Reasonable said: Yeah, there's got to be a better approach. I think QTEs are just a kind of placeholder in a sense. Playing the demo again I felt that it would be better to have consistent controls linked to the use of direction push of analogue stick. For example when you're thrown down onto a table and their is a glass just below your head you push X and push stick towards glass (relative to your head) to grab it and use it as a weapon. With no on-screen prompt you'd be watching the action and reactiing naturally. When being pushed back you could push square and stick in direction to push back in, etc. That way you could learn a set of 'rules' and dispense with the prompts. I also felt playing through again they should reverse the current use of R2 for walk. I think it would be better to walk by default, then press R2 while still to switch to moving your head and looking around. At least on the scenes in the demo it felt like you did more walking by default vs looking around. Clearly, somewhat like your bullet time idea, the game could have difficulty rankings that give you more time to decide, and are more forgiving in failure implications. I still like the game from the demo, and will get it, but I feel this type of game is still trying to find the right way to control itself with a gamepad. I note QD have now said they initially wanted motion controls. Guess that indicates they were thinking that might allow for better control methods too. |
Good points. I'll have to wait until the demo finally downloads before I can respond properly.
Tease.