I’ve seen the comments about the cinematic ruining the fishdog reveal. This cinematic is likely the most we’ll be revealing an upcoming monster in the game, and the fishdogs are both teased by the huntsmen in the fishery and are more a “soft” horror enemy compared to later enemies like the Goatman and Crowman. That said, we’ll be reviewing to make sure it fits and we’ll also be adding an option to play without the cinematics. They are, naturally, skippable via input in-game as well.
it ruins , emmersiveness , the cutscenes would be good in the moments of meeting a merchant or other narrative moments , but not like this . In the same thief they were between missions revealing the plot .
@@TafferKing451 I'd argue the environmental storytelling in this game is some of the best in any game I've played and it alone is enough to get a grasp of the story without the need for cutscenes I do understand the reasoning behind adding cutscenes to the game but I whole heartedly believe their addition is completely unneeded and actively damages the immersion It doesn't help that this first showing for a gloomwood cutscene doesn't accomplish anything narratively, is too sudden and too quick in it's editing resulting in a guaranteed break of immersion and completely takes away any chance at surprising the player with the hounds I get that the hounds are hinted at in the fishery ence why you made the decision to show them prominently in this cutscene but I fundamentally disagree with that reasoning For one not everyone will remember about the hounds when reaching the mines, the fishery is a long sequence on a first playthrough, 1 to 3 hours depending on how experienced the player is, and because the hounds are mentioned at what is effectively the first point where the player is truly free to roam and explore while still being in the process of learning the ropes with the possibility of the player dismissing the info about the dogs entirely by virtue of them being completely absent from the fishery or with the chain and rope paths allowing to potentially skip the hounds dialogue entirely, I see it as entirely probable that the dogs will either be at the back of players' minds, or outright forgotten with an unlikely but still possible scenario where they are completely clueless when reaching the mines To summ it up, I don't like the idea of taking the surprise away from something under the pretense that you may have heard about it previously Lastly I love your game Dillon I can't wait for the hive and vivisectionist mechanics updates
sorry if you've already seen it but im copy pasting my comment here incase you havent: I love the animation itself but i dont think it works in the game. Everything in this game is diegetic. The inventory being the brief case, the light-meter being the ring, the menus being the doctor’s papers. This cutscene just doesnt fit the tone of the game due to being non-diegetic and whilst its at it, breaking the pacing and spoiling the level. I hope this is a better explanation than others as to why this is so jarring to people. I appreciate the work though.
I'm in the alternate boat to the comments, I think the animation works quite well in the Thief inspired sense. What it is missing is one of those Garrett inspired pieces of witty commentary overlaying but with a Gloomwood flavour. Something like "Lacerations, Punctures and Mange, the trifecta of veterinary medicine. As I dwelve lower, I only hope my standards don't follow in my descent."
I'll admit that I'm a bit torn with this, one one hand, it looks pretty damn cool, on the other hand, I feel like it breaks immersion a tiny bit, (made a bit more jarring by the fact that the entrance to the mines is more cohesive now), while I'd enjoy if it was toggeable, I still like it overall, (Wait it may spoil the dogs now that I think about it...).
It looks and feels awesome but won't this cutscene in particular seriously dampen the feeling new players get when the first dog wanders through the door after you cut the power? That was a special moment, and this'll kinda spoil it.
This is a great take. Gloomwood was so spooky the first run through and this was definitely one of the better scares. Especially not knowing what the dogs looked like. I think they could improve the cutscene by just hinting with shadowy indistinct outlines and eyes in the dark.
Posted from Twitter: "The fishdog cinematic is pretty upfront, but later cinematics may only show the shadow/shape of the upcoming beasts or how they sound!"
This works better as a pregame cutscene than a cutscene prior to the section. One of the things I love about this game is the fact that things just sort of happen, and you have to take it in stride. For instance, I can't imagine a world where there is a cutscene showing the huntsmen loading a cannon, or a bunch of bat men in the city. The fact that everything happens so organically is an immense strength of this game.
I love the animation itself but i dont think it works in the game. Everything in this game is diegetic. The inventory being the brief case, the light-meter being the ring, the menus being the doctor’s papers. This cutscene just doesnt fit the tone of the game due to being non-diegetic and whilst its at it, breaking the pacing and spoiling the level. I hope this is a better explanation than others as to why this is so jarring to people. I appreciate the work though.
