For me this thread like a balsam. Or something like painkillers. So many pictures, images & games I love. Lot of thanks for this. By the way, In my free time I also do cinematic platformer. From November 20 of 2012. I do not want post here links, because didn't like advertise & etc. I just wanted raise another one flag, one of many of another flags of game-developers who love and honor cinematic platformers. This is part of stuff I do. And main gods of my world of course FlashBack, Another World and Prince of Persia. This games is my teachers.
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Game controller remind FB, where character move like liquid when steps and animations endind in specific, current position.
I don't think Uncharted belongs in here (or the Tomb Raider reboot for that matter). That's a third-person shooter with action-adventure elements, not a platformer. Whether Enslaved counts as a platformer is also highly questionable IMO. Generally speaking, I feel like many of the examples may be more hybrids or "action-adventures" than actual, pure platformers.
That being said, in theory, this is my favourite game genre. In practice, even though it already is a subgenre I still find that there are only certain types of games inside it that I actually really like. This mostly has to do with the controls and level design. For example, I love the platforming in Core Design's classic Tomb Raider games and Mirror's Edge but I'm extremely underwhelmed by the platforming in Assassin's Creed, Uncharted, Enslaved or Crystal Dynamics' Tomb Raider games. To me the controls have to facilitate precise movement and full player control and the level design has to require precise movement. So anything that has magnetic ledges or automated platforming or that predominantly uses level design elements that don't require aim and precision (like the ledges in Tomb Raider: Anniversary, for example - I call that type of gameplay ledge-hopping as opposed to platforming because you mostly move on fixed tracks in 2D space without any danger of falling down and without any need for aim or precision) is simply not fun to me.
Examples of places:
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Examples of tech & characters:
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Note: This is samples of early animation. Cancelled & reworked.
You could argue that if a genre gets stretched to the limits of what constitutes its mechanics and mixes up various other genres in there, it's barely the same genre, if at all. But for the sake of following a single historical thread of the evolution of cinematic-action-adventure-platformers, I thought it would be appropriate to mention the titles that hold their roots in this sub-genre.
But I know what you mean, modern climbing mechanics are all about fluidity and quick, easy traversal. On one hand, I'm really impressed at what Assassin's Creed has done for climbing mechanics in video games, I find the whole system remarkably complex to create and still feel pretty fluid and natural. From a technical standpoint, it's pretty awesome. But from a gameplay standpoint, yeah, it doesn't feel very engaging at all. One of the main things I disliked about the Tomb Raider reboot was not being bold enough to try something different with the climbing mechanics. I'm not claiming I know of a solution, and the route they went with was obviously commercially very sound, but I'd love to see an expensive and polished take on a more robust climbing system in third person (as well as first person) games. The old Tomb Raiders had a dedicated "grab" button and a level design that was very naturally telling the player what's climbable and what's not, since it was all very low poly and blocky. The level design is a big issue I think, since creating a photorealistic and more importantly, natural looking architecture, rock formations etc. that are also completely interactive/climbable is pretty tough. I would love to play a modern "climber" with a low poly level design and unrealistic graphics, just to give the devs the freedom to go wild with the gameplay and level structure.
I thought Mirror's Edge solved this problem very well. Even without the Runner Vision it was always apparent which parts of the environments could be interacted with and everything that felt like it should be climbable was climbable. Core Design also managed to do this pretty well in Angelf of Darkness (though that game's controls obviously had some other problems. To me Mirror's Edge really is the answer to what modern 3D platformers should be like (the mechanics are easily transferable from first to third person).
Let me present what I believe is a cinematic platform game but very different from the definition you gave in the OP.
This is what I would call a comedy platform game.
Enters Bakushou Yoshimoto Shinkigeki for PC Engine:
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https://www.youtube.com/watch?v=3vW7wJDnQsI
The basic gameplay structure of BTS is that of a very simple platform game from the eighties (but the game came out in 1994).
There is very little challenge and power ups are there just for laughs.
Actually the whole game is there just to make you laughs and constantly throws at you different comedy situations, some far from what you would expect from a platform game.
This is a game where the experience counts more than the actual game play.
I was hoping 1213 would be listed, and you didn't disappoint. It's absolutely astonishing that Yahtzee was able to make that game in the AGS engine, which was built for an entirely different genre, a feat he repeated with Trilby: The Art of Theft, though he's moved on to Game Maker and Unity now, as he's gotten over the novelty of contorting a genre-specific engine into doing what it wasn't built to do.
It's been a while since I've played Mirror's Edge, but yeah, it's definitely a more involving parkour system with one very distinct difference - it has a dedicated jump button. It still has "magnetic" surfaces, you snap onto the ledge, pipe or other objects you're facing or the game's system thought you were going for, and you obviously guide this motion by going forward and rotating your view, much like in Assassin's Creed (or any game really), but the addition of jumping or ducking/sliding at the appropriate time makes it more involving for the player and gives a bit of a rhythmic mechanic to it. On the other hand, as far as I can remember, Mirror's Edge doesn't really have steep/90 degrees vertical/rock climbing mechanics, not that it's all that relevant for this discussion but it's still lacking in that department, I imagine for various reasons.
