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* [[Assassin's Creed]] is particularly bad with this. Even though you can move around (and occasionally change the camera position), the cutscenes are very long-winded and don't add much to the plot.
* Played for laughs in ''[[
* Used to great and disturbing effect in ''[[Bioshock]]''. {{spoiler|Would you kindly?}} [[Post Modernism|Interesting]] that it really only takes control away in order to show {{spoiler|that the main character has no free will.}}
** There are also plenty of cases where you are trapped in a tiny featureless room with an indestructible window while something happens on the other side.
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* ''[[Odium]]''. Only at the very end of the game, when you finally defeat the final boss, a NPC provides a long explanation of what exactly happened in the monster-infested city, before dying.
* ''[[Okami]]'' has a few of these, perhaps most notably from the period around when you gain access to the Dragon Palace to when you {{spoiler|reach Oni Island}}, when there are 4 or 5 ''very'' long cutscenes for gameplay that amounts to one dungeon and a boss fight.
* ''[[Paper Mario:
* In ''Saw'' (the video game that is a sequel to Saw and a prequel to Saw II), this occurs numerous times through the game. Very often the door you need to go through is locked tight until you pick up a tape and listen to Jigsaw's exposition, or watch a piece of exposition between Jigsaw and one of his test subjects.
* There's somewhat of an example in ''[[Suikoden V]]'' with the character of Egbert, a rather eccentric man prone to long, rambling outbursts about people who have wronged him in the past. The thing is, to recruit him you need to sit through one of his speeches at the lowest text-reveal speed. If you press a single button during it (which would usually advance the text) then he refuses to join you, and you have to walk all the way out of the dungeon and come back in order to try again. A particularly annoying example of why ''[[Suikoden V]]'' is a [[Guide Dang It]] game.
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[[Mario
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