@@ImNotFine44 It is, thanks for condensing the point of my 14 paragraphs disapproval rant into an infinitely more easy to digest comment Hopefully Dillon sees this
I don't think that the game needs 2D cutscenes (and even cinematics, too), they reveal what will happen in this location, and knock out the atmosphere, the new location no longer becomes so mysterious and creepy at the first pass. Still, the game works well that your character is under your control throughout the game and nothing (except downloads) interrupts this, allowing you to fully immerse yourself in it
I don't know if I'm a fan of this cutscene While it looks visually pretty and harkens back stylistically to Thief's cutscenes and is short enough to not heavily impact the pacing I feel like it's a bit too jarring as the hard cut into the cutscene as opposed to a slow fade in transition and quick pacing of the cutscene's editing is a bit jarring from the usual slow and atmospheric pace of the game But my main gripe with it is that I think it takes away from the surprise factor of the dogs on an initial playthrough by showing the dogs way too explicitly to the point that the slow introduction sequence of the mines to disable the power and then be surprised by the first dog feels a lot less impactful as a result I find that this cutscene also missed out on the opportunity to leverage the wall eyes combined with obscurity to make the dogs' silhouette less easy to distinguish in the cutscene to both tease, unnerve and imply to the player that there's things prowling in the dark corners of the mine without creating a disconnance with the intro sequence of the mine by virtue of the cutscene portraying the doctor in immediate danger when the start of the descent into the mines is exempt from danger Also Dillon please give us the Hive I YEARN for some sewer level action
Probably the first update for this that I'm not really a fan of. I think a game like this benefits from having no cutscenes. Or at least the addition of an option to toggle off the cutscenes might be nice. Another suggestion, tho this one is way out of left field, but maybe have the cutscenes be hidden collectible items, like film reels that you can find. And every once and a while you come across an old film projector where you can play the reels, and they show these cutscenes as moments of The Doctor's journey. Perhaps if you find all the film reels, and thus get the whole story, another secret will be revealed. Just a bit of brainstorming
honestly think the game is better without cutscenes in area transitions - maybe for some sort of big encounter with someone you can already see? like a boss? but for areas like this it sort of just breaks the immersion
I agree with most others here. The cutscenes are neat, but they also break the flow while spoiling things. I think the presentation is top notch as it is now, without any cutscenes.
I don't think cutscenes would be best for the game. But it's very much appreciated that you'll be making them toggle-able for those who don't want them.
it ruins , emmersiveness , the cutscenes would be good in the moments of meeting a merchant or other narrative moments , but not like this . In the same thief they were between missions revealing the plot .
If you want to make cut scenes, make it more immersive Like a vision that haunts a Doctor in new area. And you can make not a clear view on a dogs - just make it like a hint in a vision. Hand which was teared apart looks good in that point. Just add an opened cages with silent growl. Art style looks cool.
While I do agree that it looks amazing. I feel like it might ruin the pacing, spoil the dogs, and overall I enjoy that this game has 0 cutscenes and I feel that this might remove that feeling.
i feel like it would flow better if the doctor continued walking as the scene transitioned from one to the other, because the sudden stop is a bit jarring
I have immediately paused the video, I would like all to know that for the sake of maintaining the first-time experience of any upcoming changes, I will not be watching any further devlogs. (Or until I've then experienced said changes.) And I hope there's hundreds of people who are waiting to buy the game on full release because the sheer amount of effort put into this game is going to make a full playthrough feel truly astounding. Thank you for all of your hard work Dillon, I can't wait to see where this game goes ^^
A question for all the film buffs in the comments: the description of this video states "Gloomwood is getting shortform cinematics [...], done in a early 1900s Expressionist horror style.". The black and white filter aside, has the cinematic seen in this video any cinematic elements similar to those used by the Expressionist horror films made around the 1900s?
Style is cool but seems sorta pointless.................................................................................................... add frogs btw....
If more cutscenes are added in that would be awesome, i do think this cutscene could be changed a bit so the dogs arent spoiled but its also not that big of a deal.
If you decide to keep these in (which I beg you not to), at least add an option to not play them at all to keep the flow of gameplay intact for those who prefer that.
This is one aspect of the game that doesnt need this kind of extra effort put in. The environmental storytelling is already doing all the heavy lifting, and cutscenes like this are not really adding anything of value.
It's an IMMERSIVE SIM I don't think we need cutscenes the game doesn't have levels so to say in games like fallen aces because there are strict levels they start with cutscenes but I don't think gloomwood needs them plus think about the speed running aspect of it we don't need cutscenes to slow times down like CMON guys this is just extra development time with almost zero returns I say stop it before you have committed too much.
i personally don't think this cinematic brings anything to enhance the experience whatsoever. like what am i actually seeing here? the doctor is apparently being confronted by two fishdogs but when you take control at the beginning there are no fishdogs around. having a cinematic trailer for the level you're about to play seems like poor direction to me.
