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Forums - Sony Discussion - Heavy Rain prediction fail

Akvod said:
LordTheNightKnight said:
Rainbird 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.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

It's all part of the immersion. Take this for example:

Why press R1 and L1 to grip an Axe? Why motion the controller down to slam it on your finger? Why does it need to be pass/fail, when you've already decided to cut off your finger? Immersion my friend, immersion.

Didn't I state doing it for those things I get? Of course it's immersive to have trouble when you're about to do something like that because it goes against instincts.

I meant things like drinking beer or getting out of chairs. It's not immersive to just get up an inch and then sit down unless you loose your balance, but the animation doesn't show that. It's not immersive to reach for a door and the fail part is to just not grip it rather than your hand slipping. It's not immersive to have to have QTEs for things that muscle memory makes automatic in typical situations.

So don't try to counter my argument with the parts I'm not arguing. That won't make the game immersive. It just shows you didn't read all I wrote.



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

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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

LordTheNightKnight said:
Akvod said:
LordTheNightKnight said:
Rainbird 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.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

It's all part of the immersion. Take this for example:

Why press R1 and L1 to grip an Axe? Why motion the controller down to slam it on your finger? Why does it need to be pass/fail, when you've already decided to cut off your finger? Immersion my friend, immersion.

Didn't I state doing it for those things I get? Of course it's immersive to have trouble when you're about to do something like that because it goes against instincts.

It wasn't uncomfortable to those things (no playing twister with your fingers), in fact it was very very easy. It would have sufficed to simply press X for Yes, or O for No, just as you could press X for Open Door, and O for don't.

Have you played the game?

 

Furthermore, it would have been very awkward as there would have been the requirement of a HUD, or at least some Splinter Cell like menu. Taking a menial example, lets say drinking orange juice. I feel that it would have been boring to simply press "Drink Orange Juice", and the next time I drink orange juice in the depressing scene, I wouldn't really connect with the past scene.



Akvod said:
LordTheNightKnight said:
Akvod said:
LordTheNightKnight said:
Rainbird 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.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

It's all part of the immersion. Take this for example:

Why press R1 and L1 to grip an Axe? Why motion the controller down to slam it on your finger? Why does it need to be pass/fail, when you've already decided to cut off your finger? Immersion my friend, immersion.

Didn't I state doing it for those things I get? Of course it's immersive to have trouble when you're about to do something like that because it goes against instincts.

It wasn't uncomfortable to those things (no playing twister with your fingers), in fact it was very very easy. It would have sufficed to simply press X for Yes, or O for No, just as you could press X for Open Door, and O for don't.

Have you played the game?

 

Furthermore, it would have been very awkward as there would have been the requirement of a HUD, or at least some Splinter Cell like menu. Taking a menial example, lets say drinking orange juice. I feel that it would have been boring to simply press "Drink Orange Juice", and the next time I drink orange juice in the depressing scene, I wouldn't really connect with the past scene.

That wasn't what I meant. I meant that the thing you spoiler taged would make sense to be a pass fail thing because it would go against his instincts to do that, and thus he would have to force himself. I didn't mean anything about the gameplay there being bad because I was stating it WORKED there.

I didn't even have to play the game to get the context of what you meant, but you actually read what I wrote and didn't get the context at all.

And how is flicking up on the analog stick to or three times different than pressing a button, when nothing in the story is changed? It's a mundane action that doesn't affect the story. And how you feel doesn't matter, because I've been stating those things turn me off from the game. So that's another thing showing you haven't been reading what I wrote.

You can like the game, but I'm entitled to not like these aspects, so if you want to convince me otherwise, stop trying to convince me to like those aspects.



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

LordTheNightKnight said:
Akvod said:
LordTheNightKnight said:
Akvod said:
LordTheNightKnight said:
Rainbird 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.

To be fair, these are the best implemented QTEs I have ever encountered. It's a bit hard to explain, but they are much better than the QTEs of God of War for example, which are just normal QTEs.

First of all, that phrase isn't about defending against criticism. It means you are stating good points in spite of the criticism, which is the context we see with The Nostalgia Critic and Zero Punctuation. In short, if you just don't agree with me, the phrase doesn't apply. I know that seems nitpicky, but I get annoyed seeing that phrase overused.

Second of all, even if they aren't split second, like God Of War or Resident Evil 4 and actually give you a moment to figure out which button to press (one of the really good gameplay aspects of Chop Till You Drop), it's still annoying to have them placed in illogical moments. Why press up on the right analog stick to open a door? I could understand fumbling with keys, but opening doors is not a pass or fail action in most real worlc circumstances, which are most of the times you open doors. I could get it if Ethan had because of something like a shaking hand due to his problems, but not the other characters.

Other moments I get, like picking up or dropping the bottle Shelby tries to use to stop the robber. But why have a QTE to raise his arms? That's not a pass or fail thing in real life either. Perhaps there could be a choise, but that logically would be a do or refuse option, not something you screw up by not pressing the shoulder buttons at the same time.

BTW, this is not singling the game out. I've been turned off by quite a few games when the controls just didn't work for me. Even Timesplitters 2, which I otherwise thought kicked ass, I ended up returning because there isn't a reticule on all the time, and the auto locking doesn't work properly. The reason that mattered is that I couldn't complete a single level that wasn't on easy because I had to go on aim mode to hit anything and would get wasted before going halfway through the level. If that game was ported to the Wii and/or PS3 with the arc controller, I would be really happy about that.

It's all part of the immersion. Take this for example:

Why press R1 and L1 to grip an Axe? Why motion the controller down to slam it on your finger? Why does it need to be pass/fail, when you've already decided to cut off your finger? Immersion my friend, immersion.