I don't know, I felt that Mirror's Edge was a little clumsy, but then again, so are cinematic platformers in general. It could probably be made smoother while still keeping the involving movement, we'll see what the reboot will be like. I just watched a speedrun of Mirror's Edge and I realized I probably didn't play that game all that well in the first place.
Another interesting thing, lots of stealth games have climbing mechanics as well, going in the completely opposite direction of slow movement and very deliberate actions. Splinter Cell and even Metal Gear Solid have some pretty neat ledge climbing/hanging, and are a good example of what cinematic platformers are about in terms of realistic movement and what they can look like in 3D space. That footage of MGSV where Big Boss climbs a vertical ledge using very realistically looking rock climbing motions is pretty cool, at least from an animation point of view.
Mirror's Edge does not have magnetic ledges. It has "sticky ledges", if you will. What I mean is that Faith does not get pulled towards a ledge or platform just because she's close to it. You have to aim precisely. If you don't or if the ledge is too far away, you'll fall (as opposed to what happens in Crystal Dynamics' Tomb Raider games or the Assassin's Creed games, for example) so they are not magnetic. However, you don't have to press a grab button, either. If you do aim precisely and do reach the ledge, then Faith will grab it automatically and "stick" to it. But I don't think it is at all comparable to the disgustingly automated controls of Assassin's Creed. It feels much more like a spiritual successor to the classic Tomb Raiders' control system which, to me, is the complete opposite of Assassin's Creed's controls as far as platforming is concerned. I also don't really understand why you would consider Mirror's Edge's controls clumsy. I found them to be quite smooth, they simply took some time/skill to master.
Whats the easiest way to play Heart of Darkness now, legally. I remember playing it on PS1 as a kid and could barely get past the first few stages. But at the same time I found it incredibly captivating artistically and atmospherically. Think it might have been one of the first games that gave me that kind of feeling.
You're right. While I did mean to say that you automatically stick to ledges, I didn't really consider that "magnetic" exactly described the system in games like Assassin's Creed. I mainly meant you stick to those surfaces automatically, without a grab button, as you described. Once you're airborn, are facing the surface correctly and are close enough/touching it, you get an automatic grabbing action. My bad.
As for the clumsy bit, my comment about speedrunners and me not playing the game right was aimed at that. I haven't played ME since it came out 6 years ago. I remember dying a lot in certain places while feeling it wasn't really my fault, and also reading some critique about that, but seeing what people are doing and how they move in the game makes me think that maybe I just didn't do a very good job at it.
In any case, I would like to see a more methodical, slower paced movement system be explored, with grabbing, physics, maybe even moving individual limbs, being able to manually grab onto geometry that hasn't been necessarily designated as grabbable and so on. I like that feeling of physicality in a game world, where everything is a polygon (as in even stuff that usually isn't, like explosions, fire etc.), has more detailed collisions, manually movable and destructible geometry (blocks, dynamic destruction and mutilation) and overall greater interactivity. Stuff like the first Quake and Blade of Darkness are good examples (nothing to do with cinematic platformers really). I'm just trying to describe where I'm coming from in putting AC and ME in the same basket, since they're more fast paced, parkour oriented. It's probably a silly comparison to make from a modern games standpoint.
So with all that said, Mirror's Edge has a pretty great movement system (and it miraculously works in first person), so I'm all for it. But I'd also like to see development regarding movement/climbing systems going in other directions, that's all.
Gotcha. And I'm totally with you on wanting to see slow platforming (not in Mirror's Edge but generally speaking) and generally having more diversity in platforming controls and mechanics across different games. I am a big fan of Core Design's TR games, after all, so it'd be kind of hypocritical if I didn't like slow platforming. Regarding the grabbable surfaces, though, I think Mirror's Edge did do a pretty good job of making almost everything climbable that looked climbable. I'm pretty sure that a system such as the one you describe wouldn't be THAT difficult to design (not anymore difficult than any other complex game mechanics, anyway). It's just that nobody thinks there's a market for it
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Whats the easiest way to play Heart of Darkness now, legally. I remember playing it on PS1 as a kid and could barely get past the first few stages. But at the same time I found it incredibly captivating artistically and atmospherically. Think it might have been one of the first games that gave me that kind of feeling.
I can recommend the PC-98 (multi-platform) game RELICS for this list. Judging by your bullet points it matches in most ways, even if the game preceded PoP by three years (I find it similar in ways to Another World but with items and less set-pieces). You have a number of platforming challenges peppered throughout in addition to combat and figuring out the layout of the dungeon.
What an amazing thread.
I didn't see any mention to Shadow of the Beast (the Amiga ones)...I think this game deserves a place in your list, especially with the remake just around the corner.
Edit: Sorry, just saw the explanation about it in the first post, although I still think it's different from "regular Metroidvanias"
Great work on this thread. I hope no one minds if I give it a little bump, I've just finished INSIDE - absolutely amazing - and it fits squarely in this category.
Going to give The Fall a look next, I think.
This is an absolutely stunning thread. Can't believed I missed it last year. Thank you very much for creating it!
Also, you should probably check out the ending to COD:MW2 again...