Hey Relied on a Single Continuous Camera Shot and They Did Not Convey a Story
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Dead Space Remake will have a single shot camera and ability to backtrack through the Ishimura
- Thread starter ket
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- #151
I don't think this thread is as bad as some others.JFC...People are really upset about the continuous camera (which the series already did), and, and let me see if I got this right, the fact that you can backtrack now if you want? Am I really reading this right?
God almighty, people will complain about anything.
But I do find some of the complaints on this forum and the internet at large to be needlessly nit picky with games. And something like this mostly amounts to an artistic choice much in line with the original. This shouldn't be a big deal lol
- #152
Blackbird
Unshakable Resolve - Prophet of Truth
- #153
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- #155
2018 absolutely has you fighting a giant.
2018 doesn't have you fighting a giant that comes close to the scale offered in earlier God of War titles. Those games felt titanic in comparison to the gameplay of 2018.
- #156
From the blogpost it sounds like Isaac might not even be riding the tram if he's walking through one interconnected map.So does this mean the tram will always work then?
- #157
From the blogpost it sounds like Isaac might not even be riding the tram if he's walking through one interconnected map.
That would actually be kinda huge if the Ishimura is fully interconnected
- #158
But is that because of the No Cuts Mandate or because they wanted 2018 to be a more intimate experience2018 doesn't have you fighting a giant that comes close to the scale offered in earlier God of War titles. Those games felt titanic in comparison to the gameplay of 2018.
- #159
- #160
The ability to backtrack is not particularly interesting because if it's going to have the same kind of linear, guided design, there isn't going to be a need to backtrack. And unless it has shortcuts that let you quickly move between areas you already explored, the incentive to go back is going to be non-existent. If they've changed it up so that each level is interconnected in ways that they weren't in the original, then I can see it working out. But I can't imagine they've overhauled the combat and weapons to an extent that you'll be gated off from stuff the way you would be in a Metroid game or something.
Again, just seems like a weird thing to market. Would have been more fun to let players discover those kinds of things on their own instead of giving up the goose to try to build hype.
- #161
Yeah this would look much more impressive with the camera scaled back or less restrictive camera work like in the older games.2018 has nothing like this and the earlier games have moments like this in spades .
Including the remake directors it seems
The Cronos fight is a set piece, a torso fight, it's not like Cronos is a free entity and you have to bring it down 1 on 1. You could say that the stone mason segment in 2018 is of similar scale, you just traverse it instead of fighting it.
The biggest enemies you fight in its entirety in the old games are cyclops, centaurs, I'd say the minotaur (Hades) in the first game is the biggest of them all but I could forget some other creature.
The rest like Poseidon, Cronos, Hydra, are just like the Dragon in 2018, you fight them but they're more like a set piece puzzle than a fight.
Edit: What you don't have in the new saga are those far away shots with tiny Kratos in a massive enviroment, you still are in those types of places but you don't get the open camera shot.
- #162
I thought 2 was a one shot. But I might have scared myself into thinking that. I never remember loading, just constant game play
At around 11mins into the video. Sorry I can only find people playing the section and one was DSPgaming which I almost linked lol. Phew
But this shows a big cut in gameplay to cutscene in Dead Space 2. I believe there is another section but I just don't remember it clearly enough to search for it.
- #163
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- #166
Yeah why is this newsFirst game was like this lolwell for the most part
- #167
the single-shot camera is such an affectation. what does it achieve? how does it enhance the experience? lots of first-time filmmakers want to put a flashy oner in their movies because they think a single-take shot is impressive on its own, and its pretty indulgent then, but in video games it's incoherent. it made god of war actively worse and it didn't make mgsv better.
I don't understand this - how did it make God of War worse? Where would you put camera cuts in that game?
In the case of Dead Space remake do people want them to put the load screens back in? I don't get it.
I think the fact that Dead Space 2 already did this and no one noticed means it's probably fine.
- #168
- #169
the single-shot camera is such an affectation. what does it achieve? how does it enhance the experience? lots of first-time filmmakers want to put a flashy oner in their movies because they think a single-take shot is impressive on its own, and its pretty indulgent then, but in video games it's incoherent. it made god of war actively worse and it didn't make mgsv better.
Depends how it's used. A lot of the boss battles in GoW were made very impressive by the one shot. Especially The Stranger, the dragon, and the final boss. It was a lot more interesting than just their old trick of panning the camera out really far to make Kratos look tiny and everything else really big.
- #170
Not to mention this already seems very in line with Dead Space's aesthetic and the fact that DS2 kind of did this as you mentioned makes me wonder why this seems to be a sticking point for some. But even in DS1 each chapter was a single shot so however many chapters there are is essentially the number of camera cuts in that game. It would be one thing if DS1 wasn't known for it's diegetic UI and/or had more traditional cinematic cutscenes but making the remake one shot keeps it in line with the aesthetic of the original. It's just taking what the original did one step further but a pretty natural evolution really.I don't understand this - how did it make God of War worse? Where would you put camera cuts in that game?In the case of Dead Space remake do people want them to put the load screens back in? I don't get it.
I think the fact that Dead Space 2 already did this and no one noticed means it's probably fine.
- #171
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- #173
IIRC didn't the Half Life games have a single shot camera? I've only played 2, but I don't recall the viewpoint every changing
A ton of games have done a "one-shot" design, many arguably more smoothly than GOW. Unless the most anal bizarre criteria are applied to make the new GOW special, and if you start adding weird conditions I can't think of any that wouldn't disqualify GOW itself given it has menu browsing, sequences obviously just there for loading, and I'm pretty sure there's even one or two bits where Kratos is out of action in some way and time passes a bit. The marketing of the one-shot thing as something new when games have done it for years and years was the weirdest thing about the GOW hype cycle.
