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It's quite sad that Quantic Dream is the only best storyteller right now.


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#326
Seival

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Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that. And like I said, each action in a good interactive movie has really intuitive and interesting controls. The only thing dislikers actually fear in interactive movies is little amount of actual gameplay.

Believe me, Beyond: Two Souls has more than enough actual gameplay for a truly story-driven game. Enough gameplay for player to feel like a participant of the amazing story events.

Modifié par Seival, 30 octobre 2013 - 08:46 .


#327
Cyonan

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Seival wrote...

What's the point of "variety" if only one or two weapons provide you with the best damage output? What's the point of having more than one weapon, if all ways of killing the enemies are pretty much the same - hit them? Is that really interesting to fight against dumb AI?... That's why I find Beyond combat scenes much more exciting than Mass Effect combat scenes. Prefere to see and play perfectly perfromed, interactive, and really fast combat scenes instead of shooting dumb AI-controlled dolls who can't even flank you properly.

How many games with only one weapon available did you play? Do you know it would be boring for you, or you just think it would be boring for you?

But good interactive movie has really exciting gameplay...

...Well, I believe we are starting to walk in cycles here. Anyway, It was a pleasure to argue with polite interlocutor :)


Why do you have variety in anything in life?

I can't think of any game off the top of my head I've played that only has one weapon, although I get pretty bored with the weapon variety in games like Call of Duty or Battlefield because most of the weapons within a category feel nearly identical to all the other weapons.

While it would actually be possible to have a small weapons variety in a game I find fun, it would need some kind of compelling gameplay mechanic otherwise. Thief 2 didn't really have very many weapons, but my main objective was to avoid combat and the stealth in that game is just brilliant. It's better than any other game out there in my opinion.

It's fairly obvious we both want different things from our story driven games, so I'll just reiterate a point one last time(not just specifically targeted at you), because I don't feel it can ever be said enough when it comes to discussing art forms.

There isn't a right or wrong way. Beyond is not the right way for story driven games to go, but neither is it the wrong way. It is simply a way it could go out of many ways.

#328
spirosz

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M25105 wrote...

Press this button to watch Ellen dry herself with a towel. Such amazing gameplay! It's a game that's the equivalent to a straight to dvd Steven Seagal film. 


If that how you felt, props to you homie, but don't act like your taste is superior in any way.  Make cracks all you want, but all that shows is you being ungrounded.  

Kid is hilarious, haha. 

#329
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dreamgazer wrote...

Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?

Lol dude said it's one of the worst possible games in terms of graphics. Opinions be cray these days. I also wonder how long he's been looking at video games.

#330
felipejiraya

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I still remember how Fahrenheit/Indigo Prophecy started so good and turned to be such a crappy story by the ending.

Since them I don't play anything by Quantic Dream, I've learned my lesson.

#331
Seival

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felipejiraya wrote...

I still remember how Fahrenheit/Indigo Prophecy started so good and turned to be such a crappy story by the ending.

Since them I don't play anything by Quantic Dream, I've learned my lesson.


All developers start from something not very impressive. Some devs keep doing something not very impressive over and over again. The others - advance and improve. Quantic Dream is the developer who preferred the path of advancement and improvement. And they follow this path really fast. I wasn't impressed much by Heavy Rain, but Beyond: Two Souls is my favorite game (even through I'm not usually a fan of paranormal stories).

Modifié par Seival, 31 octobre 2013 - 07:57 .


#332
Liamv2

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http://playersdeligh...feature-is.html

Read this. I think i get why the reviews are so split now thanks to this.

#333
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Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse

#334
Naughty Bear

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i dont think o

#335
SlottsMachine

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J. Reezy wrote...

Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hey. Hey. Hey. It involves running.... and crouching sometimes. 

#336
Naughty Bear

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General Slotts wrote...

J. Reezy wrote...

Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hey. Hey. Hey. It involves running.... and crouching sometimes. 

 you can crouch in batnan

#337
Enigmatick

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Naughty Bear wrote...

General Slotts wrote...

