David Cage's games get attacked for "no gameplay" yet LucasArts games are worshipped

I don't think so. David Cage games are great for unintentional laughs. The part with the baby in Heavy Rain had me in stitches.

Haven't played Heavy Rain since its release but Beyond had pretty great acting, and it was a beautiful game as well aesthetically. I remember some unintentional laughs in Heavy Rain, but there were barely any in Beyond
 
People just can't wait to jump on someone who likes his games. I could literally apply these criticisms to EVERY game you like. Poor VO, plot holes, crappy backstories, limited gameplay = basically every adventure game. Some get some parts right, others get more. Wolf Among Us is great, last episode had like 3 choices. Walking Dead? Ended the same way for all of us. Even taking it to Uncharted: hammy dialogue, derivative, super linear, overrated. Cage is just an easier target. Admittedly. But only because his games approach something similar to a traditional narrative it's easier to see the holes.

I guess everything is good then.

David Cage's hideous works are the videogame equivalent of The Room.

This is wrong because The Room was thoroughly entertaining throughout.
 
Play Monkey Island and see for yourself.

Played it in 91, loved the series, read the original post

You have no standing to accuse others of building strawmen. Your entire thread is based on one, demanding that LucasArts fans shoulder the blame for criticisms narrowly focused on the lack of hands-on gameplay in Cage's games.

what? I never said LucasArts fans should shoulder the blame. Jesus Christ. This thread is targeted at a specific segment of adventure game fans (ones that dislike cage's games) this wasn't targeted at all Adventure or LucasArts fans.
 
I allays noticed the same thing, they pretty much reinvented the adventure game without getting any credit, while The Walking Dead gets all the praise. At the very least it should be noted that they kept doing adventure games with big production even when that was out of fashion.

The best parts of Quantic Dream games are usually excellent, but the scrip always betrays their efforts and their games turn out to be very inconsistent. They do a lot right but they always end up not delivering at the most important aspect of their games.

The hate is probably a side effect of console wars, if if was multiplataform it would get much less hate.

I love Lucas Arts games but a big part of the puzzle aspect of those games sucked.
 
Haven't played Heavy Rain since its release but Beyond had pretty great acting, and it was a beautiful game as well aesthetically. I remember some unintentional laughs in Heavy Rain, but there were barely any in Beyond

Beyond tried to sell the whole Native American ghosts in the deserts thing and while it's slightly better than the usual faire, my history with David Cage informs me as I play so the whole thing feels like yet another silly diversion in a Quantic Dream game.

Ethan's actor was amazing when it came to the trials, so no.

If you're won over by broad melodramatic acting, you must be easily pleased.
 
Good lord, man, read the title of your thread.

good lord man read the original post. There is a character limit on thread titles which is why the body of the post elaborates and clarifies the title. Classic GAF though, read the headline, skip everything else

I allays noticed the same thing, they pretty much reinvented the adventure game without getting any credit, while The Walking Dead gets all the praise. At the very least it should be noted that they kept doing adventure games with big production even when that was out of fashion.

The best parts of Quantic Dream games are usually excellent, but the scrip always betrays their efforts and their games turn out to be very inconsistent. They do a lot right but they always end up not delivering at the most important aspect of their games.

The hate is probably a side effect of console wars, if if was multiplataform it would get much less hate.

I love Lucas Arts games but a big part of the puzzle aspect of those games sucked.

True, and it seems like just the name 'David Cage' elicits anger from gamers, I feel bad for the guy because he's making sincere attempts at trying out new things with the medium and he gets better with each game.
 
David Cage's games are shit from top to bottom. While the story is thoroughly shitty, other aspects such as animation and gameplay are notoriously shit in his games too.

Sure, the Lucasarts games aren't sold on the strength of their gameplay. But they are well written, funny, and charming.

The similarities end with the games being adventure games.
 
Haven't played Heavy Rain since its release but Beyond had pretty great acting, and it was a beautiful game as well aesthetically. I remember some unintentional laughs in Heavy Rain, but there were barely any in Beyond

maxresdefault.jpg

The hate is probably a side effect of console wars, if if was multiplataform it would get much less hate.