- #174
Okay, so it isn't just me who's thought thisA ton of games have done a "one-shot" design, many arguably more smoothly than GOW. Unless the most anal bizarre criteria are applied to make the new GOW special, and if you start adding weird conditions I can't think of any that wouldn't disqualify GOW itself given it has menu browsing, sequences obviously just there for loading, and I'm pretty sure there's even one or two bits where Kratos is out of action in some way and time passes a bit. The marketing of the one-shot thing as something new when games have done it for years and years was the weirdest thing about the GOW hype cycle.
- #176
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- #178
Doesn't that just basically say "We will have no cinematics in the game, no "cameras", it just always stays third Person behind you"?
Yay I guess?
Not sure why I should cheer for no camera cuts or zero cinematography but ok.
- #179
YesBut is that because of the No Cuts Mandate or because they wanted 2018 to be a more intimate experience
- #180
I... I don't care for any of this. Still think it's an unnecessary remake.
Thanks for entering this thread about a game that you do not care about at all and letting us know.
- #181
I don't follow this argument, can you expand on this?
- #182
Another reason for me not to care about it.Edit: talking about the fully interconnected Ishimura, not the camera calm down. I don't like how it might bloat the game with a bunch of unnecessary paths.
All this means is they're removing the loading trams, not that they're turning Dead Space into Metroid Space
At least wait to see/hear about exactly how it's implemented before you decide you don't like it
- #183
My pleasure.Thanks for entering this thread about a game that you do not care about at all and letting us know.
- #184
Being able to freely explore the Ishimura is very cool though. Especially since it sounds like they are adding some extra stuff that might actually make backtracking meaningful.
I'm surprised there hasn't been any chatter about the addition of side-quests they mentioned in the latest blog post.
- #185
The idea is that you're almost never taking away control from the player, so there's not this separation between "cutscene" or "loading screen" and "gameplay". I don't think GoW implemented it perfectly but honestly I think the way the original Dead Space did it was really cool and impressive and I'm happy to see them fully realize that idea with the remake.the single-shot camera is such an affectation. what does it achieve? how does it enhance the experience? lots of first-time filmmakers want to put a flashy oner in their movies because they think a single-take shot is impressive on its own, and its pretty indulgent then, but in video games it's incoherent. it made god of war actively worse and it didn't make mgsv better.
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- #190
Out of everything DS2 improved upon, that may have been the best. It's such a small thing that adds so much.
- #191
You know the area you loaded into for fast travel in GoW was just an interactive loading screen, right? You could just stand there and do nothing and the exit would appear when the load had finished.But there's backtracking now and instead of just cutting to a loading screen for fast travel, you'll have to sit and wait for the tram animation to finish.Stuff like that made doing side content in GoW tedious.
- #192
You know the area you loaded into for fast travel in GoW was just an interactive loading screen, right? You could just stand there and do nothing and the exit would appear when the load had finished.
Yes I know this, why wouldn't I? That didn't make fast traveling any less tedious (especially if you were trying to switch realms).
- #193
It took exactly the same amount of time as a loading screen...Yes I know this, why wouldn't I? That didn't make fast traveling any less tedious (especially if you were trying to switch realms).
- #194
The open world ishimura is interesting though, as are the sidequests for finding out what happened to Nicole.
- #195
It took exactly the same amount of time as a loading screen...
1st off, instead of just selecting a location from the map and just being loaded there, you have to find a fast travel spot, go there, select your destination, wait for the door opening animation to play out, wait several seconds for the other door and then you get to your destination.
2nd off, it's worse when having to fast travel from one realm to another. If I want to go from a location in Musphelheim to one in Midgard then I'll have to find a fast travel door, select the fast travel door in the realm travel tower, wait for the door to load, go to the realm travel room, press triangle to quick select Midgard, wait for that animation to play out, leave the room, go to the fast travel door, select my midgard location and repeat the process from there.
When it's story progression, it's not that annoying (at least once you unlock the ability to fast travel to places other than the dwarf shops). But when trying to do side content? That's when it gets annoying and I would prefer a traditional loading screen.
- #196
aevanhoe
Slayer of the Eternal Voidslurper
- #197
Another reason for me not to care about it.Edit: talking about the fully interconnected Ishimura, not the camera calm down. I don't like how it might bloat the game with a bunch of unnecessary paths.
Maybe wait for the game to come out before you know the paths will be bloated and unnecessary.
- #198
I hope Dead Space can do this better. Wait, it already it it better in the original. I am interested but won't buy it, I'll wait for it to hit EA Access I am afraid.
- #199
For the first point, those animations are hiding loads. I think it would take that amount of time in any case, so hiding it with some nice animations is good.1st off, instead of just selecting a location from the map and just being loaded there, you have to find a fast travel spot, go there, select your destination, wait for the door opening animation to play out, wait several seconds for the other door and then you get to your destination.2nd off, it's worse when having to fast travel from one realm to another. If I want to go from a location in Musphelheim to one in Midgard then I'll have to find a fast travel door, select the fast travel door in the realm travel tower, wait for the door to load, go to the realm travel room, press triangle to quick select Midgard, wait for that animation to play out, leave the room, go to the fast travel door, select my midgard location and repeat the process from there.
When it's story progression, it's not that annoying (at least once you unlock the ability to fast travel to places other than the dwarf shops). But when trying to do side content? That's when it gets annoying and I would prefer a traditional loading screen.
For the second point, well, they could have chosen to make a door appear anywhere surely? They chose not to do that for whatever reason, but I don't see why they couldn't.
- #200
Source: https://www.resetera.com/threads/dead-space-remake-will-have-a-single-shot-camera-and-ability-to-backtrack-through-the-ishimura.637806/page-4
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