
I still haven't decided whether I like the cutscenes in MGS4 though. They were often largely irrelevant to the overall story, but I always watched them all the way through because I knew they would be 10 or 20 minutes long and were always well made. I hate games which over-use cutscenes unnecessarily, where they would be a few minutes long or just a few seconds, so you don't know if you should be paying attention or not. Having played Just Cause 2 recently, that game could be used as a prime example of how not to do cutscenes.
*searches for it on Steam*
not on steam :(
NOLF cutsenes are kay, as it's got planty of funny moments. it really depends on whether you are playing for the first time or replaying it.
Wasn't one of them 40 minutes long? I can't play that game again because I refuse to skip story, but I also refuse to watch a short film in the middle of my game. Especially one where people just talk on a damn plane...
Funny things opinions, my feeling for the early C&C/Tiberian games is the exact opposite to yours. I always felt the actors, writers, designers involved in these games were having a laugh, a gigantic laugh while messing around having fun. 'Come in' said the game, 'join us, this will be a blast' :)
Finally, I agree. The end of the series, the final few games were pitiful.
He playable only experienced C&C zero hour after, where in my opinion when it went wrong.
The original C&C and red alert cut scenes were ace in my book.
Thats the same for most games now really, in days gone past they had to rely on a good storyline to make a great game. Now they skip the story and focus making the actual gameplay graphics as cutting edge as can be.
I didn't know how to feel about it as you worked through the whole story to basically lose.. I hate games like that, but at the same time the game itself was great.. they just decided (or ran out of money maybe) to say ok games over no great ending for you..
witcher had one of the best end cutscenes I've seen in a game.. thief was good- even older games like freelancer (even though that game was all about the multiplayer) had scenes that were memorable from the single player story
This change is mostly down to the game engines: games of old simply couldn't do cutscenes in the same engine as the gameplay, they had to be seperate. Sometimes this worked (C&C, Jedi Knight), often it didn't.
Today though, with one engine for all, developers can flip between "cutscene" and "gameplay" at the drop of a hat, often so smoothly that they don't even seem like cutscenes if done well. Look at something like COD: MW2.
On that subject though, I'm going to add something to your "never have cutscenes show the player doing something they can't in game": "never have cutscenes show the player succumbing to something they don't in game".
In MW2, I can shrug off thousands of rifle rounds to the face by simply catching my breath, but I die in a cutscene thanks to a single pistol shot to the head? That really affected my enjoyment of the game.
Fix'd.
especially when you dont have a savepoint right afterwards
when you get a hard bit of a game after a cutscene and have to watch the same **** repeatedly its just awful
also Red Alert cutscenes are amazing and a big chunk of why i buy RA games
c&c always took itself more seriously than RA and while the cutscenes there are still fun they arent in the same league
Is Thief 4 in the works?
Yes, but I really hope they drop the Thi4f logo before release.
I thought the cut scenes worked well on it personally though, I like the perspective it gave and the cynical voice over worked well.
I think cut scened add something to games but you should be able to skip them at the press of a button in all cases!
Aaaaaargh. Aaaaargh. Aaaaaaaaaaaaaaaaaaargh
COD6:MW2 "No Russian" is even worse than a cut-scene I cannot skip, it was a cut-scene that I have to play thro'. Nothing more boring that moving at 1mph thro' an airport mopping up civilians. Sure there was a skip option but that was more due to the content than offering us a way out of the forced playable-cut-scene.
Where cut-scenes are important the developers should allow people to skip them but offer a simple summary screen to keep you up to date.
ME2 had the best cutscenes I've ever seen in a game. The script was good, they always served a purpose, the interaction was never far from the forefront and they were directed with a good sense of pace and drama. I also loved that the parts that were pre-rendered looked similar to the in-game engine, but just more glossy.
One of the only mis-steps in ME2 was where - once or twice - it broke the rule about not showing characters do things they can't do in the rest of the game. When Jack escapes from her shackles, she destroys two heavy assault bots with one giant biotic blast - why couldn't she do that later on, when it would have been useful?
I don't much care for the HL2 approach. It's debatable whether it even uses "cutscenes" at all, since the story moments in HL2 don't cut away from the gameplay. However, they do have a tendency to just lock you in a room while a guy talks at you, even when you're running around and climbing on his furniture. It just looks stupid, and I don't feel like it's keeping me immersed.
soo true.. think half the game was just voice acting- after awhile I was like.. one ear and out the other
Yes, the scenes were either done in the style of a graphic novel (mostly black line drawings,) or else they were shots of your ship, with a voice over.
Still worked quite well though, I feel.
The entire game were more or less an semi-interactive cutscene. The story and locations were pretty good, but it would have been better if they just made a 4hour movie. (I think all the cutscenes from the game are out on Youtube.)
edit: Here it is.
There is one game that came out ~2004-5, published by Atari and that had lots of cutscenes that I really enjoyed. It was a game loosely about oil and terrorism, and I have completely forgotten what it is called!
The opening is in a news studio, with people discussing the environment, rising oil prices... and sets off the whole game really well imo.
edit: it was Act of War
I did think Metal Gear Solid 4 had some way too long scenes but is still an awesome game.
Cut-scenes used to be a way for developers to show off their skills. Square Enix have always produced top notch quality.
Although im a massive mgs fanboy so i loved it :p
Still got NOLF installed next to Deus Ex and Open TTD. They run great on a netbook too, which is fantastic for long train journeys.
Yes Nolf is old, yes Thief is old as well, but both are classics and there ain't too much that can match them.
Guild Wars! :D
The wonderful voices, the "my pet is still in combat and dying, let me move", the "hey that's not even me, why am I watching the party leader?" and my favorite: "I can't even use that ability that many times without running out of energy... thanks combat scene."
I never played the first two thief games, but I loved the third. It felt like a victory in itself, whenever I triggered one of the peculiar cutscenes. I like when cutscenes seem as a reward, as in thief 3 mentioned above and the movies between the acts of Diablo 2.
Also Crysis.. a game that in general grows on me for every time I play it, has some cutscenes that never really feels out of place or too long that they're skippable doesn't hurt either.
And don't forget they where excellent value for your money, hundreds of hours of fun unlike these days where you are done with a game in 5 to 10 hours... ahh the good old days.
Most heartily agreement