I really doubt that, if they were multiplatform it would just mean there'd be more people being critical of them.
 
Except this is still intrinsically a topic about gameplay mechanics, not about storyline or writing. I made that pretty clear in the original post... trying to crobar storyline and writing into this topic is missing the point or attempting a strawman. .

Alright then.

Matching input commands on screen is probably more enjoyable than clicking on objects with little to no context. I guess David Cage games are unfairly compared against classic adventure games.

Oh, and puzzles. Seems like you kinda forgot about them. Weird.

Dude, we can't talk about the puzzles. Sssssh.
 
What a ridiculous topic. Twitch is now the only type of gameplay?

Classic Lucasarts adventures are as different from games like Heavy Rain, as a completely linear CoD Campaign is from something like Deus Ex.

Puzzles are gameplay. Heavy rain doesn't have any.
 
Good lord, man, read the title of your thread.



His games were known to be goofy before they were Sony exclusives.

I mean the hate about trying to be cinematic, we see it everyday here with games like The Order and Uncharted while The Walking Dead for example gets ignored.

On the script side of things I think there is no denying that if their games are going to be so focus on narrative they should have better stories.

Due to the nature of their games I think it would be cool if they worked on shorter (an cheaper) games and tried to diversify the kind of stories they are telling.
 
OP, I was hoping you'd reply to my post where I asked you to clarify what you meant. Lots of people seem to be misunderstanding you (me included), and now you're just fighting silly battles with individual posters. That won't help you turn this thread around.

I hope you'll consider replying to my previous post.
 
Indigo Prophecy was a laughing stock long before Heavy Rain was a PS exclusive so the whole "it's because it's exclusive!" defense is meaningless.
 
Oh, and puzzles. Seems like you kinda forgot about them. Weird.

My memory on this is hazy on this because I haven't played it in years but aren't the police officer segments of Heavy Rain somewhat puzzle based (investigating crime scenes, using that futuristic tool to create an office anywhere)..

504279-heavy-rain-playstation-3-screenshot-agent-jayden-uses-ari.jpg



Questioning NPCs with different dialogue options for information wasn't uncommon in 90s adventure games.. (flashback to gabriel knight, etc)
 
The hate is probably a side effect of console wars, if if was multiplataform it would get much less hate.

One could also argue that if his games where multiplat nobody actually gave a shit about them and that people only like them cause they are on "their" console
(That's not my opinion, just saying this works for both sides)

Questioning NPCs with different dialogue options for information wasn't uncommon in 90s adventure games.. (flashback to gabriel knight, etc)
How many actual puzzles do you solve in Heavy Rain? Just because old adventure games also had dialog doesn't mean that this is the same thing...
 
with these types of games, story has to compensate for the lack of compelling gameplay.

the stories in david cage games suck. the stories in LucasArts games, arguably, do not suck
 
My memory on this is hazy on this because I haven't played it in years but aren't the police officer segments of Heavy Rain somewhat puzzle based (investigating crime scenes, using that futuristic tool to create an office anywhere)..

this was just the pixel hunt part of an adventure game, not the puzzle part
 
True, and it seems like just the name 'David Cage' elicits anger from gamers, I feel bad for the guy because he's making sincere attempts at trying out new things with the medium and he gets better with each game.
Debateable. For my money the opening scene of Indigo Prophecy/Fahrenheit (the murder at the diner and subsequent investigation) was the best David Cage has ever done, and it's been a long downhill slide since then.
 
Visual Novels/Adventure Games need puzzles to get a pass. Obstacles the player must use their mind to overcome and whatnot. It's one of the reasons I liked the Kyle Hyde games, Zero Escape series, and Ghost Trick and also Shenmue. Interaction and puzzle solving is the key for these types of entries.
 
