Machocruz
Arcane
"...modernising the combat." The kind of things devs say when they want to say something but don't have anything to actually say
They like playing TB rpgs for a reason"punishingly hard QTE"
Didn't know so many of you have crappy reaction speed. Guess it makes sense. Most of you are over forty.
The entire point that you seem to be missing is that the only reason why falling boulders and such have dedicated cutscenes is precisely so they could add QTE's. There's no reason for any of those things to be QTE's, when they can be handled through regular gameplay in a much more engaging and fun way.I like the idea of merging cutscenes w/ gameplay. Why the fuck not? If we must have cutscenes that would otherwise rob player control, let's utilize the medium and make them interactive.
Only if the Ada segments are bad. If they botch my waifu up then it's 0/10 review.Does it suck yet?
Please do not insult my intelligence. Of course I'm for making "real" gameplay as much as possible.The entire point that you seem to be missing is that the only reason why falling boulders and such have dedicated cutscenes is precisely so they could add QTE's. There's no reason for any of those things to be QTE's, when they can be handled through regular gameplay in a much more engaging and fun way.I like the idea of merging cutscenes w/ gameplay. Why the fuck not? If we must have cutscenes that would otherwise rob player control, let's utilize the medium and make them interactive.
Something to consider: why are there so many complaints about QTEs but you never hear complaints about puzzle segments or the claw game?As I've said elsewhere, one of RE4's strongest traits is its sheer amount of gameplay diversity that almost all utiizes the core gameplay mechanics. riding mine carts, shooting ranges with prizes, playing with the garbage disposal claw and dumping dudes, ridiculous amount of boss battles each with a gimmick, avoiding trip mines and various other traps, defending ashley while she turns cranks and you can't get in close - long range weapons only, basic puzzle segments (removing wood from the gears in the drawbridge tower, aligning mirrors to open a door), ...every room is either a twist on the gameplay in some form or introduces a fun interactive gimmick. It is not in any NEED of further integration to the core game. That RE4 also has gameplay during its cutscenes (basic as it is) is a cherry on the top of its magnificence. The boulder is one of few examples where the devs arguably should have made it a part of the core gameplay.
Not at all. Most QTE's in RE4 involve either moving away from things, dodging things or even just stabbing things with your knife, i.e. things that could easily be handled through gameplay.First, the boulder is low-hanging fruit
Is this your idea of fun? A cutscene, but with the added annoyance of having to mash some random buttons in the middle of it? As you point out, the player doesn't even know Leon has a grappling hook before he pulls it out of his ass. All you're doing is mindlessly reacting to some flashing button prompts.But let's look to other examples: salazar presses the trapdoor button, press x to not die with your grappling hook you've apparently had all this time. How can we do this under normal gameplay? We can't without introducing a grappling hook as an actual gameplay feature, which of course would have a significant impact on the direction of the game, and not every game should have a grappling hook. This or we teach the player how to use this, while they're falling/pause the game and bring up a tutorial on how to use the hook. Then after this it is never seen again.
Not really. Most games from the 90's and early 2000's had cutscenes mainly for things like level transitions/mission briefings and for the intro and ending. Cutscenes in the middle of gameplay weren't as common back then. And even if they were, that still doesn't justify QTE's as some sort of necessary evil.Again, the game is gonna have cutscenes. The vast majority of games do since the 90s.
False analogy. Dialogue choices and text parsers are mechanics that have been used in adventure games and RPGs since their inception. Unlike QTE's, they weren't implemented for the purpose of sprucing up cutscenes.It's admirable to attempt to make them interactive, be it via dialogue choices (RPGs) or even QTEs.
Only allowed kind of cut-scenes.mainly for things like level transitions/mission briefings and for the intro and ending.
It would be far better without them. Who the fuck wants QTEs?
Remind me again, what was the claw game?Something to consider: why are there so many complaints about QTEs but you never hear complaints about puzzle segments or the claw game?
Remind me again, what was the claw game?