10 Things Video Games Do (That We Never Want To See Again)

3: Un-Skippable Cutscenes

Death stranding
Kojima Productions

This entry is dedicated to three slightly different but equally irritating occasions of un-skippable cutscenes. First up, we have the classic un-skippable cutscene.

Story sections are great but they’re not for everybody. Not only that but maybe you played the game a bunch of times before, or it crashed and you needed to boot it up again. In all of those occasions, you don’t need to be forced to sit through an enormously long cutscene that you will incidentally, unintentionally learn the words to.

The second irritating use of un-skippable cutscenes is when a game is front loaded with 45 minutes of them before you hit a minute of actual gameplay.

If you’re super into the backstory, you probably wouldn’t even notice. If not, you’re probably pretty over sitting through the almost movie and unlikely to be a fan of the Yakuza games or anything Hideo Kojima has ever made.

But there’s one use of un-skippable cutscenes far worse than any other, and that’s the ones right before a major boss.

You already feel like crap having lost to a boss, especially if your last manual or autosave threw you back a little ways, so the last thing you need is to have to sit through the same cutscene you watched before being defeated. We’ve all got specific voice lines in our head that trigger at the beginning of particularly tricky boss encounters that we had to do over and over.

If you can think of yours, please let me know what it is in the comment section.

Everything should be skippable, at least once the player has sat through it once, and especially pre-boss cutscenes.

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Contributor
Contributor

Likes: Collecting maiamais, stanning Makoto, dual-weilding, using sniper rifles on PC, speccing into persuasion and lockpicking. Dislikes: Escort missions.