People just can't wait to jump on someone who likes his games. I could literally apply these criticisms to EVERY game you like. Poor VO, plot holes, crappy backstories, limited gameplay = basically every adventure game. Some get some parts right, others get more. Wolf Among Us is great, last episode had like 3 choices. Walking Dead? Ended the same way for all of us. Even taking it to Uncharted: hammy dialogue, derivative, super linear, overrated. Cage is just an easier target. Admittedly. But only because his games approach something similar to a traditional narrative it's easier to see the holes.

Two things:

1. Just because you say this doesn't make it true. I'm struggling to remember poor VO in Grim Fandango, or plot holes, or crappy backstories.

2. Even if I stipulate that every game has some of these things, this is such a reductionist argument. Does every game have problems? Yes, but not every game has them to the extent of David Cage's games. Heavy Rain has terrible voice over, a crazy number of plot holes, and very limited gameplay. Additionally, the story is just terribly executed on a number of levels.
 

oh right this totally proves Beyond had subpar aesthetics.

Debateable. For my money the opening scene of Indigo Prophecy/Fahrenheit (the murder at the diner and subsequent investigation) was the best David Cage has ever done, and it's been a long downhill slide since then.

yeah debatable.. I feel he's gotten better with every game. Beyond feels like a more focused game and yes puzzles or game over screens would have been welcomed
 
Debateable. For my money the opening scene of Indigo Prophecy/Fahrenheit (the murder at the diner and subsequent investigation) was the best David Cage has ever done, and it's been a long downhill slide since then.

The best thing David Cage has ever done is the basketball game where you settle the score with Jeffery for $200.
 
Those "adventure games" are the reason I love David Cage games. I don't mind the subtle gameplay elements in those games because everything else is enjoyable to me. Its also the same reason I like TWOU and TWD games (among other TT games).
 
I've never played Cage's games, so I can't really say, but from what I see they look more like Dragon's Lair. Do you even have an inventory in those games?

Lucasarts games require lots of exploration and puzzle solving, and they do it well.
 
LucasArts games are in a different genre than Cage's games. It's asinine to even compare them.

Are they?

One could also argue that if his games where multiplat nobody actually gave a shit about them and that people only like them cause they are on "their" console
(That's not my opinion, just saying this works for both sides)

True. But I remember the "consensus" of Fahrenheit being that it was a very interesting and good game up until the point the games takes a turn and become completely insane due to poor writing.
 
Debateable. For my money the opening scene of Indigo Prophecy/Fahrenheit (the murder at the diner and subsequent investigation) was the best David Cage has ever done, and it's been a long downhill slide since then.

Man, that scene was really great. I played that demo something like ten times, and bought the game as soon as it was released just because of that scene. I never even finished the game because I lost interest so quickly, but that scene is great.

Edit:
As a quick explanation of what made this scene so great: it felt full of possibilities and choices. It was short and self contained, but you felt real agency and consequence to your actions. There were so many little choices you could make along the way, and seeing the results of the choices you made during the cleanup when you came in for the investigation was awesome. Additionally, it was a great setup for a game, and presented the player with so many questions about the character they were playing.
 
My memory on this is hazy on this because I haven't played it in years but aren't the police officer segments of Heavy Rain somewhat puzzle based (investigating crime scenes, using that futuristic tool to create an office anywhere)..

504279-heavy-rain-playstation-3-screenshot-agent-jayden-uses-ari.jpg



Questioning NPCs with different dialogue options for information wasn't uncommon in 90s adventure games.. (flashback to gabriel knight, etc)

These parts were literally you collecting clues by walking around. They don't require any thought.
 
A new standard in hyperbole

I don't think so. Comparing the classic Lucas games to Heavy Rain et al is like comparing classic Simpsons to the last season of Lost.

One has wit, heart and endearing characters. The other is a po-faced mess that most people find impossible to take seriously.
 
Those "adventure games" are the reason I love David Cage games. I don't mind the subtle gameplay elements in those games because everything else is enjoyable to me. Its also the same reason I like TWOU and TWD games (among other TT games).

Same, I feel like I'm more forgiving of Cage's games because I grew up on a nice diet of LucasArts and Sierra games..

