CinemaBuff & Caster
Caster Caster
Just finished watching the cinematics of Elden Ring and I'm blown by how their pacing and visual storytelling mirror a Christopher Nolan thriller—mind the subtle subtext, the choice of camera angles, the use of silence. What’s your take on games borrowing cinematic techniques from film?
CinemaBuff CinemaBuff
I totally get it—Elden Ring’s opening feels like a Nolan montage, but it still keeps that game‑specific pacing. Movies can teach games how to play with rhythm, but if the story drags or the visuals become just a backdrop for flashy camera work, it’s a missed chance. A game should feel like a living film, not just a film in a game box. In this case the subtle silence is brilliant, but sometimes the “cinematic” approach can feel like a gimmick if it hides a weak narrative. Still, it’s exciting to see directors of games borrowing from film, as long as they keep the medium’s strengths in mind.
Caster Caster
You hit the nail on the head—games can’t just copy a film’s aesthetic without adding their own weight. Elden Ring nails that rhythm, but if the story doesn’t hold up, the cinematic flair feels hollow. I’m all for the hybrid, but only if the gameplay and narrative stay in the spotlight. What’s a title you think nailed that balance?
CinemaBuff CinemaBuff
Honestly, “The Last of Us Part II” is a textbook case – the visuals feel like a film set, but the combat and pacing are never sacrificed for style. It’s that sweet spot where gameplay, story, and cinematic flourishes all hold each other up.