Ed Oscuro wrote:I know you're talking about shooters in particular, so this might seem slightly off-focus, but I disagree that games designers have an obligation to nicely label genre or anything else. For marketing purposes, I'm sure they can't avoid it, but from an artistic and gameplay perspective, there's no need. They can and ought to do whatever works best for the game. Cutscenes can be interactive, after all; there's different ways of getting "story" into games that don't involve static screens (many games use "filmic lite" methods of story pacing, i.e. boos rushes past screen, appears later, that kind of thing). I think for many shooters it's important to have cool-down / rest periods though.toaplan_shmupfan wrote:Cinematic games are okay, as long as they are clearly labelled as such, and ideally if the cutscenes can be skipped at the press of a single button.
I agree with you here, and kinda wish some of the themes in certain shmups (ESP Ra.De) were fleshed out and explored a bit more somehow.
Personally, the place where many shmups fail in the "quick action" department, is jumping back in after your credit. The traditional countdown, then game over screen, then switch to title, then credits (if arcade), then picking your fighter, then finally back in.
Its real easy to bash a (potential) cutscene, but that ending area is what kills me. Dangun Feveron makes you wait like 3 seconds before you can rush the countdown. Gah.