I agree with this. Taking that even further I d also want something like what we saw in the infamous killzone trailer. When I play FPS I dont want to see other characters behaving like actors in the game environment in third person during cut scenes. I dont want to take control of said character only to progress to the next cut scene to see his own story unfold. It is me (us) that I want to be part of the story.
I want characters in the environment to speak to me, not Sev, or Marcus or Gordon.
I want to watch the plot unfold through my own eyes in first person view and have some freedom or some interaction. During the cut scenes its me that I want to be part of it. Not some fake personality hero.
This one of the reasons why (excluding the IQ and effects of the CGI) the trailer felt so immersive. The cut scene camera shifted to our eyes, we saw no other face or heard no other person's voice that represented a main character. We as spectators observed the scene and fellow soldiers and immediately a gun was placed to our (spectators') hands when "we" approached the warzone. Every virtual character interacted equally with other virtual characters and the spectator immediately conveying the mood. The spectator was "unimportant" and only a tiny part of a huge war zone
Also it avoided giving too much empowerment to the "main character". Usually games tend to present the main character you control as an awesome cool hero or soldier that everyone treats like someone special. But nothing beats being in first person for real in the game and feeling like yourself instead of someone else you arent. This trailer wouldnt have felt the same if we were supposed to see through the eyes of the bad ass chosen one hero
For reference here is the trailer again. Emphasis on how the scene progresses, unfolds and blends with the supposed (but fake) gameplay
You must mean that you missed the following when you meant "fake gameplay":
And as a bonus for the old Killzone 1:
Finally there is this:
http://www.gamespot.com/features/6304486/index.html?tag=result;title;0
I will quote only this though but its very informative:
GameSpot: For the original Killzone, you had to deal with the "Halo killer" moniker. For Killzone 2, you had the target render video from E3. It seems like Killzone 3 was the first time there wasn't any manufactured pressure from the outside. The team was able to focus on its own goals.
Hermen Hulst: Going back to a few things you're saying, the Halo comparisons were a press thing. I met the journalist who came up with that recently, and he apologized. It was a blessing and a curse in a way [that we were being compared] to a well-established game. That was an honor to us in a way, and it really raised the exposure to the franchise. It was also kind of awkward because they're such different games. We never really thought of them as a benchmark or even as a reference--even though, of course, [Halo] is an FPS.
It's a very different story for the second target you bring up. The studio [created that target render] as a benchmark. We created that as a concept trailer to capture the core experience of the game. It wasn't just a graphical benchmark--it was the intensity and the visceral gameplay style. All of that was captured. Then it was exposed to the outside world when we weren't ready. But that had little to do with it, so the pressure was a secondary thing to that trailer.
The pressure for Killzone 3 was self-imposed in that we didn't want our fans to wait for another four to four and a half years. We've suffered from that in the sense that after four and a half years, your game might be forgotten about. There are very few people that still play multiplayer on the servers. Now, I think we can bring a game to a loyal and still very active user base. We still have mindshare with a lot of the people playing Killzone 2. That's been great. That's one thing we wanted to do. For a lot of teams, I guess it's normal to have a two-year cycle, but for us, it was new and that was the big pressure with Killzone 3.
Personally I like a bit of both first person cut scenes and looking at it from a cinematic perspective, this should have been done in Crysis 2 to give us more on the graphics engine. However comparisons of Crysis 2 to Killzone 2, Killzone or even Killzone 3 are missguided and disingenuous.
They also don't really make too much sense because Crysis 2 is a "single player screen" 3d engine that is designed to be a multiplatform marketing tool to market the CryEngine3 in competition to the UnrealEngine3, and the upcoming IdTech5 from Id Software. While 3d engines for Halo series are "four-player splitscreen 3d engine" and other famous games like CoD are limited to "2 player splitscreen 3d engine" yet Crysis 2 has not gotten any flack for NOT having a coop mode or even an online coop mode.
Killzone 2 however did get critisized for not having a coop mode yet it still got critisized for HAVING a coop mode in Killzone 3, its sad because game reviewers, even when they are informed directly by the game devs will turn around and make ridiculous comments and devalue a feature in the game.
For the most part its the gaming media websites and magazines that invent alot of the hype and fluff, specially when it came to that 2005 Killzone target render and unfortunately alot of gamers are still being missinformed by people seeking to devalue or destroy the credibility of a game series like Killzone.
Anyways I purchased the Crysis Maximum edition for Crysis 1 and Warhead and Wars PC to play on my PC with Athlon 6400+ X2, 2GB ram and a nvidia GeForce GTS 250 1GB aka G92b 55nm all stock clock speeds under Vista SP2 for testing and completion and because I don't currently have internet I am unable to play Warhead to authenticate the game online and play, that really sucks that piracy on PC has ruined PC gaming for the most part but despite my specs and Very High setting to complete Crysis 1 three times on hard difficulty, I was conflicted with Crysis 2 because even in Crysis 1 with all of the extra memory there was alot of crap textures and bugs and glitches that are not because of slow hardware but because of the game code itself.
The enemy A.I. despite all of the hype was not anywhere as sophisticated as the Halo 2-3-Reach AI and the Killzone 2-3 AI. Despite that the game is fun but you run out of things to kill quickly and yet they managed to address that with Crysis 2 having more "calls for backup" aka spawning. and the friendly A.I. was a huge limited disappointed that in Crysis 2, I don't think its gotten any better.
Overall Crysis 1 really felt like a huge corridor with multiple checkpoints to trigger cutscenes and sub missions and despite the graphics being DirectX 10 the game lacked alot of sophistication with 3d effect elements like smoke, dust and clouds that just look much better on console games erm like Killzone..., Crysis 2 steps things up but I just wish it would have been more.
I played Crysis 2 on my friends PS3 on a 1080p 46 inch HDTV he bought last December, I am still not sure if I am going to get the PC version or the console version but I am leaning to the console because of simplicity in starting and playing the game over beauty which I feel is an unfortunate side effect of both Microsoft and Sony (but mainly Microsoft) in rushing the console generation due to competitive reasons instead of waiting until a more appropriate time and engineering process that I realize they were not clairvoyant to know it would have been 2008 and based these consoles on Radeon 3870 or 4870 and GeForce GTS 250 or maybe GT200 (if it was 40nm to lower power and heat) but this is the generation we have to deal with and ten whole years of Direct X 9.
Sad too because now that Crysis 2 has been affected this way it also means that its possible that IdTech5 will not be based on OpenGL 3.3 and just be a Open GL 2.1 based 3d engine until the next console generation.