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Beyond: Two Souls (Quantic Dream)


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#676
spirosz

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Pausing and loading... is primitive?

I'm sorry, what?

How is pausing and loading related to high difficulty levels and annoyance? You're just putting words together with no context together.

#677
spirosz

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I guess when I start up a game and decide to load it up, I'm apparently going backwards.

#678
Seival

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Greylycantrope wrote...

Seival 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.

B:TS: "You don't seem to be good at action sequences. It's okay though we'll give you something easier, just please keep watching playing."

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."


No, it's more like:

Regular game. "Keep bashing your head against the concrete wall of current difficulty level? Good! Remember, even complete noob is able to pass through this encounter, providing he is not too lazy to perform a hundred attempts, so simple luck will become a real factor. However, if you got tired of loading the same save over and over again, just lower the difficulty level. The settings are right here.".

Beyond: Two Souls. "So, how exactly do you want this part of the story to be told? Oh, this way... It will be quite challenging, you know? And you will have only one attempt to do everything right. Save will not help, there is only one autosave in game and it will be performed just after you complete the encounter, no matter how successful you were. So be prepared. This gameplay is all about attention and concentration. If you are not sure about your gaming skills, you better lower the difficulty level before the encounter".

Modifié par Seival, 23 janvier 2014 - 08:43 .


#679
AresKeith

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Seival wrote...
No, it's more like:

Regular game "Keep bashing your head against the concrete wall of current difficulty level? Good! Remember, even complete noob is able to pass through this encounter, providing he is not too lazy to perform a hundred attempts, so simple luck will become a real factor. However, if you got tired of loading the same save over and over again, just lower the difficulty level. The settings are right here.".

Beyond: Two Souls "So, how exactly do you want this part of the story to be told? Oh, this way... It will be quite challenging, you know? And you will have only one attempt to do everything right. Save will not help, there is only one autosave in game and it will be performed just after you complete the encounter, no matter how successful you were. So be prepared. This gameplay is all about attention and concentration. If you are not sure about your gaming skills, you better lower the difficulty level before the encounter".


So this all comes down to you having a hard time playing certain games because of your skill level as a gamer, then B:TS comes out and basically holds your hand through out the whole experience 

#680
spirosz

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Seival wrote...
No, it's more like:

Regular game. "Keep bashing your head against the concrete wall of current difficulty level? Good! Remember, even complete noob is able to pass through this encounter, providing he is not too lazy to perform a hundred attempts, so simple luck will become a real factor. However, if you got tired of loading the same save over and over again, just lower the difficulty level. The settings are right here.".

Beyond: Two Souls. "So, how exactly do you want this part of the story to be told? Oh, this way... It will be quite challenging, you know? And you will have only one attempt to do everything right. Save will not help, there is only one autosave in game and it will be performed just after you complete the encounter, no matter how successful you were. So be prepared. This gameplay is all about attention and concentration. If you are not sure about your gaming skills, you better lower the difficulty level before the encounter".


Technically by you stating doing  everything right (key words here), you're saying that is the only way to pass.  Though in the game, you can fail multiple QTE attemps and remember, that isn't do it everything right and still pass through every sequence of the game.  Yes, the gameplay is about attention and concentration, so is Counter Strike, what's your point?

You can be a "noob" at Beyond and pass it with ease.  Jodie about to die, here let's bring a cop out and have Aiden kill the enemy cause we don't want you LOADING AGAIN.  

#681
ruggly

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No wonder Remember Me is rated so highly for you with the amount of hand holding it does.

#682
Liamv2

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Except as I stated already. Failing a QTE in beyond two souls changes nothing out of that current scene so changing the difficulty is pointless.

#683
Seival

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The Mad Hanar wrote...

How can a QTE be difficult if it is non-essential to do?


I believe the only difficulty level of QTE you really know is difficulty level of Paragon/Renegade interrupts in Mass Effect 2 and 3. This QTE is easy of course. I can only suggest you to try all Beyond melee combat encounters, and feel the difference. You will most likely have difficulties even in melee combat tutorial.

 On a video it looks easy. But playing it through is completely different story. And this is just a tutotial. One of the most easy melee combat encounters in B:TS.

#684
Liamv2

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The QTE's in beyond are only difficult because half the time you have no idea what the hell the game want's you to do.

#685
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Seival wrote...

The Mad Hanar wrote...

How can a QTE be difficult if it is non-essential to do?


I believe the only difficulty level of QTE you really know is difficulty level of Paragon/Renegade interrupts in Mass Effect 2 and 3. This QTE is easy of course. I can only suggest you to try all Beyond melee combat encounters, and feel the difference. You will most likely have difficulties even in melee combat tutorial.

No one brought up Mass Effect you shill. Want to stop this tired charade? Oh, who am I kidding, of course not.

#686
AresKeith

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Liamv2 wrote...

The QTE's in beyond are only difficult because half the time you have no idea what the hell the game want's you to do.


It's funny how the game tells you what to press or do for everything else except for fighting and scenes for Jodie to dodge

#687
Seival

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Liamv2 wrote...

Except as I stated already. Failing a QTE in beyond two souls changes nothing out of that current scene so changing the difficulty is pointless.


Oh really? Failing QTE on the bridge entirely cuts the part of the corresponding episode and replaces it with the other part that you wouldn't see otherwise. Failing QTE in the car cuts the entire bar part from the corresponding episode. And so on... Failing many of QTEs mean Jodie was defeated and Aiden has to protect her.

Beyond is not about if your character will survive each combat encounter or not. It's about role playing, regular playing, and seeing how you actions, inactivity, success, or failure changes the flow of the story.

