Playable Cinematography: Video Games and Visual Language

Ойындар

A video detailing how some games have managed to use their camera and lighting in clever ways to convey certain things to the player. Considering how much games ape films these days, the most they can do is try and copy how effectively movies can present images.
Follow me on twitter if you're into that sort of thing. / turbo_button
Support me on Patreon if you're up for that / turbobutton
www.gatheryourparty.com/
Thanks to / hyperbithero and Rob Welch for helping out with some ideas.
Films used in the intro: Drive, The Shawshank Redemption, Hot Fuzz, Apocalypse Now, Blade Runner, The Usual Suspects.
Music used:
Nujabes - Kumoni
Yakuza 5 - Rainy
Super Mario 3D World - Athletic
Pokemon Black 2 & White 2 - Virbank City
Cave Story Remastered - Safety

Пікірлер: 94

  • @TheDromader
    @TheDromader9 жыл бұрын

    Valve solution: "Just shine a big light on it"

  • @AndrewChumKaser

    @AndrewChumKaser

    7 жыл бұрын

    To be fair: it's a little contrived yes, but it's at least subtle about it. Most developers would just put in a cutscene zooming in on the thing, or even worse just straight up tell you what to do with text or dialog or a super obvious "look at this thing" marker on your map/screen. A bright light is a very simple, cheap, and yet still believable and organic solution to the problem.

  • @jossricketts4452

    @jossricketts4452

    6 жыл бұрын

    Andrew Kaser Your comment reminded me. I remember replaying HL Episode 2 with developer commentaries. After mines, there's a bridge far away, with Combains marching on it. And developers said that in order to stop player, so he listen the dialog and watch the bridge, all that were really needed are couple barrels in front of player. Surprisingly effective it was. P.S. I know, a way too late, but, well, youtube recommended that video only now (

  • @ragenFOX

    @ragenFOX

    6 жыл бұрын

    its a common thing in game and level design though. having a faint source of light to attract your attention, or contrasting color of an object or a ledge to show you the right way.

  • @aedof

    @aedof

    2 жыл бұрын

    This is super common now (no doubt because of how well they did it), but I noticed it in particular with some games I played recently. Doom Eternal fixed a big issue with the 2016 predecessor by utilizing light and color to guide the player through platforming segments and the like. Ori and the Will of the Wisps does this too, making running and flipping through the air extremely smooth. Both The Last of Us games did this too. It's even tied to a world/story element in a sorta meta way. The Fireflies' montra is "When you're lost in the darkness, look for the light", so the games use that quite literally to guide the player. I love neat touches like that, incorporating story/world elements into the moment-to-moment gameplay, which is how it should be.

  • @MemoriesLP
    @MemoriesLP7 жыл бұрын

    In MGS V, if you make the camera show more your right side, D-dog will switch to the left. Same if you make the camera show more the left part of the screen... D-dog will switch to the right.

  • @TobeasJ
    @TobeasJ9 жыл бұрын

    I really liked Spec Ops the Line. The Gameplay was boring, but the story progression is what kept me playing. Loads of generic Military shooters where you play as a hero to save the world from evil terrorists, then this game comes along where you ask "Am I really the Hero here?"

  • @RDNAProductions

    @RDNAProductions

    9 жыл бұрын

    Tabe The Line was fantastic. If you're interested in a ludicrously in depth deconstruction of it, I'd recommend Brendan Keogh's 'Killing is Harmless'. He wrote an entire book about one game!

  • @MVahag
    @MVahag6 жыл бұрын

    There was a cool moment in the Bloodborne Old Hunters DLC, where there was a hunter behind you ready for an ambush, but you could actually see his shadow in front of you if you paid attention.

  • @burlong01
    @burlong018 жыл бұрын

    Journey had some amazing cinematography to help lead the character in the right direction. Plus it used color to affect the tone of the areas you were going through.

  • @GigaBoost
    @GigaBoost9 жыл бұрын

    Beyond what's said in this video (haven't watched it all the way through yet): Games use *visuals* a lot to convey information, without necessarily using camera angles. Lighting and colour are probably the primary things used, watching Half Life 2 and Portal (and even more-so about Episode 1-2 and Portal 2) behind the scenes material is amazing because of how well planned everything is in terms of guiding the player through the world. Light and colour guides the player a lot, and can easily be artistic as well.

