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numberwang said:
JWeinCom said:

Well, some of us came to a videogame forum to... you know, discuss videogames. I'm doing that thing where you make a point, then give reasons to support it. You don't seem to have anything of substance to contribute.

numberwang said:

Indigo makes another good point: shooting rockets during cut scenes is a new concept, at least in Metroid and it is quite necessary for the scorpion boss. ADAM should have told about about that even if it breaks the 4th wall.

https://youtu.be/1cMBdosJL_c?t=6617

That's not really a good point, unless you think a game should tell you literally everything.

If you can press Y to fire during a cutscene, holding R to shoot missles instead is a pretty logical extension of that. 

Quick time events during cut scenes are common in gaming but not without button prompts and as a consequence you have to hammer fire buttons in every boss battle scene to discover these secret quick timers. Bad incentives and awkward design for a first run. Just give some prompts like any other game.

QTEs give you button prompts when what you're doing is not intuitive. For example in Resident Evil 4, there is absolutely no reason to think "There's a boulder headed towards me, I better mash A and B alternatively". Because those aren't the buttons for run. Or for example in Bayonetta where you're using the normal button to jump, but you need to do so with very specific timing.

On the other hand, when R and Y to fire missiles throughout the whole game, they should not have to tell you to hold R and Y to shoot missiles, especially when there's no specific timing you have to do it with. Even the guy who you're using as an example figured this out literally by the end of the first boss fight.

Maybe I'm just super smart. How many times would you have to fight that boss before figuring it out?

Last edited by JWeinCom - on 22 October 2021