Is there anything worse than "Cinematic injured walk" in games?

Oct 25, 2017
3,213
Aside from obvious broken games, bugs, crashes etc.

Its not a cutscene so you cant skip it. You cant step away either since the game will just stop till you press the button. So essentially you are holding down W while the game vomits exposition or "cinematic scenes" on you.

Even games with bad gameplay, controls etc let you do something. Anything.

Why is this a thing?
 

Baconmonk

Avenger
Oct 26, 2017
4,003
I think its usually a thing to hide load times, while keeping the player "immersed" and not breaking gameplay. I'm not a huge fan either, I think Naughty Dog is both great at these scenes and has been guilty of overusing them.
 

Mushroomer25

Member
Oct 25, 2017
2,203
I think the only time I've enjoyed this trope is in Sleeping Dogs, where you are tortured within an inch of your life, limb around for four minutes, then immediately resume kicking ass.
 

DrArchon

Member
Oct 25, 2017
9,469
Easily the worst part of Revengeance. And it's clearly not used to hide load times or do anything interesting with the story because the cutscenes before and after cover that well enough.

It's not even like avoiding the enemies during this is interesting. It's 100% brainless and really sucks on replays.
 

Panic Freak

Member
Oct 26, 2017
2,813
I hate it when a character is really injured in a scene and the character transitions back to normal when the gameplay resumes. They looked like they were just at death’s door but now they are running and jumping with ease.
 

CaptainK

Member
Oct 29, 2017
570
It's right up there with walking / driving / riding a horse along a set path at a slow pace while some dialogue with your NPC companions plays out. Boooring. Half-Life figured this out 20 years ago.
 

KarmaCow

Member
Oct 25, 2017
4,257
Truly the worst, especially in a game like Metal Gear Rising. I would rather have a blank loading screen than have it.
 

Spring-Loaded

Member
Oct 27, 2017
2,968
Honestly give me that instead of the walk. At least there is gameplay there.
Easily the worst offender I can think of. It's like Kojima realised people skipped mgs cutscenes and wanted payback.
What would make a slow/injured wall sequence palatable or good for you? If it were a part of basic gameplay when your character gets really low health and the game proceeds normally, would that be better?
 

RecRoulette

Member
Oct 25, 2017
12,390
I was gonna post the Resident Evil 2 danger walk but saw "cinematic"

Completely agree with you on most counts. I think the only time I like it is when it ends a game and the character dies.
 

Gots

Member
Feb 20, 2019
265
Probably the biggest reason why I haven't started a new character in Destiny 2.

I'm only half joking.
 

dragonbane

Member
Oct 26, 2017
2,446
Germany
What made the microwave hallway good though? It’s a typical example of this, isn’t it?
Because it came at the very end with no other such sequence (where you just mash one button) before or after, was not overtly long (like over 3 minutes), had something else going on for you to look at and was quite effective from a character standpoint. It really did feel like mashing one button to bring Snake to the bitter end after so much build-up and save your friends you saw dying in real time in the other cutscene window. The first time where you were quite immersed in the proceedings it was very effective. Helps such sequences weren't all that common yet in 2008.

Similar reason for TLoU, which was also scripted out very well to at least give additional illusion of dynamic gameplay during it. I can tolerate them if they serve the story, are scripted out well and the story happens to be interesting. 99% of times that's not the case, so they suck and are annoying
 

Phendrift

Member
Oct 25, 2017
15,091
What made the microwave hallway good though? It’s a typical example of this, isn’t it?
well first of all it’s not really a walk

For what it’s worth I don’t think I ever mashed a button with more emotion in any game

Really encourages you to give your all and having to just mash triangle without being able to do anything else really conveys the urgent desperation. Combined with the music and split screen cutscenes makes it one of the most memorable moments in any game for me
 

Gestault

Member
Oct 26, 2017
6,177
I stopped playing Destiny 2 at exactly that lame, overly forced, and ineffective moment right near the beginning of the game. If the moment gets "sold" by the storytelling, I can work with it, but so many games are such rubbish in how they build the moment around it that it's a total putoff.
 
Oct 27, 2017
498
Not by a longshot.

Forced third person walking is significantly more grating. At least with cinematic injured walking there's the potential for heightening the tension or be presented in a moment of context. Meaning, there's usually something dramatic or consequential that has preceded that moment. Forced third person normal walking , on the other hand, usually has no good reason for it except to hear dialogue or exposition dumped into your ear.

Similar reason for TLoU, which was also scripted out very well to at least give additional illusion of dynamic gameplay during it. I can tolerate them if they serve the story, are scripted out well and the story happens to be interesting.
Exactly something along these lines.
 

Nax

Member
Oct 10, 2018
1,359
I don't understand the hate for this around here...

The only recent examples I can think of are God of War (2018) and Last of Us, and I think they both are perfect.
 

terrible

Member
Oct 25, 2017
833
It worked for me in MGS 4 and The Last of Us since it went so well with the story but other than that? Nah, get outta here with that shit.
 

Chopchop

Member
Oct 25, 2017
5,830
I think the only time I've enjoyed this trope is in Sleeping Dogs, where you are tortured within an inch of your life, limb around for four minutes, then immediately resume kicking ass.
That part was great. Not because of the injured sequence itself, but because the game goes "okay, fuck that shit" so wholeheartedly afterwards.