Didn't I state doing it for those things I get? Of course it's immersive to have trouble when you're about to do something like that because it goes against instincts.

It wasn't uncomfortable to those things (no playing twister with your fingers), in fact it was very very easy. It would have sufficed to simply press X for Yes, or O for No, just as you could press X for Open Door, and O for don't.

Have you played the game?

 

Furthermore, it would have been very awkward as there would have been the requirement of a HUD, or at least some Splinter Cell like menu. Taking a menial example, lets say drinking orange juice. I feel that it would have been boring to simply press "Drink Orange Juice", and the next time I drink orange juice in the depressing scene, I wouldn't really connect with the past scene.

That wasn't what I meant. I meant that the thing you spoiler taged would make sense to be a pass fail thing because it would go against his instincts to do that, and thus he would have to force himself. I didn't mean anything about the gameplay there being bad because I was stating it WORKED there.

I didn't even have to play the game to get the context of what you meant, but you actually read what I wrote and didn't get the context at all.

And how is flicking up on the analog stick to or three times different than pressing a button, when nothing in the story is changed? It's a mundane action that doesn't affect the story. And how you feel doesn't matter, because I've been stating those things turn me off from the game. So that's another thing showing you haven't been reading what I wrote.

You can like the game, but I'm entitled to not like these aspects, so if you want to convince me otherwise, stop trying to convince me to like those aspects.

I don't know why you're so big on the instinct thing. At that point in the scene, you have already decided to go for it, you could have walked out of the door before deciding to get all the stuff and sitting down. In fact, I think there even was your desire for a simple Yes or No confirmation before you got in to the motion part.

My point is that you've already made your decision, pass/fail had nothing to do with it, and will had nothing to do with it since you've already made up your mind before hand, not at the momment. The only reason why they made you do those things, technically unnecessary, was to actually give the choice more depth (YOU actually did the ACTION, not just decide what your character will do).

I don't get your context, because you're totally emphasizing the wrong things. The whole point of the motion control was to magnify the immersion, and to make you feel that you ARE the character.

If you will like me to drop the immersion argument, I will argue that it makes the screen less clutered, allows easier selection and distinctions between objects that are close to each other, and allows you to carry out actions at your own speed (slowly opening a shoe box for example).

 

Honestly though, you're really making a large deal out of nothing. Would you really have simply liked "Press X to open Door"? I don't see how that would have changed much in your eyes, without the immersion aspect.



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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.

Please don't tell me this was a spoiler.



All hail the KING, Andrespetmonkey

darthdevidem01 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.

Please don't tell me this was a spoiler.

Meh, it was a spoiler that was featured in all the trailers.



Akvod said:
darthdevidem01 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.

Please don't tell me this was a spoiler.

Meh, it was a spoiler that was featured in all the trailers.

Oh thats fine then, I don't count things in trailers as spoilers.

I guess the best thing to do is avoid all heavy rain threads till I play it.



All hail the KING, Andrespetmonkey

"I don't know why you're so big on the instinct thing."

As in I was stating that it would make sense to have a pass or fail thing about that thing you mentioned, since...



**SPOILER ALERT**

Ethan cutting off his fingertip would go against survival instincts. It doesn't matter if he made the choice already. Instincts don't work that way. Hence making that a QTE makes sense. It's a matter of one emotion versus another. It's primal, thus fitting with the theme of the story.

I can't believe I have to explain this to you when you like the game. It's a basic storytelling convention. Someone has to do something against instincts, whether facing a fear or making a suicide charge in battle, any characters will have to psyche themselves up. So Ethan making the choice will still go against his instincts.

So that is a logical choice in the game.

**END SPOILER**

"If you will like me to drop the immersion argument, I will argue that it makes the screen less clutered"

No, I'd like you to drop this "immersion and HUD are connected" notion. They aren't, and I'm not even suggesting putting one in this game.

"Would you really have simply liked "Press X to open Door"?"

Why not? You wouldn't even need a prompt, since many games without HUDs don't need them anyway. It's a simple and familiar mechanic, thus would logically be immersive since we don't need to think about it. Or even just making an automatic open like in games since since the first console RPGs. Making it a pass/fail thing when it's not a realistic thing should break the immersion logically.



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

LordTheNightKnight said:
"I don't know why you're so big on the instinct thing."

As in I was stating that it would make sense to have a pass or fail thing about that thing you mentioned, since...



**SPOILER ALERT**

Ethan cutting off his fingertip would go against survival instincts. It doesn't matter if he made the choice already. Instincts don't work that way. Hence making that a QTE makes sense. It's a matter of one emotion versus another. It's primal, thus fitting with the theme of the story.

I can't believe I have to explain this to you when you like the game. It's a basic storytelling convention. Someone has to do something against instincts, whether facing a fear or making a suicide charge in battle, any characters will have to psyche themselves up. So Ethan making the choice will still go against his instincts.

So that is a logical choice in the game.

**END SPOILER**

"If you will like me to drop the immersion argument, I will argue that it makes the screen less clutered"

No, I'd like you to drop this "immersion and HUD are connected" notion. They aren't, and I'm not even suggesting putting one in this game.

"Would you really have simply liked "Press X to open Door"?"

Why not? You wouldn't even need a prompt, since many games without HUDs don't need them anyway. It's a simple and familiar mechanic, thus would logically be immersive since we don't need to think about it. Or even just making an automatic open like in games since since the first console RPGs. Making it a pass/fail thing when it's not a realistic thing should break the immersion logically.

What about my orange juice example? Or what about suspensful scenes (like opening the shoebox).

Obvious spoiler here:

That scene would have been MUCH less emotional, if it were just pure buttons.