  • @V_y-r_e
    @V_y-r_e6 жыл бұрын

    Bubsy 3D did really interesting things with the camera. They used a very interesting cinematography technique. I think you should check it out.

  • @pratyushraj2441
    @pratyushraj24417 жыл бұрын

    I think Furi of 2016 does this impeccably.

  • @VelisarManea
    @VelisarManea6 жыл бұрын

    Inside has seemingly perfect compositions and transitions between them.

  • @nishitagupte5346
    @nishitagupte53467 жыл бұрын

    Furi. Should really look into it. It does a lot of camerawork like the old Metal Gear Solid you highlighted. It perfectly suits the subject of your video.

  • @777boman
    @777boman8 жыл бұрын

    This is pushing all my buttons.

  • @aedof
    @aedof2 жыл бұрын

    Hellblade: Senua's Sacrifice does incredible work with the camera. Everything in that game feels so seamless. The way the camera is used in standard gameplay and cinematics to make the player feel as though they are observing her from the perspective of the voices is fantastic. She even looks right at the camera and turns her head toward the player at times when responding to the voices or has any kind of interaction. It's the type of storytelling that really utilizes the medium in a unique way.

  • @abdullaalsaleh
    @abdullaalsaleh10 ай бұрын

    Killer7 has what is probably my favorite camerawork in any video game. The fixed cameras are consistently jarring and distorted, especially when combined with the solid colors/shadows and cel-shaded artstyle, which makes the game's creepier elements more potent while also fitting alongside the rest of the game's commitment to experimentation through its gameplay, plot, music, and themes.

  • @shoogles_
    @shoogles_9 жыл бұрын

    Just been through a few of your videos. While they've all been spot-on so far, I learned a ton from this one in particular. Amazing stuff!

  • @joshuaroa8503
    @joshuaroa85032 жыл бұрын

    The game's that seemingly take more advantage of cinematic angles, stage composition and lighting are the modern sidescrollers. Games like Inside, Little Nightmares, Replaced, even those Nier Automata sections. Since the structure of the game is so linear, the developers can focus on the stage and how it looks, rather than to account for every possible action and angle the player might view the game through, making these games the best looking around in terms of art desing and cinematic quality outside of actual cinematics. You can always catch visual storytelling in those lush backrounds filled with detail. In big open areas you can see other characters or scenes of interest far away while you are walking on a predetermined path forward, giving you time to make up a story in your head of what's happening. But yeah, it also goes to show that videogames are indeed a very hard medium for conveing certain things while not restricting the player in some ways too.

  • @juantoledo5248
    @juantoledo52486 жыл бұрын

    Blendo Game's Thirty Flights of Loving: one example of a game with a controllable camera using cuts to a great result. Probably the only one I can think of.

  • @GoodBloodGames
    @GoodBloodGames8 жыл бұрын

    Yes, dude. Great work!

  • @mauken-dyn6685
    @mauken-dyn66856 жыл бұрын

    Metroid Prime 2, within the Sanctuary Fortress. Upon entering a room, the player is in control, but a cutscene plays out where Dark Samus takes out Space Pirates. This is not only a great cinematic shot, but it keeps the player in the game.

  • @joeasher11
    @joeasher117 жыл бұрын

    Thanks for making this! I have been looking for a game about video game cinematography! No one really talks about it, and I feel a lot of games deserve more credit for taking the time to get things right. I also love your title, clever! I don't know if anyone mentioned it, but Dino Crisis had amazing shot composition, it could cause stupid deaths and make easy fights impossible at times, but over all was fair and beautiful!

