Beyond: Two Souls (Quantic Dream)
#651
Guest_The Mad Hanar_*
Posté 23 janvier 2014 - 01:45
Guest_The Mad Hanar_*
#652
Guest_Catch This Fade_*
Posté 23 janvier 2014 - 01:49
Guest_Catch This Fade_*
Because failure is stoopid.The Mad Hanar wrote...
I just don't understand why Cage would go from a cool idea like permadeath to a weird idea like immortality.
#653
Posté 23 janvier 2014 - 01:57
Do you know how Humans access the Infraworld? Giant portals in the shape of a vagina.
Do you know what comes out the reality vaginas? Death in the form of entities that look like ripoffs of the Matrix universe's Sentinels.
It's so stupid.
Modifié par General TSAR, 23 janvier 2014 - 01:57 .
#654
Posté 23 janvier 2014 - 04:42
#655
Posté 23 janvier 2014 - 04:44
#656
Posté 23 janvier 2014 - 04:49
Mr.House wrote...
It's kinda funny how much a back step this is from Heavy Rain. Heavy Rain had some big flaws, but at least the playable characters could die, permanently if you made crappy choices.
That might not be relevant to the story being told, so I'm glad that didn't happen - though I dislike the idea of Ryan being so forced on her, even when I kept choosing to avoid his ass everytime. Lurkerbish, tbh.
#657
Posté 23 janvier 2014 - 04:50
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
#658
Posté 23 janvier 2014 - 04:51
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
#659
Posté 23 janvier 2014 - 04:55
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
Okay, nobody said it was perfect or anything, miss.
#660
Posté 23 janvier 2014 - 04:55
SHAAAAAAAAUN!spirosz wrote...
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
#661
Posté 23 janvier 2014 - 05:14
ThisOnesUsername wrote...
SHAAAAAAAAUN!spirosz wrote...
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
LOL 1:32 - SHAUN, ETHAN!
#662
Posté 23 janvier 2014 - 05:17
#663
Posté 23 janvier 2014 - 05:22
spirosz wrote...
ThisOnesUsername wrote...
SHAAAAAAAAUN!spirosz wrote...
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
LOL 1:32 - SHAUN, ETHAN!
That's ****ing awesome. LOL.
#664
Posté 23 janvier 2014 - 10:41
ThisOnesUsername wrote...
SHAAAAAAAAUN!spirosz wrote...
ruggly wrote...
dreamgazer wrote...
I liked Heavy Rain quite a bit.
JASON!.
STEVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
#665
Posté 23 janvier 2014 - 10:42
#666
Posté 23 janvier 2014 - 05:30
Mr.House wrote...
It's kinda funny how much a back step this is from Heavy Rain. Heavy Rain had some big flaws, but at least the playable characters could die, permanently if you made crappy choices.
In Beyond: Two Souls other characters can die if you made "wrong" choices. Also, concept of impossibility of main character's death fits B:TS story and gameplay just perfectly. Other examples of a game used similar concept that fit the story and gameplay perfectly are Planescape and Darksiders.
...In fact, game-over sequence looks more like placing a game on pause, and loading a game looks more like unpausing the game. Quite primitive. And also quite annoying on high difficulty levels. Also, with no real permanent character death, save-load feature looks like a "potion of immortality", which doesn't actually fit most games which have save-load and game-over sequence.
Modifié par Seival, 23 janvier 2014 - 05:33 .
#667
Guest_Catch This Fade_*
Posté 23 janvier 2014 - 06:31
Guest_Catch This Fade_*

Modifié par J. Reezy, 23 janvier 2014 - 06:32 .
#668
Posté 23 janvier 2014 - 06:32
Seival wrote...
Mr.House wrote...
It's kinda funny how much a back step this is from Heavy Rain. Heavy Rain had some big flaws, but at least the playable characters could die, permanently if you made crappy choices.
In Beyond: Two Souls other characters can die if you made "wrong" choices. Also, concept of impossibility of main character's death fits B:TS story and gameplay just perfectly. Other examples of a game used similar concept that fit the story and gameplay perfectly are Planescape and Darksiders.
