so you've made a gross oversimplification based on promotional images yes?
Well, he's not wrong.
so you've made a gross oversimplification based on promotional images yes?
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)..
![]()
Questioning NPCs with different dialogue options for information wasn't uncommon in 90s adventure games.. (flashback to gabriel knight, etc)
Please, explain this to me.I allays noticed the same thing, they pretty much reinvented the adventure game without getting any credit,
I think the difference is, with Heavy Rain at least, that none of that actually mattered and the game will basically always eventually end regardless of what you do.
Well, he's not wrong.
???
What on earth are you talking about? I was replying to this person's post claiming there were no unintentional laughs in Beyond.
That's why I posted the picture. Nobody was even talking about aesthetics.
I think the difference is, with Heavy Rain at least, that none of that actually mattered and the game will basically always eventually end regardless of what you do.
It's because Cage is a really bad writer. When you have no gameplay, you must at least have a good story/characters.
LucasArts games are well written, that's why they're worshipped, even if there's no "real" gameplay.
(Edited)
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.
oh right this totally proves Beyond had subpar aesthetics.
If they were like The Walking Dead and QD games yes.And those games are also heavily criticized for not being adventure games anymore.
Would a CYOA motion comic be an adventure game?
There are multiple endings in Heavy Rain and those scenes do impact what ending you get. Example:
It's possible for him to die in one of those scenes
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.
Umm, this image was referring to the unintentional laughs in the game...because well, look at it. Nothing to do with the aesthetics.
Despite that scene, there are few unintentional laughs in Beyond. I mean unless you're a 12 year old that finds everything funny, then there isn't much to laugh at during the course of the story.
so you've made a gross oversimplification based on promotional images yes?
I doubt you'll find many David Cage fans on /v/ or the Something Awful forums. Or even /r/Games.Only on NeoGaf are they smashed lol
I understand that, yes, but all the same you can essentially play the entire game without engaging in any meaningful gameplay.
David Cage's hideous works are the videogame equivalent of The Room.
Heavy Rain was very well written, and enjoyable.
Cage's depiction of a punk teenage girl was hilarious. Everything involving hobos was hilarious. The part with the Native Americans had laughable moments but I was too embarassed to laugh.
What aboutThe shootout when whats-his-face storms the mansion?
I think you're being a bit of a reductionist.
See, that's how others think about you downplaying the intricate puzzle-gameplay of the old adventures. I had to actively use my brain to advance.
These parts were literally you collecting clues by walking around. They don't require any thought.
And pixel hunting in 90s adventure games required thought? I collected clues in Gabriel Knight, Sins of the Fathers, and it required clicking on things and believe me when I say it didn't tax my brain to do so.
So, to be clear, I don't really enjoy music games and I never got into Shenmue (don't kill me), so take my thoughts about the correlation between the two with a grain of salt.
I'm on much more solid ground if we go back to something like the Doom example, which is one of the first games I was ever obsessed with to the point of really getting "in the zone". In something like Doom, there really is a translation that happens between what's on screen and what you need to do, that translation isn't explicit, and being able to do that translation quickly and accurately is what made being in the zone so satisfying.
Additionally, it sounds to me like you're saying that good QTEs basically imply what you should do on the screen. It would seem to me, then, that the pinnacle of QTEs would be not even having to tell you what to do, but allowing you to figure that out based on what's happening.
Having said that, my experience with QTEs is relatively limited because I generally avoid them, so it's possible that good ones exist. It's just that in my experience, they're too often a gameplay crutch used when a game designer wants something to be "cinematic", but finds that they then can't properly integrate game mechanics. Again, it probably not always the case, but it's often enough that I'm generally wary of all QTEs.
No, you don't understand. If it's not a platinum game or a platformer, it's not a video game!People fail to realize that all games don't have to be about controlling a avatar & people can have just as much fun without ever controlling the avatar's movements.
those parts in Heavy Rain are literally just a pixel hunt and you're trying to pass them off as puzzles, it's like saying turning a shoe around in LA Noire is the puzzle
Cage's depiction of a punk teenage girl was hilarious. Everything involving hobos was hilarious. The part with the Native Americans had laughable moments but I was too embarassed to laugh.
He quoted my post about aesthetics and unintentional laughs, figured the screenshot was a reference to the former.... I guess it's because that scene didn't make me chuckle at all. silly me
You can in fact get though that one without touching a button, you simply won't enter the office then, which doesn't really make a difference anyway.
I'm not downplaying them. I love adventure game puzzles. I was more excited about Grim Fandango during Sony's presser than anything else they presented.
And pixel hunting in 90s adventure games required thought? I collected clues in Gabriel Knight, Sins of the Fathers, and it required clicking on things hoping I'd hit the right thing, and believe me when I say it didn't tax my brain to do so.
The punk teenage shit was funny because it was cringy, and that's true to awkward adolescence because we all cringe at how awkward we are during adolescence.
Jeez, did you at least laugh when Jodie and Ryan donned Chinese guard uniforms and were immediately caught after taking a couple of steps inside their underwater base?
I mean she's supposed to be a super soldier, an experienced stealth operative of the highest order, so that part must have made you chuckle, surely.
And pixel hunting in 90s adventure games required thought? I collected clues in Gabriel Knight, Sins of the Fathers, and it required clicking on things hoping I'd hit the right thing, and believe me when I say it didn't tax my brain to do so.
Jeez, did you at least laugh when Jodie and Ryan donned Chinese guard uniforms and were immediately caught after taking a couple of steps inside their underwater base?
I mean she's supposed to be a super soldier, an experienced stealth operative of the highest order, so that part must have made you chuckle, surely.
That tight rope between your task and the time you have to do it is the gameplay I'm finding, and it's what I enjoy.
yes it's pixel hunt without the pixel hunting because who the fuck wants to do that? pixel hunting is a relic of the 90s, even Telltale thankfully realized this is a waste of the player's time. Removing the hunt aspect of this is just an evolution of the genre and respecting the player's time.
This is a game in which Ellen Page plays a supernatural hobo commando.
I have to run, so I need to drop this, but let me finish by saying that if you enjoy QTEs, that's fine, and I can't tell you you're wrong for doing so. I'm just explaining why I don't find them to be a good gameplay mechanic. There are probably plenty of gameplay mechanics I enjoy that someone else wouldn't.
The question was posed why people reject QTEs as a form of gameplay, and I'm saying why I never respond to them. They don't hit what I'm looking for from a game. I understand you get something different out of it, and that's cool too, it's just not something I enjoy.
Why do you keep putting words in peoples' mouths?
Lucasarts games have no gameplay? Are you completely crazy? Or are you one of those people who can only shoot things to enjoy something?
are you taking the piss?
fvng said:Say what? I didn't bring up pixel hunting initially and I brought it up again because we're on the subject of mindless unchallenging tasks in the games being discussed in this thread
fvng said: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)..
fvng said:puzzle based
yes it's pixel hunt without the pixel hunting because who the fuck wants to do that?
No, it was funny because it was so goddamn cliché. Same with the hobos and natives.
So not only did Heavy Rain keep the worst part of puzzle solving (in your opinion) from adventure games, it also distilled it to pointlessness! Hilarious.