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Reasonable said:
Yikes! I like the footage/feel of the woman in the house much better.

As for QTE I do not like them. There has got to be a better way of using controller than QTEs.

For example you could switch between modes using say R2 - one mode is investigate, changing all controls, another is combat. When in investigate you have controls to look, interact, etc. just like older adventure games.

When in combat you can roll, take cover, aim, shoot, melee, etc.

I'm convinced you do not need QTE to get a cinematic feel and flow without removing player interaction.

Do you remember the taxidermist gameplay demo? There are parts of the game where you control the movement of your character directly, and you are presented with contextual actions when you approach different items. In other moments, not so much and you're only offered contextual choices.

But really, this is not an action game. QTEs might work great or not, we'll know only with the game in our hands, but shoehorning things like melee and roll into an adventure game indipendently of the context looks like a big limitation. What if in a fight scene I want to give the option of parrying a punch with right arm then (more effective, but foregoing the chance to shoot), or with left arm. What "combat controls" will allow total freedom to the writers to put you in front of situations?

 



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