>>36894068That pretty much describes my issue with Gens VI and VII. I don't have a problem with cinematic styled cutscenes as long as what's happening is important. Taking a look at how previous mainline games did cutscenes is the best way to compare.
In Emerald, the only cutscene it has is the showdown of Kyogre and Groudon with Rayquaza descending from the heavens to calm them down with an angelic theme to accompany its entrance. I don't remember the scenes for Dialga and Palkia in DP, but at least in Platinum, Giratina's entrance created a distorted effect and it leaps at the screen with a shriek. In HG/SS, the encounter with Lugia and Ho-oh were revamped for their introductions of Lugia bursting forth from the Whirl Island's waterfall and Ho-oh swooping down from on high to challenge a trainer at the top of Tin Tower, both after being summoned through a mystic dance by the Kimono girls. These scenes were basically rolling out the red carpet for the box legendary and served their purpose well for an exciting and dramatic moment.
Even Gen V's approach mostly stuck with this with two exceptions, the conversations with N at Nimbasa where he formally challenges the player to try and stop his new world order and at the end when he realizes how he was mistaken right before the credit sequence, both with a zoom in shot on N to illicit the feeling he's speaking directly to the player. The other scenes in BW all involve the two opposing legendaries such as at Dragonspiral when N gets his and at the end where the player's dragon awakens after N's makes a grand entrance of busting through the castle walls. B2/W2 toned the number of cutscenes down with just one involving the fusion of legendaries with Kyurem.
When you takes these dynamic angles meant to heighten the drama of a scene and apply it to ordinary conversations, they quickly become irritating. It's why I can still enjoy Gens I-V but struggle to work up the motivation to replay the Gen VI or VII games.