Not really a huge fan of this, stylistically or from a gameplay perspective. Glad it'll be optional, but really feels like it goes against immersive sim as a whole.
I dont think this should be in the game, i get it its like thief's cutscenes but this game isnt much like thief anymore, its unique, and this cutscene feels very out of place and looks cheap. i wouldnt do these imo
the cutscene is already inspired by thief's (i highly recommend looking them up, theyre absolutely beautiful). imo its really nice to see the emulation of the hand drawn, unique style thief used rather than cg
I’ve seen the comments about the cinematic ruining the fishdog reveal. This cinematic is likely the most we’ll be revealing an upcoming monster in the game, and the fishdogs are both teased by the huntsmen in the fishery and are more a “soft” horror enemy compared to later enemies like the Goatman and Crowman.
That said, we’ll be reviewing to make sure it fits and we’ll also be adding an option to play without the cinematics. They are, naturally, skippable via input in-game as well.
it ruins , emmersiveness , the cutscenes would be good in the moments of meeting a merchant or other narrative moments , but not like this . In the same thief they were between missions revealing the plot .
I don't get claiming that it spoils the reveal because as soon as you see "kennels" you know there's going to be some sort of Evil Dog™
@@TafferKing451
I'd argue the environmental storytelling in this game is some of the best in any game I've played and it alone is enough to get a grasp of the story without the need for cutscenes
I do understand the reasoning behind adding cutscenes to the game but I whole heartedly believe their addition is completely unneeded and actively damages the immersion
It doesn't help that this first showing for a gloomwood cutscene doesn't accomplish anything narratively, is too sudden and too quick in it's editing resulting in a guaranteed break of immersion and completely takes away any chance at surprising the player with the hounds
I get that the hounds are hinted at in the fishery ence why you made the decision to show them prominently in this cutscene but I fundamentally disagree with that reasoning
For one not everyone will remember about the hounds when reaching the mines, the fishery is a long sequence on a first playthrough, 1 to 3 hours depending on how experienced the player is, and because the hounds are mentioned at what is effectively the first point where the player is truly free to roam and explore while still being in the process of learning the ropes with the possibility of the player dismissing the info about the dogs entirely by virtue of them being completely absent from the fishery or with the chain and rope paths allowing to potentially skip the hounds dialogue entirely, I see it as entirely probable that the dogs will either be at the back of players' minds, or outright forgotten with an unlikely but still possible scenario where they are completely clueless when reaching the mines
To summ it up, I don't like the idea of taking the surprise away from something under the pretense that you may have heard about it previously
Lastly I love your game Dillon I can't wait for the hive and vivisectionist mechanics updates
sorry if you've already seen it but im copy pasting my comment here incase you havent:
I love the animation itself but i dont think it works in the game. Everything in this game is diegetic. The inventory being the brief case, the light-meter being the ring, the menus being the doctor’s papers. This cutscene just doesnt fit the tone of the game due to being non-diegetic and whilst its at it, breaking the pacing and spoiling the level. I hope this is a better explanation than others as to why this is so jarring to people. I appreciate the work though.
I'm in the alternate boat to the comments, I think the animation works quite well in the Thief inspired sense. What it is missing is one of those Garrett inspired pieces of witty commentary overlaying but with a Gloomwood flavour. Something like "Lacerations, Punctures and Mange, the trifecta of veterinary medicine. As I dwelve lower, I only hope my standards don't follow in my descent."
I'll admit that I'm a bit torn with this, one one hand, it looks pretty damn cool, on the other hand, I feel like it breaks immersion a tiny bit, (made a bit more jarring by the fact that the entrance to the mines is more cohesive now), while I'd enjoy if it was toggeable, I still like it overall, (Wait it may spoil the dogs now that I think about it...).
Okay after seeing Dillon's twitter I can see that this is going to be a bit better than I originally thought.
"breaks immersion a tiny bit" brotha way more than a tiny bit
I am aware but I didn't wanna sound rude since I respect Dillon quite a lot
It looks and feels awesome but won't this cutscene in particular seriously dampen the feeling new players get when the first dog wanders through the door after you cut the power? That was a special moment, and this'll kinda spoil it.
I kinda agree, the cutscene is cool and all, but it ruins that moment of surprise
I agree. Take the wolves out of the cutscene: and it'll be perfect.
