
Critical Gamer writes: Complaining about cutscenes feels like a futile pursuit for a couple of reasons. Partly because it feels oddly similar to banging a bit of bamboo against the stiff rigor mortis flesh of a deceased equine; partly because it must surely be a fruitless endeavour at this stage. Cutscenes are clearly here to stay and developers are making no secrets about the fact that they all get big, polygonal stiffies whenever they get the chance to live out their moviemaking dreams. I should point out that I have nothing (well…) against cutscenes in theory. In theory they are there to provide the narrative skeleton to a game, presenting aspects of the plot that would have been difficult to convey through gameplay alone. In the olden days they were also a handy tool for developers to show us graphics which the hardware would not have been able to muster up in real time, which broke the flow but looked awesome for the time.

It's important in life to maintain a broad palette when it comes to culture and the arts. Hideo Kojima agrees, as he continues to use video games like Death Stranding to introduce people to music and other elements they might not otherwise discover.

GDC has revealed a Keynote speech by Hideo Kojima is scheduled.

The Wachowskis once approached Hideo Kojima to make a Matrix game in the late '90s, but were reportedly shut down by one of the company's higher ups, according to a former vice president of licensing at Konami Digital Entertainment.
I like cutscenes.
Don't hit me!!
I like cutscenes when appropriate. Rockstar, for example, does cutscenes you can't really argue with. Bioware offers cutscenes you can interact with and change. And Kojima does his Hollywood wannabe thing that certainly has it's own appeal. It's all about what you're doing with your cutscenes. If they're only there to add some story to a game that shouldn't have a story anyway, or pad out the length of a game, or take away interaction when you could easily be participating, then they are bad.
Devil My Cry wounldn't be the same game if it wasn't for all the over the top cut scenes
I do like a few cutscenes, but they need to be good, in the right places and not too many stuffed into one game.
I like well done cutscenes, but I think videogames need to further develop their own style of storytelling, rather than trying to copy film, because they often come across as a poor imitation of cinema in their methods.