Does GZ contain the best cutscene direction and blocking in all vidya? Lambast the writing of La Creatividad all you want, but the man can move a camera & compose a shot.
Does GZ contain the best cutscene direction and blocking in all vidya...
Does GZ contain the best cutscene direction and blocking in all vidya?
No.
What does? Genuinely curious.
Maybe, it’s pretty cinematic but unfortunately for me most video game stories are really really bad, I haven’t been moved by a video game narrative since I was little. I’m not sure why this shit is never compelling to me.
but the man can move a camera & compose a shot.
anyone can if they tried
I'm not necessarily pointing out how much it affects me, but I'm genuinely impressed with the cutscenes visually. The use of diegetic sound, dynamic movement, arrangement of the cast. Also, you haven't been impressed by moments in MGS or maybe DS?
Cinematography isn't something where anyone can pick up a camera and intuit on the spot.
I tried to play DS and the narrative wasn’t for me, the world didn’t catch me like it did for other people. All my friends praise that game and I have no hate for it, it’s just not interesting to me
blocking
what caused every bugman redditor on the internet to mention this concept now
Mass Effect 2 and Diablo 4
Ground Zeroes is good but I think Kojima forgot he's making a game so continuous shots aren't exactly impressive. Trying to tell a story through cinematography while keeping eye catching visuals is a difficult task one that Kojima is ignoring since he's focusing more on gimmicks.
GTA
Kojima tries too hard
GTA is basic as fuck. Shot, reverse shot, which is appropriate for action flicks.
Because it's a fucking 20 minute demo sold for $40. That automatically negates any positive about it. Fuck GZ. And I say that as somebody who has TPP in their top 5 games of all time.
Cinematography isn't something where anyone can pick up a camera and intuit on the spot.
That's exactly what it is. Don't be a pseud.
If someone is actively thinking about cinematography, they will film good cinematography. It is ridiculously simple and one of the most entry level art "methods" literally anyone can pull off. It's Bob Ross tier.
MUH KOJIMA MUSIC VIDEO
yeah like getting the hidden patches stuck behind your utility belt on the back, so you roll Snake over and over to get that achievement and hidden cutscene
MUH SLOWMOTION MUH MUSIC VIDEO MUH MUH KOJIMA
fuck off with that pretentious Netflix trash
This. Video games don't even touch the narrative of something like MCU movies, let alone actual cinema. Roger Ebert was right.
If someone is actively thinking about cinematography, they will film good cinematography
So why don't they? Most blockbusters are horribly shot.
Just because you do do zoomer zoomies zoom zooms and 360 720 l337 camera pans and spins doesn't make you good. It's cringe style over substance.
the only ones who can """""appreciate""""" cinematography like this are Netflix and TikTok self-absorbed 16y.o edgelord zoomers
Does GZ contain the best cutscene direction and blocking in all vidya?
The one shot thing was neat and the intro cutscene to GZ is definitely one of the best cutscenes he's done. But MGS4 rivals it in terms of, obviously that game has way too many cutscenes but the good ones look great to this day.
Truth
This cutscene in Death Stranding probably rivals the GZ intro.
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this was just cringe tho
I don't really care for cutscene direction if the game has nothing interesting to tell. It just becomes forgettable.
another thing MGS4 doesn't get enough credit for, and never will get enough credit for is its god tier sound design. The foley work is extensive as fuck, not only does cutscenes sound great, so does gameplay. People completely sleep on it, but it is to this date the best sound design in any KojiPro game.
The sound when you walk on grass, through river, on sandy concrete, in the snow, on metal surfaces, on carpets. It sounds amazing, all of it.
MGSV was such a step back, Konami was right to fire Kojima's ass for it. MGS4 might be the greatest game of all time.
Alien Romulus sucked ass exactly because of this pretentious self-aware Netflix / MTV music video style cinematography.
Like when the black kid gets rebooted and camera locks into and zooms into his face as he looks up.
And the most horrible chestbuster scene of all the franchise. With the stupid girl and fucking Lev from TLOU2. Horribly shot, where exactly is the camera focusing on, it missed the good part of that "reveal". The only thing that you get out of this, is exactly the prentious garbagery.
When the chestburster pokes out, suddenly the visuals gets stuttery and the audio muffles / fades out when she stated to scream and it gets louder and normal again. What the fuck is this?
That is not natural. What, is there a janitor in the room testing out the room's lighting, flicking the light on and off? Are we going inside a subway tunnel and passing throughs pillars? That is pretentious, music video, Kojima cinematography. The only times you see shit like this, is inside a fucking music video, or the trailer for the fucking movie, not in the actual full movie itself.
that's what blew me away on a recent replay. hooked up my PS3 to an actual surround sound system instead of using my headset or TV speakers and it was like a different experience. hell the PS3's Dolby Digital makes some multiplats more tolerable since it sounds way better than the 360 version.
Ketchupwaitinha?
The camera work in the intro is so insanely smart, it's just one single shot, no cuts. Kojima is such a master at what he's doing.
You know Ridley didn't tell them there would be blood so he shocked the actors in real life and recorded their reaction to the scene rather than showing off the chestburster itself. They focused on the crew's reaction and sold the intensity much more by showing their emotions rather than a basic demonstration.
A single shot is only impressive in live action TV and movies because it actually takes coordination and skill.
A single shot in a video game is all faked.
animating is actually pretty hard
yeah, but long shots in film are impressive because you have to make sure EVERYTHING works in a series and you can't cut in between to make sure it's perfect. All of it needs to be done in one take and it takes a massive amount of coordination. Animating is hard sure, but it's a lot more work to do a longshot in film then just animating a scene to look like a longshot.
This. My brother kept telling me about how cool GoW 2018 is because all of their cutscenes are a single shot and I'm like, who cares. It's a video game, they don't have to worry about any obstacle that comes from doing a single shot.
MGS4 is not a videogame.
it takes coordination and skill regardless. execution in live action may be harder, does not mean that it is not impressive to do it in animation.
how cool GoW 2018 is because all of their cutscenes are a single shot
and this shit makes it a chore to replay because of all the walking segments that you can't just "SKIP CUTSCENE" because now it's a longshot
There's no coordination involved in doing a single shot in a video game. You can go back and edit each microsecond of it whenever and however you want.
When filming, if something gets messed up in a long shot, you have to start all over again and again and again.
Its an audobook
its a movie, hell the epilogue cutscene is about the length of a short film at 71 minutes long. I remember timing myself and at a 22hr completion time, only around 5-6 hrs of it was gameplay.
Modern films are all CGI anyway. It's just like a video game.
Romulus
Ridley
i don't care what mental gymnastics you have to say that it is not impressive.
UUUUHHM your trapeze act isn't impressive because cirque du soleil exists
it's difficult to do it both in engine and in game. you couldn't do either, so shut your gay mouth.
I was describing the 1979 version, didn't clarify that in my post.
No single shot in the game, not even realtime. How many crevices and holes you needed to pass to get into the next area. That's where the game loads the new instance.
And the gameplay sucks too. It's like color coded thingies you needed to hit to open a door etc lol. It's cheap, reminds me of the old PS1 Monkey King game where you freeze switches and lifts etc. Where is the lore to that? At least old Zelda puzzlebox dungeons has lore or reasons on why there's such and such contraptions in such areas.
This is true with many of the old classic RE games. Why is there wacky puzzles all over the game? Who made it? At least in RE7 they made a Fromsoft style lore-reasoning, with Lucas being the mad-genius / logic tinkerer that's making up all the puzzles and traps around the swamp estate.
this
God this scene was so good. I loved GZ ten times more than Phantom Pain.
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