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Re: E3 summarized by Tansin A. Darcos (TDARCOS) 06/12/2012, 4:32pm PDT
fuck video games wrote:

CUTSCENE: THE GAME

Heavy Rain 2: Beyond: Two Souls being the worst offender, where Frenchy the Frenchman reminds us what we're about to watch is all rendered in realtime (not that musty old unrealtime)


I know what they mean and they could have done a little better explaining that.

Half-Life 2 and the Episodes do this in which a particular character has a certain speech or action to perform, and it's not done with a cutscene, it's done by putting the character in a room somewhere on the map, then using in-game video cameras to replay the material to the screen being viewed. So they're not using a video played back, they're watching the character performing the action at the time it's shown.

At the opening to Half Life 2, Gordon gets off the train and there's a huge video monitor of Dr. Breen "welcoming" them to City 17. This monitor display is not a cutscene or video, it's rendered in real time by having the Dr. Breen NPC perform his particular scene over and over again on whatever repeat schedule it has as long as the player is in the area where that monitor is visible or audible.

When you go outside of the train station, there is another large video monitor of Dr. Breen responding to comments. This is done by having a second room, a second Dr. Breen character, doing this video and it's displayed live.

Same for the videos of Dr. Breen appearing on people's TV sets in various apartments.

When we see Judith Mossman captured, it's not a video or a cutscene again, they have a piece of the map where the scene is performed in real-time at the moment it happened.

With computers having faster and faster processors - including more prevalence of multicore processors - it becomes possible to eliminate the use of pre-fillmed cutscenes and use live action displayed on a monitor for what would otherwise be cutscenes or displayed video.
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    Re: E3 summarized by Tansin A. Darcos (TDARCOS) 06/12/2012, 4:32pm PDT NEW
 
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