...In fact, game-over sequence looks more like placing a game on pause, and loading a game looks more like unpausing the game. Quite primitive. And also quite annoying on high difficulty levels. Also, with no real permanent character death, save-load feature looks like a "potion of immortality", which doesn't actually fit most games which have save-load and game-over sequence.
And with this post, it's time for you to stop gaming and move on to another media
#669
Posté 23 janvier 2014 - 06:36
#670
Posté 23 janvier 2014 - 06:42
B:TS: "You don't seem to be good at action sequences. It's okay though we'll give you something easier, just please keepSeival wrote...
In Beyond: Two Souls other characters can die if you made "wrong" choices. Also, concept of impossibility of main character's death fits B:TS story and gameplay just perfectly. Other examples of a game used similar concept that fit the story and gameplay perfectly are Planescape and Darksiders.
...In fact, game-over sequence looks more like placing a game on pause, and loading a game looks more like unpausing the game. Quite primitive. And also quite annoying on high difficulty levels. Also, with no real permanent character death, save-load feature looks like a "potion of immortality", which doesn't actually fit most games which have save-load and game-over sequence.
Tomb Raider: "Now look what you did, got Lara's head impaled on a spike! Do it again until you get ir right, this media is about interaction we don't reward you for interacting with the world poorly. Stop crying."
#671
Guest_Catch This Fade_*
Posté 23 janvier 2014 - 06:51
Guest_Catch This Fade_*
I must've missed the part where someone said that wasn't the case.wolfsite wrote...
Or maybe he keeps posting to keep people talking about the game.
Modifié par J. Reezy, 23 janvier 2014 - 06:52 .
#672
Posté 23 janvier 2014 - 06:59
In heavy rain if you failed QTE's you would fail to get part of the code or a character will die. In beyond two souls all that will happen is that you will take a slightly different route to the same place. (Hunted is a rather glaring example of this when if you get caught you get locked in a room and escape to the same place as if you succeed.)
#673
Posté 23 janvier 2014 - 08:31
Failing a QTE in Heavy Rain would bite you in the ass, they had a reason. What is their reason in BTS? You can fail them all and nothing HAPPENS. That is the issue and you seem to bet he only person who does not reliase this is a massive issue. It's clear you don't want to play video games.Seival wrote...
Mr.House wrote...
It's kinda funny how much a back step this is from Heavy Rain. Heavy Rain had some big flaws, but at least the playable characters could die, permanently if you made crappy choices.
In Beyond: Two Souls other characters can die if you made "wrong" choices. Also, concept of impossibility of main character's death fits B:TS story and gameplay just perfectly. Other examples of a game used similar concept that fit the story and gameplay perfectly are Planescape and Darksiders.
...In fact, game-over sequence looks more like placing a game on pause, and loading a game looks more like unpausing the game. Quite primitive. And also quite annoying on high difficulty levels. Also, with no real permanent character death, save-load feature looks like a "potion of immortality", which doesn't actually fit most games which have save-load and game-over sequence.
#674
Posté 23 janvier 2014 - 08:33
Mr.House wrote...
Failing a QTE in Heavy Rain would bite you in the ass, they had a reason. What is their reason in BTS? You can fail them all and nothing HAPPENS. That is the issue and you seem to bet he only person who does not reliase this is a massive issue. It's clear you don't want to play video games.Seival wrote...
Mr.House wrote...
It's kinda funny how much a back step this is from Heavy Rain. Heavy Rain had some big flaws, but at least the playable characters could die, permanently if you made crappy choices.
In Beyond: Two Souls other characters can die if you made "wrong" choices. Also, concept of impossibility of main character's death fits B:TS story and gameplay just perfectly. Other examples of a game used similar concept that fit the story and gameplay perfectly are Planescape and Darksiders.
...In fact, game-over sequence looks more like placing a game on pause, and loading a game looks more like unpausing the game. Quite primitive. And also quite annoying on high difficulty levels. Also, with no real permanent character death, save-load feature looks like a "potion of immortality", which doesn't actually fit most games which have save-load and game-over sequence.
More like him not wanting to fail at games
#675
Posté 23 janvier 2014 - 08:34




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