CrustyBot wrote...
Seival is like a reverse hipster tbh.
While most hipsters delve deep into the indie scene and claim intellectual superiority because they find games that are thought provoking, Seival delves deep into the most mainstream games that focus on graphics with a modicum of philosophical thought and claims intellectual superiority.
And I have no idea why someone would want to look at Quantic Dream for gameplay. The debate about graphics and "digital acting" aside, QTEs are a blight. Games ought to be moving towards systemic interactivity and combine that with good writing (ala Deus Ex 1), as opposed to railroading.
QTE is even worse than most cinematic heavy games in this regard, because it abolishes the idea of a consistent gameplay platform and replaces it with a "press x to continue" model. A movie would be more convenient in such a scenario.
Has anybody posted that Indigo Prophecy video yet?
I cannot imagine any sane person thinking this is a good model to use, when it comes to designing "gameplay".
(Of course Seival would probably say the only thing wrong with the video is that the graphics are too old.)
Well... to be fair... Farenheit/Indigo Prophecy was a really amazing game, in my humblest opinion. Because, despite all that quicktime nonsense (the game WAS saturated with it), it was also acceptable to fail in many cases. The endgame has scenes where it is, quite literally, impossible to win, even with cheats. Yet the game presents it as a game where your will/power contests with someone else who you, in all reality, should have no chance at beating.
In addition, even when you can win (like the scene you have here) and you lose, it's not an instant game over in almost any instance. The game's idea of "mental health" means by doing basic things... like cleaning up your bloody clothes after you are mind controlled to murder someone... helps improve your mental health, while failing at things costs you mental health. Since holding your won against a barrage of attacks in your apartment keeps you more sane, success here keeps your health high. Taking a beating (like I did when i played it) meant your health drops. Heck, in one case, where you are being psychically attacked to see visions of monsters while you are in a discussion with your boss, FAILING the quick time event (not pressing anything at all) meant your character did not try and dodge any of the unseen creatures... meaning he was not harmed and he remained calm and cool looking,so his boss did not see him as someone losing his mind, which INCREASED your mental health score.
I detest QTEs with a passion, but if a game was going to have them as a foundation of their gameplay, you could do a LOT worse than Indigo Prophecy. In my opinion, of course.
Modifié par Fast Jimmy, 17 décembre 2013 - 12:11 .