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the thing is they are oftem overused... the qte concept i think was to disrupt the monotony of the usual gameflow and force the player to pay attention..but in cases like uncharted where those situations arise out of nowhere you tend to react to late or not at all. resulting in death.. a replay and frustration

the worse example of qte abuse is shenmue 2 though



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Sharky54 said:
Why would you hate QTEs? I see no reason to hate them. I hope they improve melee combat, It was awesome but the standard combo sometimes took too long. Also you die so quickly sometimes.

 

For two reasons:

1) they break the learnt gameplay - instead of using seamless controls I'm waiting for a prompt, breaking immersion and turning a narrative based game into a reflexes test that becomes a trial and error test

2) they interupt the onscreen action (the thing I really hate).  I want to watch and I want to control and I never want them to mix unless there is an incredibly valid reason

 

In SOTC you take down the Colossi using learnt moves, with no prompts, and it feels fantastic and completely immersive.

Uncharted has a decent narrative and characters and in particular I thought the QTEs spoilt the immersion.  Luckily they were used very sparingly so I'm hoping they were more of an experiment and ND will leave them out totally this time.  Uncharted gameplay does not need QTEs IMHO.

Hate is a bit strong though I guess, stronly dislike is probably more accurate - I just think they're a weak gameplay mechanic used to get around solving what seem like tough control / response issues.

 



Try to be reasonable... its easier than you think...

The problem with Uncharted's QTEs was that there were about 3 in the entire game, if they were used more consistently, there would be little problems



Munkeh111 said:
The problem with Uncharted's QTEs was that there were about 3 in the entire game, if they were used more consistently, there would be little problems

 

If there were more I wouldn't be interested in playing (or at least a lot less interested).  I really think QTE are a very lame mechanic that have become strangely complusive for developers.  I was glad there was only around 3 and I'm really hoping it drops to zero for the sequel.

 



Try to be reasonable... its easier than you think...

So is God of War allowed its QTEs to finish off larger enemies?



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Nathan's attitude is what made the game, for me. The guy was such a smartass, that I couldn't help but like him!



I know what you mean d21lewis, he is witty and smart so there is no way not to like him!



Munkeh111 said:
So is God of War allowed its QTEs to finish off larger enemies?

 

I'd prefer it didn't.  I at least end up watching the cues not the cool action.  After Shadow of the Colossus showed how to defeat bosses using normal controls I lost all belief QTE's were needed - at that point I kind of figured they were okay for bosses.

In the end the QTE to me was a device to make you feel involved.  But I think its broken approach.  I say either show a cool cutscene with the monster going down or figure out controls that allow me to do it myself - but don't flash up some meaningless icons (which is all a QTE is at the end of the day) and then pretend that because I hit a matching button that's me climbing a giant arm.

In Shadow, if you were climbing a giant arm it was you climbing it - if you get what I mean.

Mind you QTE are just a part of God of War now so like always I'll have to grit my teeth and get through them while wondering why such an otherwise cool game has suddenly become a chore.

 

 



Try to be reasonable... its easier than you think...

yep it was awesome looking froward to the 2nd one for more awesomeness



                                                             

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Simulacrum said:
Its suprisingly great game.

 

QFT