  • @inceptional
    @inceptional9 жыл бұрын

    Halo: CE on Xbox (even though it's first person, so the camera isn't a thing here) did use some great environmental design and lighting in places to subtly guide the player on where to go next, which was particularly useful on some of bigger and more open levels where it would be naturally harder to figure out the path you're supposed to take. Most people probably didn't notice it. Also; by their very nature, most good 2D games are great at using the "camera" to guide the player, such as in most platformers where the player is positioned slightly more to one side of the screen than the other as a subtle indication of either which way the player is already moving or which way they should be moving and that additionally helps them see a little more of what's ahead of them than they would if the player was always positioned dead-centre of the screen for example. Or in some of them where if you press up or down on the d-pad the camera adjusts slightly to show you more of the view above or below you in a very nature and intuitive way. Not only that but the 2D nature of the camera usually also directly correlates to the more 2D nature of the gameplay, which means players don't have to worry about the extra dimension of control and complexity that exists by default in most proper 3D games, and I think this is something a lot of game designers could actually learn form, where there could be more example of modern 2.5D games that while using full 3D models etc actually stick to a simpler and more intuitive 2D form of gameplay for the most part, making it easier to actually play the games without having to worry about manually controlling 3D cameras etc. I mean just think about how dynamic and intuitive this 2D game is, in terms of the "camera" and even the player control, as well as the absolute overflow of graphical and visual cues and tricks etc that take something like one example you mentioned in Demon Souls and does cool/neat stuff kinda like that in almost every single level, for example: kzread.info/dash/bejne/Z4WW0tN8Z67bY9I.html The camera intelligently positions itself around Yoshi based on the direction he is moving or looking. The level where you see the chomping things in the background as a way to clearly indicate they are going to attack you in the foreground very shortly. The boss battle that takes place on a small rotating moon set above the atmosphere of a planet and framed by some space/stars on one half of the screen and high altitude clouds on the other, where the entire screen rotates around as the player moves around the planet, creating a great dramatic effect etc. The positioning of certain coins that are used to teach simple gameplay mechanics and player movements just by the way they are aligned and setup next to a certain part of the level, such that you naturally learn to jump for longer and do the flutter jump or realise there's a hidden switch or platform nearby when you see coins that you couldn't reach otherwise. The very subtle difference in the shade of yellow between the normal coins and similar looking coins that actually hide red coins inside them. The exact placement/position of an item next to a slop or ledge or whatever that makes you wonder what might happen if you push it here or carry it there. Also; just the entire art style that is actually a mirror of the basic ideas and setting behind the core story and characters etc and just serves to give the whole experience even more personality, character and soul... Wouldn't it be nice if more 3D games somehow managed to nail the camera/view along with the intuitiveness of the controls (both of the player and the camera) that most 2D games kinda manage by default and the very best ones genuinely nail in such a way that almost no 3D games in existence even come close; unless they're generally first person.

  • @pyramideddie7813
    @pyramideddie78139 жыл бұрын

    DAT Forest theme for Silent Hill 2. That's it, you've earned yourself a subscriber.

  • @ANinjaMeNot
    @ANinjaMeNot9 жыл бұрын

    I thought that this video was really well though out and analytical, there are not many videos that really go in depth with the camera. This is added upon when you examine design choices. All in all well done.

  • @tormenbod
    @tormenbod9 жыл бұрын

    Year Walk combines point-and-click puzzle with first-person perspective to do some kind of cool camera angles. Namely, the main character is always looking northward toward their final destination, even when they're moving south or east or west.

  • @Pshfrk
    @Pshfrk7 жыл бұрын

    Awesome content, I dig it. The use of the SH2 OST was just the cherry on top, automatically clicked sub very hard just when I heard that

  • @Theosmeo
    @Theosmeo9 жыл бұрын

    There's a whirly effect on the camera in Phoenix Wright games during trials to make it seem like the trial is being filmed and broadcast. In Shin Megami Tensei Nocturne the camera will give a good view of set pieces while you're on the world map. Ico has some really nice scripted camera angles too. Those are ones off the top of my head, but thanks for bringing this up, I'd never really thought about it before!

  • @THB543
    @THB5432 жыл бұрын

    I often think about Final Fantasy 7 to 9. Since most of the backgrounds were pre-rendered, they had to use fixed camera views, leading to a variety of really interesting in-game shots - something I kind of miss about that era honestly.

  • @azaelandy04
    @azaelandy049 жыл бұрын

    Really enjoy your videos my man, keep it up.

