LogFAQs > #142981

LurkerFAQs ( 06.29.2011-09.11.2012 ), Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
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LinkMarioSamus
07/29/11 4:21:00 AM
#26:


metroid composite posted...
Liquid Wind posted...
unskippable cutscenes are objectively bad game design

Just to play devil's advocate here, I'm not sure I agree.

Take, for instance, the final boss of Super Metroid. There's two essentially cutscenes--you can still move for parts of them, but nothing you do has an effect (well, there's glitches, but barring that...). These are unskippable, and they never bothered me. Despite being before/during a boss. Despite doing speedruns, 15% runs etc (I've seen these a lot).

I'm thinking there's sound psychological reasons to have a 15-30 second "breather".


It helps when your game doesn't have many cutscenes, too. In Super Metroid, once the story picks back up, you know that's signalling the end (and victory) being so close by.

Ironically enough, Super Metroid's direct sequel is the only non-Zelda game I've played recently where this is much of an issue. I will be playing through Final Fantasy VII, Metal Gear Solid, and Brood War all blind in the next few months though!

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