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Akvod said:
LordTheNightKnight said:
CGI-Quality said:
LordTheNightKnight said:
CGI-Quality said:
LordTheNightKnight said:
solidpumar said:
AngelosL said:
How can people find the controls complicated??You push what you see on screen!It isn't that hard :P

 

the car controls (pressing R2 to accelerate) was unecessary and dumb.


Also some HOLD buttons QTE were kind consufing for some, because there was people that thought you needed to keep holding all button of the QTE even after the button disaperead making people run out of fingers... lol

The holding button QTE were a pain in the ass even for me that am pretty acustomed to the controller a knew how the QTE worked. (climbing the dirt mountain on the demo crime scene for example)

Honestly, I could have handled anything else, but the more I hear about the controls and gameplay, the more I am turned off from this game. I want to make choices, not have QTEs for mundane things (is there even a single part of the game where not getting out of a chair the first try changes anything?). And I don't want to be railroaded by cutscenes (like not being able to save Jason, you'd think Ethan would still be just as determined even if Sean wasn't his only surviving kid).

That's not calling the game bad, just stating those things about the game don't make me want to play it. But if the opening of this game (see, staying on topic here) inspires more story games, I hope they have intuitive gameplay. I would enjoy those.

Jason dying was part of the story though. If you could save him, it would have taken the story in a direction that differed from the director's intentions.

Again, that's railroading and not a form of choice in the game. Besides, there are still many other possible directions that could still have fit the theme. Or perhaps it would help lead to a really bad ending, which would be one of the consequences promised from the game.

Heck, you could even keep Sean from being kidnapped. Then Ethan wouldn't even be in the story past that point, and perhaps it would be harder to stop the killer, perhaps even he gets away with killing even more kids, and you get a "Nice job breaking it, Hero" ending, another consequence of your choices.

Jason's death was intentional is what I'm saying. They didn't want there to be a choice in the matter.

Then the hype about the game was lying in that regard. There was a promise of controlling every part orf the game. I don't know who started it, but the word "every" doesn't allow exceptions, and that's clearly not true in this case.

I wouldn't have minded it that much, but hype that lies about something pisses me off, no matter the medium.

It pisses me off that you've taken statements completely literally. If you could control every single thing in the game, you'll have an extremely large and complex tree of choices and routes. Nobody honestly believed what you're proposing.

I know you can't do every single thing like in a tabletop game. Duh.

But even taking the term in the context of just the choices the developers put in, which is what I meant so you took my statement literally, any part where there is no choice at all still makes it a lie.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs