WereKitten said:
Reasonable said: Yikes! I like the footage/feel of the woman in the house much better.
As for QTE I do not like them. There has got to be a better way of using controller than QTEs.
For example you could switch between modes using say R2 - one mode is investigate, changing all controls, another is combat. When in investigate you have controls to look, interact, etc. just like older adventure games.
When in combat you can roll, take cover, aim, shoot, melee, etc.
I'm convinced you do not need QTE to get a cinematic feel and flow without removing player interaction.
|
Do you remember the taxidermist gameplay demo? There are parts of the game where you control the movement of your character directly, and you are presented with contextual actions when you approach different items. In other moments, not so much and you're only offered contextual choices.
But really, this is not an action game. QTEs might work great or not, we'll know only with the game in our hands, but shoehorning things like melee and roll into an adventure game indipendently of the context looks like a big limitation. What if in a fight scene I want to give the option of parrying a punch with right arm then (more effective, but foregoing the chance to shoot), or with left arm. What "combat controls" will allow total freedom to the writers to put you in front of situations?
|
Yeah but I take the view there's no point using a medium unless its better - i.e. I don't want an average movie disguised as a game because it has a few contextural controls. Make a movie or write a novel.
If you're going to have combat then in a game it should be combat controls - not press Triangle quickly and watch. Or make it a true adventure and don't have combat as such - allow options to play out the scene without response time QTEs. Look at Grim Fandango as an adventure title. I always have full control and I can interact, investigate, etc. There's no reason not to use a similar approach but simply have a mature story, etc. But if QD can't work out how to allow me to dictate the combat I don't want them to offer me four QTE choices - I want them to remove any choice for that combat, play it out, and move me to the next interactive element of the story.
Sorry, but QTEs are simply a workaround for wanting a certain action that the developers don't think control offers so instead they simply ask you to hit a button - Triangle to dodge left and block with a chair, Square to dodge right and toss a knife, etc. But QTE means the outcome has already been plotted, which I'm not interested in.
I will absolutely reserve final judgement until I see the thing - and like Farenheight I'll probably even buy and play to see how good/bad the developer gets it, because I want titles like this. But in Farenheight it was obvious that they were reaching way past their abilities as a developer - both in terms of how the gameplay would work and narrative (which started very well but ended a mess).