Yes, I had to make some concessions with the lack of puzzles in Cage's games I was fine with it because he was doing interesting things with the adventure game genre when it was on life support.

OP does not state you play MI.

Figured that was implied, so let me make it clear, I owned and finished every LucasArts game, except for Maniac Mansion, but that wasn't necessary to enjoy DotT thankfully. (Maniac Mansion was included as an easter egg in DotT, but I still didn't get around to it)

Cage has had three tries to produce a decent story for his video games.
And he has failed abysmally three times.

Beyond had a great storyline, what the hell GAF. I feel like at this point people are knee jerk calling Cage's games bad without having played them. I remember the official GAF thread for Beyond was mostly positive too, which makes the criticisms here seem out of touch.
 
Cage has had three tries to produce a decent story for his video games.
And he has failed abysmally three times.

The first two thirds of Fahrenheit were actually really good story-wise. Then...I don't know what happened after that. Maybe whoever wrote it discovered acid.
 
No, I'm saying you look at the buttons (I suppose I should have said "button prompts") because in a QTE the button prompts are there on screen.

And yes, of course music games are all about being in the zone. That's what I was saying. In music games, your responses become reflexive, you take in what you're seeing on screen and hearing, interpret it and hit the correct button without really thinking about it. In a QTE, you're explicitly told what button to hit. There's no interpretation step, and, for me, there's no way to get "in the zone", because the screen is constantly telling me what to do. For me, "the zone" is about knowing what to do instinctively and executing it. QTEs don't allow that because they explicitly tell you what to do at every step.

I don't think there is inherently more translation going on in my mind between a Music game and a QTE prompt in Shenmue, as an example. A big, green circle on the screen with an A on it still needs to be translated into me pressing the bottom button with my thumb, just as a falling red brick on the left side of the screen in rockband still needs to be translated into me squeezing my index finger on the fret. Mechanically, they're similar.

The difference comes in predictability. The QTEs in shenmue weren't really random, you were never jamming A to have Ryo jump out of the way. Typically, the QTE prompts on screen matched an expected action. I.E. a motocycle is racing towards me, and I clearly need to jump to my left to get out of it. The QTE would be a left arrow in that case. The ability to actually read the scene helped make shenmue's QTE much more enjoyable than poor imitations in contemporary games. For example, you always knew when a QTE was coming in shenmue, because the same music would play in virtually every QTE scene. This ability to predict and need to read the situation is precisely why the infamous un-QTE scene from Shenmue II was so mind blowing.

I would say that these distinctions are what defines "good" and "bad" QTEs, though. I think you agree with my basic premise, however, in that a mechanic should be judged by what it is, not what it should be. Meaning it's not necessarily fair to call a game bad because it uses QTEs where you'd prefer straight up action. It'd be more accurate to say you don't prefer that choice, but the quality of the mechanic shouldn't be compared to some entirely different expectation.
 
oh right this totally proves Beyond had subpar aesthetics

???

What on earth are you talking about? I was replying to this person's post claiming there were no unintentional laughs in Beyond.

I remember some unintentional laughs in Heavy Rain, but there were barely any in Beyond

That's why I posted the picture. Nobody was even talking about aesthetics.
 
Man, that scene was really great. I played that demo something like ten times, and bought the game as soon as it was released just because of that scene. I never even finished the game because I lost interest so quickly, but that scene is great.

Edit:
As a quick explanation of what made this scene so great: it felt full of possibilities and choices. It was short and self contained, but you felt real agency and consequence to your actions. There were so many little choices you could make along the way, and seeing the results of the choices you made during the cleanup when you came in for the investigation was awesome. Additionally, it was a great setup for a game, and presented the player with so many questions about the character they were playing.
It was such a unique set up as the decisions you made while hurriedly cleaning up after your crime had a direct impact in the next scene, where you play a detective going through all the evidence you left behind as the other character. It was brilliantly conceived and executed. After playing the demo I imagined the whole rest of the game would be like that, sadly it was not to be.
 
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