This is a great take. Gloomwood was so spooky the first run through and this was definitely one of the better scares. Especially not knowing what the dogs looked like. I think they could improve the cutscene by just hinting with shadowy indistinct outlines and eyes in the dark.
Maybe parts of it could work as trailer footage when the games finished.
Posted from Twitter:
"The fishdog cinematic is pretty upfront, but later cinematics may only show the shadow/shape of the upcoming beasts or how they sound!"
This works better as a pregame cutscene than a cutscene prior to the section. One of the things I love about this game is the fact that things just sort of happen, and you have to take it in stride.
For instance, I can't imagine a world where there is a cutscene showing the huntsmen loading a cannon, or a bunch of bat men in the city.
The fact that everything happens so organically is an immense strength of this game.
I love the animation itself but i dont think it works in the game. Everything in this game is diegetic. The inventory being the brief case, the light-meter being the ring, the menus being the doctor’s papers. This cutscene just doesnt fit the tone of the game due to being non-diegetic and whilst its at it, breaking the pacing and spoiling the level. I hope this is a better explanation than others as to why this is so jarring to people. I appreciate the work though.
@@ImNotFine44 It is, thanks for condensing the point of my 14 paragraphs disapproval rant into an infinitely more easy to digest comment
Hopefully Dillon sees this
@@Bonehead_Paladin just saw that now and... yeah. i usually read long comments but that is too much even for me XD. i commend the effort though
I don't think that the game needs 2D cutscenes (and even cinematics, too), they reveal what will happen in this location, and knock out the atmosphere, the new location no longer becomes so mysterious and creepy at the first pass.
Still, the game works well that your character is under your control throughout the game and nothing (except downloads) interrupts this, allowing you to fully immerse yourself in it
I don't know if I'm a fan of this cutscene
While it looks visually pretty and harkens back stylistically to Thief's cutscenes and is short enough to not heavily impact the pacing
I feel like it's a bit too jarring as the hard cut into the cutscene as opposed to a slow fade in transition and quick pacing of the cutscene's editing is a bit jarring from the usual slow and atmospheric pace of the game
But my main gripe with it is that I think it takes away from the surprise factor of the dogs on an initial playthrough by showing the dogs way too explicitly to the point that the slow introduction sequence of the mines to disable the power and then be surprised by the first dog feels a lot less impactful as a result
I find that this cutscene also missed out on the opportunity to leverage the wall eyes combined with obscurity to make the dogs' silhouette less easy to distinguish in the cutscene to both tease, unnerve and imply to the player that there's things prowling in the dark corners of the mine without creating a disconnance with the intro sequence of the mine by virtue of the cutscene portraying the doctor in immediate danger when the start of the descent into the mines is exempt from danger
Also Dillon please give us the Hive I YEARN for some sewer level action
Probably the first update for this that I'm not really a fan of. I think a game like this benefits from having no cutscenes. Or at least the addition of an option to toggle off the cutscenes might be nice.
Another suggestion, tho this one is way out of left field, but maybe have the cutscenes be hidden collectible items, like film reels that you can find. And every once and a while you come across an old film projector where you can play the reels, and they show these cutscenes as moments of The Doctor's journey. Perhaps if you find all the film reels, and thus get the whole story, another secret will be revealed. Just a bit of brainstorming
I don't love, I remember the fishdog reveal as like one of the best in the game. That felt really special.
honestly think the game is better without cutscenes in area transitions - maybe for some sort of big encounter with someone you can already see? like a boss? but for areas like this it sort of just breaks the immersion
I was not expecting that.
Looks great!!!!!!
I agree with most others here. The cutscenes are neat, but they also break the flow while spoiling things. I think the presentation is top notch as it is now, without any cutscenes.
I don't think cutscenes would be best for the game. But it's very much appreciated that you'll be making them toggle-able for those who don't want them.
Dont listen to these fools. Cutscenes are a great idea and don't ruin anything.
Looks real good, but it will spoil the surprise
My first thought was cutscenes would ruin the pacing, but this looks cool
it ruins , emmersiveness , the cutscenes would be good in the moments of meeting a merchant or other narrative moments , but not like this . In the same thief they were between missions revealing the plot .
Won't that straight up spoil the area you are getting in?
If you want to make cut scenes, make it more immersive
Like a vision that haunts a Doctor in new area. And you can make not a clear view on a dogs - just make it like a hint in a vision. Hand which was teared apart looks good in that point. Just add an opened cages with silent growl.
Art style looks cool.
