| Euphoria14 said: ^ I really liked Heavenly Sword. ![]() |
me2 man. It was awesome. The story was told epicly well and the animations in the cutscenes were damn lively ! the voice acting was also top notch.
| Euphoria14 said: ^ I really liked Heavenly Sword. ![]() |
me2 man. It was awesome. The story was told epicly well and the animations in the cutscenes were damn lively ! the voice acting was also top notch.
Slimebeast said:
Yeah maybe. And maybe they signed the deal before this gen started, thinking Xbox would remain a really small console without much SW sales. Actually I'm surprised Sony hasn't got more of those kind of deals with third party devs. |
I'm pretty sure the deal was struck a little time before E3 '06, so that is not unlikely.
Though I think they found the PS3 attractive due to the blu-ray. The game does contain a hellish amount of assets after all, and I don't think it could have been done in the shape and form it's currently if it had had to be on DVD.
dsister44 said:
I heard that it was a top quality hack and slash. But I also heard that it was way too short for the $60 tag |
It was a bit short, but it was a hoot to play though. Too bad they didn't add one more chapter to the game, it would've went a long way to silence the critics of the game. I loved the cannon sequence and the arrow+sixaxis sequence. Excellent rental. I was hoping there was a sequel that was longer.
Acevil said:
I know, I'm being a prick, but lair says otherwise! Honestly it is nice to see a company pay attention to the Quality of a game, Sony really picked up the ball with First and Second Party games (Ignoring Lair and even Heavenly Sword). |
Your forgetting the main factor in all of this.
Lair was released in 2007, when the PS3 was STILL hard to develop for. Developers weren't used to it, everything was a lot of harder.
Don't you think that plays a factor in that? Making a quality game for a tough platform isn't always a walk in the park.
Uncharted 2 and Naughty Dog is a perfect example of a good developer that has knowlege and work on the platform.
Serious_frusting said:
Lair was a rush job because of it being at the begining of the gen. I should have been more specific and said when they get into the stride. |
That is no excuse, if Sony is truly = Guaranteed top quality games constantly then it really isn't guaranteed. It took a while for the PS3 to get a decent number of good 1st and 2nd party games, we can't ignore that the PS3 had some bumps here and there.


Smashed said:
Your forgetting the main factor in all of this. Lair was released in 2007, when the PS3 was STILL hard to develop for. Developers weren't used to it, everything was a lot of harder. Don't you think that plays a factor in that? Making a quality game for a tough platform isn't always a walk in the park. Uncharted 2 and Naughty Dog is a perfect example of a good developer that has knowlege and work on the platform. |
We weren't talking about how hard it is, we are talking about how sony monitors quality in First Party and Second Party environment. Also Developers aren't allowed to use that excuse to explain why their game was bad.

Acevil said:
We weren't talking about how hard it is, we are talking about how sony monitors quality in First Party and Second Party environment. Also Developers aren't allowed to use that excuse to explain why their game was bad. |
It's a new platform to develop for, and they didn't have very much knowlege on it, WHY were you expecting a masterpiece such little in the generation? (2007). If you are new to something and say you didn't do a very good job because you didn't have very much knowlege on it.. That is certainly a legit excuse.
It's not like the Xbox 360, which is similar to the PC, and there are tens of thousands of PC developers, it is much easy to develop for. And most developers begin on PC then move onto consoles.
It's not ALL qte's, but that is probably the majority of the experience. Even all the gameplay trailers show this. You walk around for a minute, find an item, it triggers an interactive QTE where the only control you have is hitting a button every now or then to determine how the QTE progresses. Then after a few minutes of that, you get to walk around again and reach another QTE trigger point.
I've never played Indigo Prophecy, but have seen many gameplay videos of that as well and it looks like mostly QTE's too. I'm not saying the game will be bad. In fact I'm sure it will have a very rich and developed story because of how they create the gameplay and QTE's.
But for anyone to say there is a balance between user gameplay (user moves the character and has full control) and QTE gameplay (watching the events and only user control is on button presses) they are either being misleading, have a weird definition of gameplay, or haven't played these games. Even MGS4 was unbalanced in this regard because the cutscenes lasted longer than the actual gameplay time.
I hope this clears things up. It will still be an amazing game with beautiful graphics and moving story. If I have a PS3 again by then, I'll pick it up. CGI be proud 
| nightsurge said: It's not ALL qte's, but that is probably the majority of the experience. Even all the gameplay trailers show this. You walk around for a minute, find an item, it triggers an interactive QTE where the only control you have is hitting a button every now or then to determine how the QTE progresses. Then after a few minutes of that, you get to walk around again and reach another QTE trigger point. I've never played Indigo Prophecy, but have seen many gameplay videos of that as well and it looks like mostly QTE's too. I'm not saying the game will be bad. In fact I'm sure it will have a very rich and developed story because of how they create the gameplay and QTE's. But for anyone to say there is a balance between user gameplay (user moves the character and has full control) and QTE gameplay (watching the events and only user control is on button presses) they are either being misleading, have a weird definition of gameplay, or haven't played these games. |
That's where your argument fails. Honestly, the only thing QTE-wise that I didn't like about Fahrenheit was that there were a few overly long sequences for no apparent reason. That's the only thing I hope they fix about this in Heavy Rain.
But we can argue once the game's been released.