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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

You can totally miss important conversations and scenes because you're stuck in the stairwell climbing animation at exactly the wrong time. This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager.

Indy 52
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It Takes Two (Of the Worst People In the World)

The Bottom Feeder

If you've played a decent indie game in the last five year, It Takes Two probably has you play a superior version of that game for 10 minutes. This leads to the most infamous scene in the game, where you try to destroy the daughter's beloved stuff animal to make her cry. It's really sharp and well-observed, and it isn't a cutscene.

Art 52
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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

Before The Green Moon (on Itch and Steam ) is a post-apocalyptic indie Harvest Moon / Stardew Valley / Animal Crossing inspired farm life sim about scraping by, in a decaying rural truckstop town with bored depressed locals you gradually befriend (or ignore). SPOILER ALERT: This post SPOILS what happens in Before The Green Moon.

NPC 59
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“Put that planet to the left!”

Played with Fire

Animated ghosts show the right movement Hand snapping and reactive animations But in general every physical object in our game is fully interactable! Poses & Suggestive shapes / animations (hand & object). . ✓ The right shape and look of objects on scene. and how to differentiate the interactive ones from the decoration.

UX 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.

Studios 98
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Deathloop deconstruction / design thoughts

Radiator Blog

where the main drawback is you're still vulnerable during the 2 second execution animation. I know it's easy for armchair indies like me to complain about pulling punches. This ties into a common complaint: the melee weapon machete is very powerful, like a 1-3 hit kill (maybe 10-15 hits against a boss?)