While I do agree that it looks amazing. I feel like it might ruin the pacing, spoil the dogs, and overall I enjoy that this game has 0 cutscenes and I feel that this might remove that feeling.
i feel like it would flow better if the doctor continued walking as the scene transitioned from one to the other, because the sudden stop is a bit jarring
I have immediately paused the video, I would like all to know that for the sake of maintaining the first-time experience of any upcoming changes, I will not be watching any further devlogs. (Or until I've then experienced said changes.) And I hope there's hundreds of people who are waiting to buy the game on full release because the sheer amount of effort put into this game is going to make a full playthrough feel truly astounding.
Thank you for all of your hard work Dillon, I can't wait to see where this game goes ^^
Cut out the thumbnail shot and it's perfectly fine.
A question for all the film buffs in the comments: the description of this video states "Gloomwood is getting shortform cinematics [...], done in a early 1900s Expressionist horror style.".
The black and white filter aside, has the cinematic seen in this video any cinematic elements similar to those used by the Expressionist horror films made around the 1900s?
Very clever to hint where the player needs to go
Oh i love this! Really sets the mood!
Style is cool but seems sorta pointless.................................................................................................... add frogs btw....
If more cutscenes are added in that would be awesome, i do think this cutscene could be changed a bit so the dogs arent spoiled but its also not that big of a deal.
L Guess this game don't need a cutscene bercuse is already perfect for horror adventure and more like a Half Life 1 & 2. 😁👍
The cutscene would probably work better for a second playthrough
I hope it's edited to not spoil the dogs, because the surprise when you turn off the generator would be kinda ruined by that
This is cool, but I do hope there is an option to turn it off
I like the idea of cutscenes in scenario transitions, but be careful to now show too much
That is so cool, can't wait to see the other cutscenes.
This is such an awesome project, keep it up!
Reminds me of darkwood
I cant wait now to see the rest!!!!
It would be better if you just imply the monster is there, let the player see the sight of the murder before seeing the beasts.
Cant wait to see the others cutscene🔥
Argh! I can't wait for this to be finished!
Tavern finna be lit!
Ehhhh not great, looks good but it kinda ruins the surprise of the hounds, doesnt it?
2spooky4me!
Keep up the good work, brother.
this is amazing and i think they are shrouded enough to not spoil it
Yeh I’d prefer without the spoiler cutscene personally
Now we just need a quote from one of the city's factions and then it would be (more) perfect.
If you decide to keep these in (which I beg you not to), at least add an option to not play them at all to keep the flow of gameplay intact for those who prefer that.
i kinda absolutely hate this ngl. zero cutscene valve style ftw
Will there be an intro cutscene
looks cool af
Oh I love this
Oh my good
I love Dillon so much
goes incredibly hard hell yeah
I hope this could be turned off(looks good btw)
This is one aspect of the game that doesnt need this kind of extra effort put in. The environmental storytelling is already doing all the heavy lifting, and cutscenes like this are not really adding anything of value.
imma watch that
Awesome stuff
It's an IMMERSIVE SIM I don't think we need cutscenes the game doesn't have levels so to say in games like fallen aces because there are strict levels they start with cutscenes but I don't think gloomwood needs them plus think about the speed running aspect of it we don't need cutscenes to slow times down like CMON guys this is just extra development time with almost zero returns I say stop it before you have committed too much.
crossng fingers you add more
Amazing
Pls no. Cutscenes in this game is a terrible idea.
Nice!
Dont listen this folks cutscenes are great idea, i wish we have a start cutscene as a prequel how Doctor arrives to fishery
i personally don't think this cinematic brings anything to enhance the experience whatsoever. like what am i actually seeing here? the doctor is apparently being confronted by two fishdogs but when you take control at the beginning there are no fishdogs around. having a cinematic trailer for the level you're about to play seems like poor direction to me.
please dont add cutscenes
Agree bercause this game is already perfect just like a Half Life 1 & 2. 😁👍
Good doggy
*play dead*
scary
Idk tbh
Absolutely not.
Not really a huge fan of this, stylistically or from a gameplay perspective. Glad it'll be optional, but really feels like it goes against immersive sim as a whole.
Better without it
damn ı have thouth about everything but not this cool
I dont think this should be in the game,
i get it its like thief's cutscenes but this game isnt much like thief anymore, its unique, and this cutscene feels very out of place and looks cheap. i wouldnt do these imo
scool
This goes so fucking hard, keep cooking
I think that cut scenes in the style of CGI games on a PC of the PS2 generation would be very suitable
the cutscene is already inspired by thief's (i highly recommend looking them up, theyre absolutely beautiful). imo its really nice to see the emulation of the hand drawn, unique style thief used rather than cg