Cool name
Arcane
- Joined
- Oct 14, 2012
- Messages
- 2,149
Sorry, let me highlight my post for you:
The alternative is either a set of contextual fighting animations and moves for your character that are only possible in that fight (which would be a ridicuilous thing to implement for a one off setpiece)...
So where are we getting the budget and development pipeline for all these animations for that are purely contextual to bossfights and wouldn't be used in the rest of the game?
If memory does not fail me most of the animations are not exclusive to the Colossi. They are also used for plataforming around.
In any case how about they take the budget from what they did spend on all those customized animations and cinematics they did use for QTEs? Oh, shi...!
Also, this is now apparently the Playstation 2 Codex? The Codex troll is very appropriate there obviously. As is Crooked Bee brofisting that.
I could not care less about the plataform a game is released on. You did mention big monsters. SoC has the biggest ones. It does not need QTEs.
Edit: Also, the Kayran fight in the Witcher 2 does the same thing as those fights, with your character trying to hold onto a moving limb (only it does so with a QTEs).
The difference is that in SoC it is actual gameplay. As in, you know... Interactive and pro-active? There are many ways to kill the Colossi. You do pretty much make your own way through them, improvise when shit does not go your way, etc. The game does allow even for some pretty creative tactics. It is not a cinematic with 'press X not to die' and 'press X to be awesome.'
Edit: The famous 'sword jump' against the third one. More awesome than most QTEs, only one way to reach the top, and not forced down your throat because the developers thought it was AWESOME. Wander > Geralt, even if he runs like a girl.