  • @Ghostie.
    @Ghostie.3 жыл бұрын

    Damn, You've made some really awesome videos. Sucks I find you after you've been gone so long.

  • @Bizargh
    @Bizargh8 жыл бұрын

    I thought I had spotted or heard of all of Spec Ops: the Line's hidden tricks of genius. And yet, you highlighted one I never consciously noticed. Yet more lyrics to the songs of praise I have for the game!

  • @Lerkero
    @Lerkero9 жыл бұрын

    The Resident Evil games suffered a lot from bad cinematography. Often, when a player walks into a room, the game halts and the camera pans to something sitting around and tells the player "YOU SHOULD BE SCAAAARED" I didn't like those camera pans because it removed the natural sense of fear or worry players should have had while traversing the unknown.

  • @TurboButton

    @TurboButton

    9 жыл бұрын

    Lerkero Holy shit this. Not just with Resident Evil games, but generally in horror games I find things to be much scarier without the use of cutscenes and whatnot. The Alan Wake 2 original beta concept did look cool but one thing that distracted me loads was the obvious scripting thanks to camera movements and such. If horror games are to have scripted moments so as to scare players at the right time then at the very least there shouldn't be an obvious camera shift to signify that the player is in no real danger. After all, games being interactive means that if you make things like this less obviously scripted, players may feel as if they've just ended up with some bad luck or that they can die at any moment, you get more of a 'oh shit I fucked up' vibe.

  • @Iopipimps

    @Iopipimps

    8 жыл бұрын

    +Turbo Button I think the older fatal frame games did better. Fixed camera made certain spots in the level(especially indoors) creepier + first person to shoot ghosts really cripples the player's spatial awareness an sense of direction.

  • @DiscoMouse

    @DiscoMouse

    8 жыл бұрын

    But, some of the best examples of game cinematography are in Resident Evil Remake.

  • @martymah9326

    @martymah9326

    7 жыл бұрын

    remake you mean 7 right or a remastered version of previous installations?

  • @GuyOnAChair

    @GuyOnAChair

    7 жыл бұрын

    Lerkero Can't forget Mega Man Legends camera from hell!

  • @dillamadukes21
    @dillamadukes218 жыл бұрын

    The uncharted series starting with the second entry used colours to communicate to the player which platforms were interactive/ safe while also indicating which direction the player should be heading. I believe the developers mentioned this in an interview a while back.

  • @TheDancingBastard
    @TheDancingBastard7 жыл бұрын

    And obvious mention would be the Silent Hill series and the combination of your characters staring at things + camera angles highlighting objects manages to draw.

  • @losplebesinc
    @losplebesinc8 жыл бұрын

    Great analysis. You just won a subscriber

  • @KickTracks
    @KickTracks7 жыл бұрын

    Excellent! That's very cool. Thank you for this video.nice

  • @NicoGonzalezEstevez
    @NicoGonzalezEstevez9 жыл бұрын

    Naughty Dog is great at doing this, if you look at the whole intro of The Last of Us with Sarah you'll see that every single moment is full of these tricks and it looks amazing. Great video.

  • @dillamadukes21

    @dillamadukes21

    8 жыл бұрын

    +Nico Gonzalez I remember playing through uncharted 2 and noticing how the developers used colour (bright yellow) cues to communicate which ledges and platforms were safe/ available to the player.

  • @MetallicMutalisk
    @MetallicMutalisk9 жыл бұрын

    For something completely different, I like how in Supreme Commander the map functions as a minimap by zooming it all the way out. In no other RTS can you zoom that far as far as I know.

  • @MrSuperkaji

    @MrSuperkaji

    9 жыл бұрын

    The Wargame series does the same thing.

  • @devilzelink
    @devilzelink6 жыл бұрын

    Nujabes on the first second. Literraly the best choice any human being can make at any given time.

  • @DarkCloudGather
    @DarkCloudGather9 жыл бұрын

    I was thinking the same thing when I saw the Gears 4 gameplay, it prompts the Y button to look at a point of interest instead of letting the player be the one who explore and be aware.

  • @ErikThureson
    @ErikThureson6 жыл бұрын

    Well done!

