tbh the cinematic movement never bother me in games. now helicopter segments? those could die in a fire.
This topic is locked from further discussion.
tbh the cinematic movement never bother me in games. now helicopter segments? those could die in a fire.
To be honest I don't really mind them when they're used sparingly. Like someone else said here I will often walk when a character is walking alongside and talking to me. Just seems a bit goofy when a character is walking next to you and telling you important information and you're able to just run around like a madman. To me that's a bit goofy. But I guess having the freedom to do either wouldn't be too much of a problem.
More games need to implement "The horse system" from Red dead redemption where one button automatically sets your pace to that of the NPC you're meant to be following/going alongside and with another press of the button you're free to do what you want.
yes. its about as dumb as a cat flap in an elephant house.
brat farar yar
i'm afraid i do not understand the dialect you are using.
This was one of my biggest points of contention in Uncharted 2. There are so many points in the game in which you just walk mindlessly because the story asked for it. I find these kinds of portions worse than cutscenes because they force player interaction that is essentially entirely irrelevant. At least cutscenes can be skipped for the most part.
It's basically the same thing as a cutscene, so I don't have strong feelings about it either way. Just don't make me go through it again if I die is all I ask.
@Wasdie: I know what you mean but if the game is trying to point your focus at a particular event, how do you suppose they do it when you wonder away on your own lol
Have you hold down a button to draw your attention but let you not view it if you don't care. Many games do this and it works fine and doesn't take away control from the player.
But then it really does not compare as it eliminates the feeling of pacing most of these games try to have. If a game was fast all through it, it would lack a sense of variety, these downtime moments are supposed to give the player space to catch their breath and digest the whole explosion that just happened, its the same in all other media too
Not really, if you stop and watch, the pacing is still there, if you don't, it's not. Plus, Uncharted 2 uses that kind of mechanic at times and it's heavily praised for its pacing. This method works perfectly well, and allows people who are on multiple play throughs to stuff the story and continue on without annoying hindrance. I'm really not seeing the difference between having the choice to stop and being forced to stop in terms of pacing, both achieve the same thing, one however gives the player the choice to stop.
Because games are now mainstream. When they began to go mainstream, I hated a lot of my favorite franchises for bandwagoning shitty game mechanics that appeal to the mass. Eventually I grew on to it and accepted it. To spice things up, I went ahead and played a different genre, and eventually grew more fond to indie games which gave me that classic feel of how games were played.
yes. its about as dumb as a cat flap in an elephant house.
brat farar yar
i'm afraid i do not understand the dialect you are using.
yar but got not init bot get it ok bossman
are your posts always this salient?
I think developers used it to load assets in background to mask loading screens, like the usual elevator.
But somewhere down the line, people lost brain cells and now it's like... considered to be super mega awesome to walk.
Seems like an odd thing to complain about but I guess we all have our issues with games.
I am more concerned with so many games letting me see enemies through walls (damn near every Ubisoft game has this mechanic/ability to some degree).
yes. its about as dumb as a cat flap in an elephant house.
brat farar yar
i'm afraid i do not understand the dialect you are using.
yar but got not init bot get it ok bossman
are your posts always this salient?
meh chana sagaa
The uncharted games are full of them. And so is TLOU, but it never annoyed me. In fact, I love to see what the world had become in TLOU during those walking scenes.
My God, yes! It's so thoroughly frustrating. Even more annoying, is when you follow an NPC, yet walk faster than them... Only to be either hindered, or have to wait.
Haha, I find that so much in video games: why is it so hard to walk at the same pace as them ? You either walk slower or faster than them... Why did they design the NPCs to walk at a pace that you cannot :P
lol I felt/thought the same way xD
Not a real bother tho.
I guess things like this is mostly bothersome to people possibly developing ADHD or OCD (@topic) if they're throwing plenty of hyperbolic statements.
@ mehgat0n
I remember that. That was annoying as **** !
See what they don't get is President Evil 4 didn't have to make you walk slow because if you ran without a care in the world, you'l step on a bear trap. Now thats good fucking gaming design.
Wooooooooooooooooooh !
Please Log In to post.
Log in to comment