Opening Scenes / Introductions
I just thought of the possibility of making one or starting on one because it’ll give me a chance to model more (which is supposed to be the main focus of my project).
Opening scenes can do a lot for a game or a movie. Some use them to give the player an idea as to what’s happening and what their goal is but others use them to confuse the player. They can be whatever you want them to be. But what they all have in common is their main purpose: to capture the player’s/audience’s attention. I’ll be writing about a few in this post and thinking about if I really want one or not, and if I do, what it’d be like.
I’ll be focusing specifically on game openings but this video about opening scenes in film was interesting and informative: https://youtu.be/Jw_ysaoVlt4
https://youtu.be/86Z4bwdxn_Y
It starts off with an ominous tune with short cuts of dead scientists (unusual for a Nintendo game) with the words ‘Nintendo’, ‘presents’ and ‘Metroid 3′ appearing in between these cuts. You can already tell that it’s very cinematic and movie inspired.
As this game is supposed to be a continuation of the story from the original game on the NES, the main character, Samus explains the end of the prequel and what happened soon after (what the player’s didn’t see). Her explanation is assisted by short clips from the previous game, artwork and impressive (for it’s time) animations to really engage the player.
I don’t think much of this is of any use to me apart from the very beginning and end of the opening but I wanted to write about it anyway as I find it interesting.
https://youtu.be/c4rN_YS0zCs
(I think this intro was updated at some point)
This game’s opening scene doesn’t give you a lot of context (something that I would like to accomplish). It starts with a black fade into a seemingly regular plane journey. You see a child next to you sleeping or resting on your arm so the player probably assumes this is the main character’s kid.
After observing, I can’t tell if the child’s drawings or action figure are hinting at anything or if they are completely normal and have no relevance, but the book on top of the drawings is 100% foreshadowing as it is a guide book to surviving in the wild.
A lady soon says that the plane is entering an area of turbulence and warns everybody to prepare, however, you realise this is more than just turbulence because things start making a lot of noise and stuff is flying all over the place, including people. Seconds later, you’re knocked out and the screen goes black. Eventually, you wake up to seeing this very tall, blood-covered man who almost doesn’t look human, picking up your child. You blackout again and wake up to gameplay.
Now that the player has finished the intro, it’s clear that your objective is to find your child. And it’s also clear that you’re not alone.
https://youtu.be/pd1edHfTFHA
I’m using this game as an example again because it’s very similar to what I wanted my project to be like.
This opening scene is very much comparable to The Forest’s with lots of sounds, destruction and usage of black screens.
The very start is supposed to indicate that there’s some kind of emergency with all of the alerts, banging, running and heavy breathing sounds without any visuals, just a black screen.
You only get to see what’s going on when you’re halfway down a ladder in some kind of escape pod, trying to get to a seat. After launching, you look up through a hatch that gives you a small view of the massive spaceship you just escaped from. The ship explodes and your pod starts shacking and falling apart, a panel comes off a wall and hits you on the head, black screen.
I like the usage of black screens to confuse the player and build suspense. The sound design is also very immersive.
Opening scenes are cool and if I were to have one then I’d definitely use something similar to Subnautica and The Forest’s black screens to cause confusion within the player. I also like Metroid’s clip -> word -> clip -> word cinematic opening.
However, I do also like the idea of throwing the player into the game completely blank. Or making the game seem like it has no real meaning when there’s some deep lore behind it all. Almost like Five Nights at Freddy’s.
If I had more time on this project, I could think about this some more but I don’t so I might have to settle for some renders.