  • @Marco_diPasquale
    @Marco_diPasquale7 жыл бұрын

    Videogame cinematography is about so much more than just lighting and frame composition; it's how players' thoughts and reactions are coerced and molded to accomplish a specific goal. It's called conveyance, and it's so much more complex and nuanced than conventional film cinematography. Films grab you by the hand and forcibly shove your face into whatever they want you to look at in order to tell a story. Games can't do this. They have to let the player explore on their own while at the same time teaching them how to play as well as subconsciously coercing their attention using a variety of barely noticeable (but influential) factors: level design, lighting, map layout/pacing, enemy placement, item baiting, etc. These are all aspects of conveyance (aka: videogame cinematography).

  • @MrPyroJuice
    @MrPyroJuice9 жыл бұрын

    Is that the Samurai Champloo OST I can hear in the background?

  • @FrMZTsarmiral
    @FrMZTsarmiral8 жыл бұрын

    i think another factor that can make the player look at specific places is the dificulty of the game. In the souls series or thief, where not being well aware of your surroundings can have terrible consequences you will always look carefully where you're going and make sure that there's not a trap or enemy in the next corner. I also feel that games that divide walking sections and sections with actual gameplay too obviously can have negative effects on this, like in Uncharted you will always look for hidden items in these sections first and the importance of what your partners are doing or what the environment is trying to tell come in second place.

  • @ZealGames
    @ZealGames Жыл бұрын

    NUJABES... Nice choice.

  • @jkrincon
    @jkrincon9 жыл бұрын

    Great job!

  • @hedgehog3180
    @hedgehog31806 жыл бұрын

    Mirror's Edge literally doesn't have a hud and tells you everything through the level design.

  • @dragon95os
    @dragon95os6 жыл бұрын

    i just love u man

  • @a_lethe_ion
    @a_lethe_ion6 жыл бұрын

    bloodborne shows you the right way at teh first bonfire super easily. not only does the wolf point to it, the lighting does too.

  • @Inevitibility23
    @Inevitibility236 жыл бұрын

    In Bloodborne, ladders are usually really, really tall. Not only does climbing a long way convey the feeling of being a small character in a much larger world, but climbing for so long looking at the same wall gets boring. SO, the player is likely to move the camera around to take in the scenery, examining the skyline and the city's depths from a distance, conveying an even stronger feeling of a large world, and the player's smallness in it. And if that wasn't enough, the game is filled with themes shared by the written works of H.P. Lovecraft, who was known for writing about mankind's smallness in the universe. So just by climbing a ladder, Bloodborne makes the player contemplate cosmic horrors and infinite oblivion, as well as the ant-like smallness of our existence, not just as individuals, but as a species. Existential philosophy taught by ladders. Bloodborne, ladies and gentlemen.

  • @jaseneffendy17
    @jaseneffendy176 жыл бұрын

    Like the Nujabes soundtrack

  • @LucasShanker
    @LucasShanker7 жыл бұрын

    I'm interested in why you say cuts don't work for video games like they do for movies. The game Virginia, for example, makes use of jump cuts in a way that adds to the experience. Why do you think cuts work here as opposed to most games?

  • @chunkymilk
    @chunkymilk Жыл бұрын

    Naughty Dog: ‘paint it yellow’.

  • @gbacl
    @gbacl9 жыл бұрын

    How about the Constatine level in Thief the dark project? It has some cool little tricks like the ones you showed

  • @ashthedood9169
    @ashthedood91699 жыл бұрын

    Subbed simply for this video alone, you remind me a lot of MatthewMatosis with your in depth critique. I'm glad HyperBitHero retweeted this. I always thought Mario Galaxy's camera was amazing in how much of the level it showed you right away, but that Dark Souls point about the hole in the wall was a neat' find & the point about Spec ops'es use of color. [I'm tired of just hearing about that one twist in Spec ops where you see all those graves of the people you killed, blah blah War is tragic, maybe we are the bad guys etc. They are valid points but I was happy to hear it talked about in a different way for once]

  • @BenjerminGaye
    @BenjerminGaye3 жыл бұрын

    Getting to little big island in Super Mario 64.

