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Forums - Microsoft - Ryse's "QTEs" are always successful, even when not pushing buttons

There was always this one game series that I liked to watch but never liked to play called Dragon's Lair...... Not a fan of QTE at all.



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lol, that doesn't make it any better. Its still taking your out of control far to often and displaying massive button prompts on screen.

God of war done it perfectly, not too frequent but when they occurred they felt good.



That is what I was commenting to my friend about on XBL when we watched the live stream. This game looked like it had zero gameplay. In a market with games like God of War, Devil May Cry, and Ninja Gaiden this thing just looked stale.

The same issue appears in the GOW:A. Some of the finishes are so long, and feel like they cut you off before you actually got the time to beat the character down. Then they basically give you a cut scene, but require random button presses. Luckily that was only a few scenarios in Ascension, and the rest of the standard gameplay was amazing. This game looked like that was the standard gameplay model.



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

Kevyn B Grams
10/03/2010 

KBG29 on PSN&XBL

KBG29 said:
That is what I was commenting to my friend about on XBL when we watched the live stream. This game looked like it had zero gameplay. In a market with games like God of War, Devil May Cry, and Ninja Gaiden this thing just looked stale.

The same issue appears in the GOW:A. Some of the finishes are so long, and feel like they cut you off before you actually got the time to beat the character down. Then they basically give you a cut scene, but require random button presses. Luckily that was only a few scenarios in Ascension, and the rest of the standard gameplay was amazing. This game looked like that was the standard gameplay model.

Then don't use finishers. They are optional.

People are blowing this out of proportion. If you don't like an optional feature, don't use it.
If you don't like a multiplayer map, don't play it. If you don't like a certain combo, don't execute it etc.



This could be a good game from Crytek after a long time. Crysis 2 and 3 are bad games and I've never understood why they would appeal to anyone. I can't believe former Rare employees who once created such amazing games are now involved in making games like Crysis.



    

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Crytek games always underdeliver, probably one of my worst developers/publishers



KHlover said:
This has to be a special difficulty setting. Right? Riiiiiiiiiiiiiiiiiiiiiiiiiiiight?


Yea, the gamer in a coma difficulty setting. 

This is absolutely ridiculous. Why not just implement different levels of fails? King of like if you fail the first QTE its spins into a different animation and you have a second chance and heck, even a third. But to not be able to fail? At least you had a choice in NSMB of wheether or not you wanted luigi to complete the level for you. 



Copy and pasted from NeoGaf

Parry system is time based:

Originally Posted by Joystiq:

"Instead, Ryse depends on a parry button, which automatically deflects incoming attacks when pressed with the appropriate timing. That gives it a rhythm similar to the Batman Arkham series, allowing you to land a few attacks, parry an incoming strike and then land a few more."
Execution system:

Not a QTE, if You fail combination You get different animation and You dont get bonuses [health, strength, XP], context, combo and environmental based. Prompts can be turn off.
Over 100 execution moves can be unlocked through the game.

Originally Posted by Joystiq:

Players unlock new execution moves throughout the game, and each one provides a different in-game boost or benefit. Successfully completing an execution might restore a few points of health, for example. You aren't always in direct control of which execution will be triggered, though certain tiers of executions are more likely to be triggered in specific situations. Some of these are context sensitive ? based on the direction you approach an enemy, or where they are in relation to the environment ? while others are based on how high your combo count is.

Each unlocked execution always uses the same button prompts, so players can learn to recognize their animations and anticipate the correct inputs. That's good, because the prompts come and go very quickly, and it's easy to fail an execution (I failed nearly all of mine during my brief session). Even if you do fail, however, your character will still perform an execution. It just won't be as impressive and won't give you the related reward.
http://www.joystiq.com/2013/06/12/th...e-son-of-rome/

All kinect features are optional, You can enable them with buttons. Kinect uses gestures and voice commands for some actions.

Enemies Health was significantly decreased in on-stage demo, they wont be as easy to kill. Booth demo had different hp values.

Adam Sessler interview - http://www.youtube.com/watch?v=wG6hpTOrMx4
They are talking about story progression, that there is multiplayer, technology and also they are talking about executions.

Tara Long impressions from MS booth - http://www.youtube.com/watch?v=UHrnuyyn5U4

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Yeah, Kotaku being Kotaku as usual.



Fantastic. This and Thief shows that developers really want gamers to be challenged today. I just adore the direction "gaming" is taking.



Yeah this game looked awful. I might have preferred it had it stayed a hardcore Kinect title.



Sigs are dumb. And so are you!