I hope it is not a trend, but forced slow walking in games need to stop

I fucking love slow walking sections. Chilling out for a minute or two, admiring the scenery, talking about what just happened/is about to happen, whatever the case may be. Doesn't matter, I love it. Do it myself all the time in my games, without even being forced.

I say slow walking needs to continue.
If you can do it yourself if you want to, why do you need them to force you to?
 
I don't really mind it as long as it's constant and interesting dialogue. It's a way to get the story out of the way while traversing to wherever I need to be next vs. sitting and watching a cut scene (which doesn't hold my interest as much) and then walking wherever normal speed.

That said, I do agree it is tiresome on replays vs. cut scenes that are skippable. Mostly moot for me as I rarely replay anything.
 
Cant see the issue, if you buy a story based game.....

Guess what - there is a story to be told by cuts scenes and dialogue.

If you dont want that, there are plenty multiplayer and battle royale games with no story.

Its like complaining there is no good story and plot in fortnite
 
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They should just give the player the choice to either NOT run or HAUL ass.
 
It's a very old trend, rampant in the 360/ps3 era. FF7R just uses it at really odd places.

The only time its annoying in FF7R is when they force you to do it when you don't need to.

When there's dialogue, and characters are moving and talking and emoting, its totally fine, but when you're just slow walking for the fuck of it, its really annoying.
 
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Cant see the issue, if you buy a story based game.....

Guess what - there is a story to be told by cuts scenes and dialogue.

If you dont want that, there are plenty multiplayer and battle royale games with no story.

Its like complaining there is no good story and plot in fortnite

Not sure I understand the equivalency here. So not liking being forced to walk slowly in gameplay means I'm better off just playing BR games? How about we just get given the option to walk or run if we want to?
 
Not sure I understand the equivalency here. So not liking being forced to walk slowly in gameplay means I'm better off just playing BR games? How about we just get given the option to walk or run if we want to?

Ok, you tell me how to portray a story and dialogue and get the players engaged who like story telling games.

Also how to go about about changing up the pace after a heavy fight scene...

Cut scenes or in game dialogue ?

In films its called allowing the audience to breathe
 
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Cant see the issue, if you buy a story based game.....

Guess what - there is a story to be told by cuts scenes and dialogue.

Give me cutscenes like an old ps1 era MGS game then. I can grab my glass, relax, watch the story unfold & then get ready to resume playing. I also haven't really seen a "story" in a video game which acceptably merits reverence & anti-gaming sections where control is removed from the player for narrative reasons. Usually, the characters are just spouting forgettable sh*t & I'm waiting for the gameplay to restart.

Also, it's important not to confuse slow moments (such as parts where the player undertakes some non lethal actions such as platforming, puzzles & traversal after an action sequence) with forced slow walking. We get down time after a battle, that's normal (even in games like the original God of War titles, there was exploration, climbing & pacing which allowed the player to breath), but slow walking where no matter how hard the player pushed the analogue stick forward the character refuses to move faster, that is some real bullshit.
 
Ok, you tell me how to portray a story and dialogue and get the players engaged who like story telling games.

Also how to go about about changing up the pace after a heavy fight scene...

Cut scenes or in game dialogue ?

In films its called allowing the audience to breathe

Good question
 
Then it might get eliminated next gen.
Once next gen hits, you can have more confidence that if slow walking is in the game, the devs intended that to be there as a narrative choice, rather than as a pseudo-loading screen.

A lot of "tedious" things in games are because of loading screens. I really wonder how many gamers appreciate the lengths that devs go to in order to make the experience more immersive by eliminating actual loading screens.
 
Once next gen hits, you can have more confidence that if slow walking is in the game, the devs intended that to be there as a narrative choice, rather than as a pseudo-loading screen.

AKA. we will know who's bad at gamedesign and only landed there because their attempt at a movie directing career failed

Naughty Dog
 
It needs to be skippable. It's not like a forced walk n' chat was great the first time around for me to be forced to see it again.
 
It needs to be skippable. It's not like a forced walk n' chat was great the first time around for me to be forced to see it again.

I think that's the real problem.
Walk and talk isn't too bad the first time around (at least IMO), but it's annoying when replaying a game and, unlike cutscenes, it usually can't be skipped.
 
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