J. Reezy wrote...

Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hey. Hey. Hey. It involves running.... and crouching sometimes. 

 you can crouch in batnan

And yet you can't manually in Assasin's Creed, and they still sell themselves as a stealth game to people lol

#338
Cyonan

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Enigmatick wrote...

Naughty Bear wrote...

General Slotts wrote...

J. Reezy wrote...

Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hey. Hey. Hey. It involves running.... and crouching sometimes. 

 you can crouch in batnan

And yet you can't manually in Assasin's Creed, and they still sell themselves as a stealth game to people lol


Aren't they a pirate game now?

#339
Mr.House

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Seival wrote...

felipejiraya wrote...

I still remember how Fahrenheit/Indigo Prophecy started so good and turned to be such a crappy story by the ending.

Since them I don't play anything by Quantic Dream, I've learned my lesson.


All developers start from something not very impressive. Some devs keep doing something not very impressive over and over again. The others - advance and improve. Quantic Dream is the developer who preferred the path of advancement and improvement. And they follow this path really fast. I wasn't impressed much by Heavy Rain, but Beyond: Two Souls is my favorite game (even through I'm not usually a fan of paranormal stories).

This is false.  Not all devs have started with a bad game, that's just you making an excuse for the horrible game called Indigo Prophecy.

Modifié par Mr.House, 01 novembre 2013 - 01:51 .


#340
Seival

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J. Reezy wrote...

Seival wrote...

Druss99 wrote...

Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.


First of all, Beyond gameplay is much more diverse than that.

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hmm... quite a lot of people call Beyond gameplay poor without even trying to find out anything about it first. To avoid further speculations on the matter, I belive it will be good idea to discribe the gameplay more detailed.

Jodie. Movement.
You can move Jodie like in any 3rd person game. In addition to that there are movement scenes where Jodie's strength is required (crossing a river with a strong current, climbing an obstacle, moving through a tight space, etc.). These scenes involve number of interctions like pressing a button in time, pressing different buttons very rapidly, pressing and holding one ore more (up to 3) buttons at the same time, etc. Finally, there are some very special movements available. There is one scene about riding a bike, one scene about piloting a submarine, and one scene about moving underwater in a special suit.

Jodie. Combat gameplay. Melee combat.
Each melee combat is triggered by scenario, or starts when you moved close enough to your opponent(s). This combat is fully motion-captured melee combat scenario with several key points where player can take action. These key-points are indicated by 1 second of slow motion. During that slow motion you have to look what's happening and notice what your enemy and Jodie are trying to do, and than act. For example, during a fight your opponent picked up a massive chain and tried to hit you. Enemy performs a hit, and when the chain is on the half-way to Jodie - slow motion triggeres. You can notice that Jodie is trying to dodge the chain, jumping backwards. You have to move right stick in the same direction where Jodie is about to jump. If you will do that during 1 second of slow-mo - Jodie will dodge the chain, if you failed, Jodie will take hit. Like I said, each combat scene has several key points with different moves to perform. In addition to that different combats have key-points with different actions like press button in time (for example to pick up a brick and hit enemy with it), press a button very rapidly (some strength-based moves), move gamepad up-and-down rapidly (get out from a grasp).

Jodie. Combat gameplay. Running.
During some combat scenes you have to run away from someone. You have to move Jodie in right direction. And you have to avoid obstacles in a similar way as avoiding hits in combat - just before the obstacle slow-mo triggers and you have to move right stick in correct direction to avoid falling down.

Jodie. Combat gameplay. Stealth action.
Pretty much the same as in DE:HR. Line of sight play, moving from cover to cover, choose the right moment and approach enemy from the back, take the enemy down. And unlike the DE:HR, in addition to free movement from cover to cover, you can also sprint from cover to cover by focusing on cover and holding X button, and you can also crawl.

Jodie. Combat gameplay. Shooting.
Just like in a 3rd person shooter, but with auto-aiming (you can't aim manually at all).

