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Reasonable said:
Munkeh111 said:
So is God of War allowed its QTEs to finish off larger enemies?

 

I'd prefer it didn't.  I at least end up watching the cues not the cool action.  After Shadow of the Colossus showed how to defeat bosses using normal controls I lost all belief QTE's were needed - at that point I kind of figured they were okay for bosses.

In the end the QTE to me was a device to make you feel involved.  But I think its broken approach.  I say either show a cool cutscene with the monster going down or figure out controls that allow me to do it myself - but don't flash up some meaningless icons (which is all a QTE is at the end of the day) and then pretend that because I hit a matching button that's me climbing a giant arm.

In Shadow, if you were climbing a giant arm it was you climbing it - if you get what I mean.

Mind you QTE are just a part of God of War now so like always I'll have to grit my teeth and get through them while wondering why such an otherwise cool game has suddenly become a chore.

 

 

It's not really fair to expect every game to be as well designed as Shadow of the Colossus. The emphasis was, of course, put on making each boss fight individual, and different. And I loved SoTC for that, and that is why it remains one of my favourite games of all time.

In a game which is split up into different sections with minor enemies, you can't have something as in-depth and complex as a one hour colossus fight. Santa Monica does a pretty good job with making the bosses different though, much more so than certain other hack and slash developers *cough teamninja cough*. I particularly like how you have to mash circle to plunge the blades down into the minotaur's throat. It's a good feeling

Uncharted didn't have very many, and you can't even call them QTEs. They were one-button reactions.

A few things I think they could have improved on, however:

-No online (fixed)

-Not enough stealth options (fixed, it appears)

-Not very much Sixaxis implementation. It was nice on those two logs at the beginning of the game, then they just said "screw it" and left it out completely. I feel the only game to consistently use the Sixaxis well was Tools of Destruction.

-All of the enemies looked the same. It was freaky.

-Why are all of these people from all over the world united in their quest to kill some poor American explorer? They don't even want the treasure, or they'd be off getting it, not chasing after some random guy!

-Not enough melee options

All minor complaints: all in all, an awesome game!



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