  • @molloz98
    @molloz985 жыл бұрын

    That narative and mechanics video at the end doesn't seem to be available anymore. Why tho?

  • @lipe8669
    @lipe8669 Жыл бұрын

    famoso esteve aqui!

  • @UjjalBhattacharyaVGE
    @UjjalBhattacharyaVGE7 жыл бұрын

    God of War does it well.

  • @pawedziedzic3250
    @pawedziedzic32503 жыл бұрын

    Where is the "Narrative and Mechanics" video? It appears in the endcard of this video. Did you take it down?

  • @RDNAProductions
    @RDNAProductions9 жыл бұрын

    Great video. I'm curious about your opinion on cutscenes is in relation to such cinematography in games? You seem to lament the fact that without fixed camera angles the opportunity to set up pleasing camera frames is somewhat diminished. Personally I'm a fan of cutscenes because the camera to focus on the details that may get missed in a wider gameplay shot, such as through close-ups and well placed tracking shots that would be a little nauseating if placed during gameplay. Anyway, enough about my thoughts. I'd love to hear your opinion on it, because you seem like quite a knowledgeable guy. Subscribed and looking forward to more videos!

  • @suhfee
    @suhfee7 жыл бұрын

    nujabes!

  • @omegamatsu
    @omegamatsu9 жыл бұрын

    could you add a list of all the films you showed in the intro to the description?

  • @TurboButton

    @TurboButton

    9 жыл бұрын

    Done.

  • @DetectiveIncognito

    @DetectiveIncognito

    9 жыл бұрын

    Shawshank redemption Hot fuzz M.A.S.H? Taxi Driver? That's what I think from memory

  • @DetectiveIncognito

    @DetectiveIncognito

    9 жыл бұрын

    Fuck me I watch apocalypse now yesterday as well.

  • @DetectiveIncognito

    @DetectiveIncognito

    9 жыл бұрын

    Oh I remember and the viet woman blew up that helicopter as well

  • @Prince_Seven
    @Prince_Seven6 жыл бұрын

    *Post apolipstic intensifies*

  • @knightchomp1836
    @knightchomp18369 жыл бұрын

    Is some of the music from pokemon?

  • @suhfee

    @suhfee

    7 жыл бұрын

    the music is by nujabes

  • @isaacsnediker-morscheck3382
    @isaacsnediker-morscheck33826 жыл бұрын

    Mission 3 of Homeworld does something cool with the camera, when your fleet arrives at the start of the mission the camera is not really framing anything besides empty space and a cutscene or the standard RTS "this the briefing of the situation and your objectives" spiel do not play. The characters only begin to react to what has happened (in this case the genocide of your entire species and destruction of their planet) when you move the camera to see it.

  • @cattony123
    @cattony1236 жыл бұрын

    I hear nujabes, I like lol

  • @24masks
    @24masks6 жыл бұрын

    people beat the hell out of the horse in shadow of the colossus...you only needed to keep the x button pressed. :[

  • @Owen-zo3tg
    @Owen-zo3tg6 жыл бұрын

    Nier: Automata did a lot of interesting things with camera angles

  • @scotty245
    @scotty2456 жыл бұрын

    ff15 has the best composition, every screen shot i take i want to make my background

  • @ashmasterc
    @ashmasterc9 жыл бұрын

    Uhhhh.... Shadow of the Colossus?

  • @walrusman86808
    @walrusman868085 жыл бұрын

    Surprised you didn't tear I to GOW: asension for not letting you know what the hell is happening ever due to hilariously terrible camera work.

  • @Silenthe
    @Silenthe5 жыл бұрын

    Cinematography has nothing to do with camerawork, composition or editing, it only defines lighting work done in frame/scene.

  • @mikojovanovic3765
    @mikojovanovic37656 жыл бұрын

    the proper way to say it is unconscious, not subconscious ;)

  • @LonelyGamr
    @LonelyGamr6 жыл бұрын

    Do a video on witcher 3's shit and overrated combat. Thanks

  • @Cunt143

    @Cunt143

    6 жыл бұрын

    Robert Alexander world building and quests were great in that game but the combat is blehhhhhhh

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