Jodie. Non-combat gameplay.
A lot of different interactions. What interactions you have to perform, for example, in this case: you have to pour a bucket of water, move it to a trough, and pour the water down? Take a bucket, approach a manual water pump, interact with it moving right stick in its direction, perform several "move gamepad up and down rapidly" actions to fill bucket with water. Move the bucket towards a trough, interact with it by moving the right stick towards it, and finally perform "tilt the gamepad action". Each non-combat action has one or number of logical interactions to perform. Move gamepad upwards fast to jump and reach a ladder, move gamepad downwards to jump from a roof, move gamepad left-and-right rapidly to dry off with a towel after a shower, turn right stick 360 degrees to sprinkle food with pepper, and so on.

Aiden. Movement.
You can switch to Aiden any time. As Aiden you can fly in any direction (but not too far away from Jodie), pass through walls and other obstacles.

Aiden. Mind-control.
Aiden can mind-control people. To perform that action you have to focus on a person you want to control, move left stick to the left, and right stick to the right at the same time, and keep holding focus and the sticks till mind control is complete. After that you can move and perform different actions by controlled person.

Aiden. Kill.
Aiden can kill enemies. To perform that action you have to focus on an enemy, move left stick to the right, and right stick to the left as the same time, and keep holding focus and the sticks till enemy will die.

Aiden. Move/Throw/Destroy objects.
Aiden can move, destroy, or throw objects. To perform that action you have to focus on an object, move both sticks down, hold them for a second, and then - release.

Aiden. Reading.
Aiden can interact with a living mind or dead body to "read" something about some past events. To perform that action you have move Jodie to a person or a body, and interact with it moving right stick. Now you play as Aiden and see the stream of energy raising from a person or body. You have to use both sticks to change stream direction, so it will flow directly to Jodie's brain. The stream has to hold for some time in order to make Jodie to see a vision.

Aiden. Healing.
Aiden can heal Jodie and other wounded friendly persons. To do that you have to focus on a wounded (person can have more than one wound to care about by the way), and move both sticks so pointers will remain above the wound for some time.

Aiden. Shield.
Aiden can place a shield around Jodie that makes her immune to any kind of damage. To do that you have to focus on Jodie, move left stick to the right, and right stick to the left at the same time, and hold focus and the sticks for as long as the shield needed.



...Basically, something like that. I hope I didn't miss something important.
Beyond: Two Souls has rich and diverse gameplay, and I will require much more time to give examples of each and every possible interaction here.

Yes, you will not have 50 hours of sneaking around and killing enemies like in DH:HR, but you will have more than enough gameplay to feel like a participant, not an observer.

Modifié par Seival, 01 novembre 2013 - 10:10 .


#341
Seival

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Mr.House wrote...

Seival wrote...

felipejiraya wrote...

I still remember how Fahrenheit/Indigo Prophecy started so good and turned to be such a crappy story by the ending.

Since them I don't play anything by Quantic Dream, I've learned my lesson.


All developers start from something not very impressive. Some devs keep doing something not very impressive over and over again. The others - advance and improve. Quantic Dream is the developer who preferred the path of advancement and improvement. And they follow this path really fast. I wasn't impressed much by Heavy Rain, but Beyond: Two Souls is my favorite game (even through I'm not usually a fan of paranormal stories).

This is false.  Not all devs have started with a bad game, that's just you making an excuse for the horrible game called Indigo Prophecy.


You think that "not very impressive" = "bad"?
You are such a pessimist.
For me "not very impressive" = "so-so" or "fine".
If I would want to say "bad", I would say "bad".

#342
Cyonan

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To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.

#343
Seival

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Cyonan wrote...

To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.


Many old games were called "massive hits" just for being something new or fresh compared to others. I believe none of those old massive hits were very good. They were nice for the time of their release, but nothing more than that.

Some devs keep their initial standards and keep producing outdated games (Blizzard for example). And some devs keep going forwards with each new release (Quantic Dream and BioWare for example).

#344
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Seival wrote...

J. Reezy wrote...

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hmm... quite a lot of people call Beyond gameplay poor without even trying to find out anything about it first. To avoid further speculations on the matter, I belive it will be good idea to discribe the gameplay more detailed.

