Presentation and Cinematic Techniques
Another benefit of the consoles’ SSDs is in how cutscenes are presented. Take the single-take presentation of God of War, which had to employ several different techniques to create the illusion of one continuous take for a scene. By seamlessly loading and unloading assets, such scenes become easier to create from a developer perspective. In essence, it also allows for experimenting more with camera cuts and changes instead of the same approaches that we usually see in games. Of course, being able to more seamlessly go from cutscenes to gameplay with no downtime will also become more common.
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