Modifié par Seival, 23 janvier 2014 - 09:25 .


#688
The Night Mammoth

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Beyond's QTE's are so difficult the game doesn't even care if you fail. It just pats you on the head saying "aw well, you tried", and lets you go on your way.

#689
General TSAR

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Seival wrote...

In Beyond: Two Souls other characters can die if you made "wrong" choices.

Bull! I allowed Paul to die with the Grandmother and yet they were standing there, alive, right next to the dreamy Navajo Romance option! WTF is up with that? Also I allowed Jodie to die and yet why do I see her standing next to Tuesday's daughter in the Credits? WTF is up with that?

...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.

You are a failure of a game designer.

#690
spirosz

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To be fair, Seival is right about the flow of the story and what the QTE reflect in terms of what you see and don't, etc, but that doesn't equal a terms of being difficult.  But, he is also wrong in the sense because if you do certain things, certain scenarios will stay play out the same regardless of what you've done - like Ryan in a nutshell.  That had me annoyed for days.  

Modifié par spirosz, 23 janvier 2014 - 09:25 .


#691
General TSAR

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Seival wrote...

Oh really? Failing QTE on the bridge entirely cuts the part of the corresponding episode and replaces it with the other part that you wouldn't see otherwise. Failing QTE in the car cuts the entire bar part from the corresponding episode. And so on... Failing many of QTEs mean Jodie was defeated and Aden has to protect her.

Oh look, hand holding which means no tension or any sort of feeling of accomplishment by beating a challenge.

Beyond is not about if your character will survive each combat encounter. It's about roleplaying, regular playing, and seeing how you actions, inactivity, success, or failure changes the flow of the story.

BAHAHAHAHA.......

No.

Modifié par General TSAR, 23 janvier 2014 - 09:27 .


#692
Liamv2

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Except that the part you see when failing on the bridge leads to the same one that you would have reached if you passed.

I never saw the bar section in my play through (Never got past the by the guy on desk) but I never seemed to be missing something from not getting to it. Hell me trying to sneak out never got brought up again.

The chocking with Aiden is just a different path to the exact same solution.

Edit Fixed fail grammar

Modifié par Liamv2, 23 janvier 2014 - 09:32 .


#693
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General TSAR wrote...

You are a failure of a game designer.

>implying Seival was ever a game designer

#694
General TSAR

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It's a joke.

#695
Liamv2

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General TSAR wrote...

Seival wrote...

In Beyond: Two Souls other characters can die if you made "wrong" choices.

Bull! I allowed Paul to die with the Grandmother and yet they were standing there, alive, right next to the dreamy Navajo Romance option! WTF is up with that? Also I allowed Jodie to die and yet why do I see her standing next to Tuesday's daughter in the Credits? WTF is up with that?


That bit was just one of those looking on from the dead things. They should have added a slight shimmer or something to make it more obvious though.

#696
spirosz

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Liamv2 wrote...

Except that said part you see when failing on the bridge leads to a different area that section leads to the same one that you would have reached if you passed.

I never saw the bar section in my play through (Never got past the by the guy on desk) but I never seemed to be missing something from not getting to it. Hell me trying to sneak out never got brought up again.

The chocking with Aiden is just a different path to the exact same solution.


But that is still influencing a different development in Jodie, regardless if you still "end up" in the same scene afterwards.  

#697
Cyonan

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Seival wrote...

Oh really? Failing QTE on the bridge entirely cuts the part of the corresponding episode and replaces it with the other part that you wouldn't see otherwise. Failing QTE in the car cuts the entire bar part from the corresponding episode. And so on... Failing many of QTEs mean Jodie was defeated and Aiden has to protect her.

Beyond is not about if your character will survive each combat encounter or not. It's about role playing, regular playing, and seeing how you actions, inactivity, success, or failure changes the flow of the story.


Aiden having to protect her is pretty pointless if it means ending up in the exact same place you would have been if you didn't fail.

Without the threat of real consequences, it means that any tension is gone from the scene. You already know that Jodie is going to come out of that cutscene alive no matter what you do, which kinds of kills any scene that's intended to be tense for me.

Mass Effect 2's opening had the same problem. It was trying to be a rather intense scene with the Normandy being destroyed and yet the whole time I was thinking "I'm 2 minutes into this game, obviously Shep is going to come out of this one way or another".

#698
Liamv2

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I suppose it is development. I just wish that the characters would bring up said development out of that specific section.

#699
General TSAR

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Liamv2 wrote...

That bit was just one of those looking on from the dead things. They should have added a slight shimmer or something to make it more obvious though.

It was? I thought it was another of David Cage's screw ups. 

#700
Seival

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Liamv2 wrote...

The QTE's in beyond are only difficult because half the time you have no idea what the hell the game want's you to do.

This is nothing more but the description of your inability to pay attention and concentrate.



Enemy strikes you.
One second of slow motion starts.
You have to notice what exactly is your enemy trying to do.
You have to notice how exactly Jodie is trying to counter that.
Your enemy's fist is moving to the right relative to the screen.
Jodie tries to dodge the attack and also trying to move to the right relative to the screen.
You have to swipe gamepad's right stick exactly to the right during the one second of slow motion in order to help Jodie to perform the dodge successfuly.
And that was just a little part of a melee combat encounter.

Skill... your personal gaming skill. Attention to the details. Concentration. Readiness. This combat feels truly realistic and very exciting when you actually playing it, and know how to play.

Modifié par Seival, 23 janvier 2014 - 09:45 .