*snip unnecessary explanations*

...Basically, something like that. I hope I didn't miss something important.
Beyond: Two Sould has rich and diverse gameplay, and I will require much more time to give examples of each and every possible interaction here.

Yes, you will not have 50 hours of sneaking around and killing enemies like in DH:HR, but you will have more than enough gameplay to feel like a participant, not an observer.


Dude ain't nobody got time for these verbose explanations. All you had to say was, "Yes, the gameplay isn't something you haven't seen before and does indeed consist mostly of QTE's. Again, that's not all that diverse. I didn't need a play-by-play of the miniscule differences between QTE #1 and QTE #20 because the situaion calls for different movement of the thumbstick. 

And another thing... 

This:

"Yes, you will not have 50 hours of sneaking around and killing enemies like in DH:HR, but you will have more than enough gameplay to feel like a participant, not an observer."

Is that supposed to mean something? Is it supposed separate what Beyond: Two Souls does from the rabble that is the video gamey video game? I hope not, because it doesn't. You just described the appeal of pretty much every video game in existence. Games that were here long before Beyond: Two Souls entered the equation. The interactivity of player and game world is why a video game is so special. What the player is actively doing beyond sitting and watching are why games are special. That interactivity that makes the video game a video game. Through my own skill I'm allowed to be the best basketball player in the world. I can command units on the battlefield to end a war. I can battle with the likes of The Joker, Clayface, or Mr. Freeze. I can be a little kid chosen by fate to save the world from darkness time and again. I'm not observing these events, I'm actively participating in them. Go ahead and like Beyond: Two Souls if you want, just don't act like it's doing anything particularly special or notably better than anything that came before it.

Modifié par J. Reezy, 01 novembre 2013 - 10:31 .


#345
Cyonan

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Seival wrote...

Cyonan wrote...

To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.


Many old games were called "massive hits" just for being something new or fresh compared to others. I believe none of those old massive hits were very good. They were nice for the time of their release, but nothing more than that.

Some devs keep their initial standards and keep producing outdated games (Blizzard for example). And some devs keep going forwards with each new release (Quantic Dream and BioWare for example).


Well, I would call Half-Life the greatest game of all time.

Also, Minecraft is not an old game. The full release game out about 2 years ago.

I'm sure that if QD had a game half as popular as World of Warcraft, they'd keep developing for it as well =P

#346
Guest_The Mad Hanar_*

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Seival wrote...

Cyonan wrote...

To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.


Many old games were called "massive hits" just for being something new or fresh compared to others. I believe none of those old massive hits were very good. They were nice for the time of their release, but nothing more than that.

Some devs keep their initial standards and keep producing outdated games (Blizzard for example). And some devs keep going forwards with each new release (Quantic Dream and BioWare for example).



Isn't that kind of the reason why you love B: TS so much?

#347
Seival

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The Mad Hanar wrote...

Seival wrote...

Cyonan wrote...

To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.


Many old games were called "massive hits" just for being something new or fresh compared to others. I believe none of those old massive hits were very good. They were nice for the time of their release, but nothing more than that.

Some devs keep their initial standards and keep producing outdated games (Blizzard for example). And some devs keep going forwards with each new release (Quantic Dream and BioWare for example).



Isn't that kind of the reason why you love B: TS so much?


Nope. Everything I like in Beyond is located within level of overall quality. Very interesting ideas and scenario, amazing actor's work, amazing graphics, amazing music and sound effects, diverse gameplay. And all of that is not corrupted by too much of regular gameplay routine. I enjoyed the story the best way I could.

Beyond is not something completely new or fresh. And making something new or fresh is already impossible (all basic ideas were already invented). I need great level of execution of the ideas I find very interesting and exciting. I need truly living characters played by truly professional actors. I need diverse gameplay, but not 50 hours of it. I need amazing story and perfect visual/audio part. I have everything I need in Beyond: Two Souls.

#348
Guest_The Mad Hanar_*

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Seival wrote...

The Mad Hanar wrote...

Seival wrote...

Cyonan wrote...

To be fair, not even all developers start off with a "so-so" game.

Valve started things off with a massive hit in Half-Life.

Mojang's Minecraft is a huge hit as well.


Many old games were called "massive hits" just for being something new or fresh compared to others. I believe none of those old massive hits were very good. They were nice for the time of their release, but nothing more than that.

Some devs keep their initial standards and keep producing outdated games (Blizzard for example). And some devs keep going forwards with each new release (Quantic Dream and BioWare for example).



Isn't that kind of the reason why you love B: TS so much?


Nope. Everything I like in Beyond is located within level of overall quality. Very interesting ideas and scenario, amazing actor's work, amazing graphics, amazing music and sound effects, diverse gameplay. And all of that is not corrupted by too much of regular gameplay routine. I enjoyed the story the best way I could.

Beyond is not something completely new or fresh. And making something new or fresh is already impossible (all basic ideas were already invented). I need great level of execution of the ideas I find very interesting and exciting. I need truly living characters played by truly professional actors. I need diverse gameplay, but not 50 hours of it. I need amazing story and perfect visual/audio part. I have everything I need in Beyond: Two Souls.


Hmm, I can appriciate that. I don't really look for things like great acting and things of that like for my games, but I can also see the appeal. I honestly think you're going to lose your mind in the next gen though. Facial animations and everything else is going to get so realistic. I think this type of game fits a great niche, but I don't think it should be the standard of gaming. Call me old school, but I gain immersivness from the controls of the game. Whenever a character is doing an action (not in the case of cutscenes, but things like aiming) I feel like I have lost control, and that takes immersiveness out for me.

But like I said, to each his own.

#349
Seival

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J. Reezy wrote...

Seival wrote...

J. Reezy wrote...

Doesn't the gameplay consist mostly of QTE's? That's not diverse


Hmm... quite a lot of people call Beyond gameplay poor without even trying to find out anything about it first. To avoid further speculations on the matter, I belive it will be good idea to discribe the gameplay more detailed.

*snip unnecessary explanations*

...Basically, something like that. I hope I didn't miss something important.
Beyond: Two Sould has rich and diverse gameplay, and I will require much more time to give examples of each and every possible interaction here.

Yes, you will not have 50 hours of sneaking around and killing enemies like in DH:HR, but you will have more than enough gameplay to feel like a participant, not an observer.


Dude ain't nobody got time for these verbose explanations. All you had to say was, "Yes, the gameplay isn't something you haven't seen before and does indeed consist mostly of QTE's. Again, that's not all that diverse. I didn't need a play-by-play of the miniscule differences between QTE #1 and QTE #20 because the situaion calls for different movement of the thumbstick. 

And another thing... 

This:

"Yes, you will not have 50 hours of sneaking around and killing enemies like in DH:HR, but you will have more than enough gameplay to feel like a participant, not an observer."

Is that supposed to mean something? Is it supposed separate what Beyond: Two Souls does from the rabble that is the video gamey video game? I hope not, because it doesn't. You just described the appeal of pretty much every video game in existence. Games that were here long before Beyond: Two Souls entered the equation. The interactivity of player and game world is why a video game is so special. What the player is actively doing beyond sitting and watching are why games are special. That interactivity that makes the video game a video game. Through my own skill I'm allowed to be the best basketball player in the world. I can command units on the battlefield to end a war. I can battle with the likes of The Joker, Clayface, or Mr. Freeze. I can be a little kid chosen by fate to save the world from darkness time and again. I'm not observing these events, I'm actively participating in them. Go ahead and like Beyond: Two Souls if you want, just don't act like it's doing anything particularly special or notably better than anything that came before it.


This gameplay is much more diverse than in any regular game. Don't confuse diversity with amount, please. Good interactive movie has really diverse gameplay, but amount of this gameplay is not as large as amount of gameplay in regular games. And this is not disadvantage, because regular gameplay's routine becomes really boring quite fast, while interactive movie gameplay always gives you something new.

That's the point. Good interactive movies provide greater level if interactivity and immersion than regular games. But not all people got used to them yet. In many cases - because they try to judge something they didn't actually play.

#350
Ridwan

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Dude why not just rent it as a film night?