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If you have played Indigo Prophecy then you will pretty much know how the gameplay will be. Looking forward to seeing more than what we were shown a couple of months ago.
 

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Quote:
Originally Posted by mboojigga /forum/post/15460993


If you have played Indigo Prophecy then you will pretty much know how the gameplay will be.

I hope not. I appreciated the ambition, but that game suuuuucked.
 

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Quote:
Originally Posted by Martez /forum/post/15461041


I hope not. I appreciated the ambition, but that game suuuuucked.

That game was awesome calm down
 

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Quote:
Originally Posted by mboojigga /forum/post/15461154


That game was awesome calm down

It was Simon Says with the worst plot on Earth.
 

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Quote:
Originally Posted by smastroyin /forum/post/15463721


Martez obviously has not seen The Day the Earth Stood Still remake yet.

Fact.
 

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Quote:
Originally Posted by Martez /forum/post/15461041


I hope not. I appreciated the ambition, but that game suuuuucked.

Indigo Prophecy was very cool. I also appreciated the ambition. I did NOT like the "simon says" game play that you eluded too. Mainly because you were supposed to be doing it right at a cool animation. You couldn't watch the animation because you were playing simon says instead.


The story was awesome actually.
 

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I think a choice to rewatch the animation without playing simon Says would hve been very nice, actually, particularly the Matrix portion running away from the cops.


edit: what I mean here is after you have successfully played it


I do think that the story accelerated a little too quickly through the end. Almost like they said "we have to get from A to B and we are only at A.5, let's just skip to A.9"
 

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Quote:
Originally Posted by tomfoolery_79 /forum/post/15463910


The story was awesome actually.

Seriously? It jumped the shark when he started running on walls.
 

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Wow, all the Indigo Prophecy hate. I really enjoyed it personally, although the last couple hours of the story did become a little to much. Anyway yea, Heavy Rain, simply another amazing exclusive justifying my purchase of a PS3. Looks amazing.
 

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I hated Indigo Prophecy, and not because of the story. The last time doing quick-time events was fun was back in the days of Dragon's Lair.


I would seriously hate to learn that Heavy Rain is full of the same "simon says" QTE gameplay. If it is, it'll end up being totally overlooked by the majority of PS3 owners (and rightly so). It'd sell like crazy on Wii, though.
 

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Uncharted had them, and I've generally always liked QTE. RE4 had them...a large number of great games have had them. IDK, to me I like that they let you get involved with the game during the cinematics, or whatever they're called. You are controlling the character (somewhat) as they are involved in an action that can't be replicated during gameplay.
 

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Quote:
Originally Posted by bdwright77 /forum/post/15465126


Uncharted had them, and I've generally always liked QTE. RE4 had them...a large number of great games have had them.

As much as I like both Uncharted and RE4, I felt like the QTEs in both of those games were totally gratuitous (I can only recall one or two QTEs in Uncharted, but there may have been more). I'd rather just hit the X button to progress the dialogue during a cutscene rather than do some inane button sequence. And don't even get me started on Heavenly Sword's QTEs! Gah! The only modern game that does them well is the God of War series.
 

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Quote:
Originally Posted by bdwright77 /forum/post/15465126


Uncharted had them, and I've generally always liked QTE. RE4 had them...a large number of great games have had them. IDK, to me I like that they let you get involved in the with the game during the cinematics, or whatever they're called. You are controlling the character (somewhat) as they are involved in an action that can't be replicated during gameplay.

Except in Indigo Prophecy's case, they dabbled with a cool conversation system and then decided "**** it, let's just make the rest of the game QTE garbage with stupid cutscenes. What's this, the plot? That's out the window too. INNOVATION!"
 

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Quote:
Originally Posted by bdwright77 /forum/post/15465126


Uncharted had them, and I've generally always liked QTE. RE4 had them...a large number of great games have had them. IDK, to me I like that they let you get involved in the with the game during the cinematics, or whatever they're called. You are controlling the character (somewhat) as they are involved in an action that can't be replicated during gameplay.

I don't mind QTE's for a change of pace every once in a while.. Die Hard at the arcade had them, done very well
.... but if that is the main "game play" meaning not really having gameplay, like turn based RPG's then I'm not buying.


Uncharted had one at the climbing portion inside the seaside castle.. Not sure if there were any others?


RE4 had a few more but I didn't really like having to mash the freaking button to get away from a rolling rock or whatever.
 

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I agree, the real travesty of QTEs is that you spend all your time looking at the bottom of the screen instead of actually enjoying the action!


They need to find a better way, either make the button sequence easier to see on-screen or better integrate what button you push with the action on screen (flash a light at the top, bottom, or sides corresponding to the button, or make one button a fist, another a kick, etc). That Bourne game was the worst, the QTEs would just appear at random, I always missed them the first time around.
 

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Have any of you actually seen the first trailer that was already released? Check the PSN or the web and see for yourself. Been out for a few months now.
 

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Well, Uncharted's final boss battle ends with one, but I get the complaints that are being levied here. I never played Indigo so I am not familiar with how they ruined that one, but I have generally always enjoyed them. Now Confidence, I completely agree with the Heavenly Sword thing in the sense that it was predictable, but I still enjoyed it to an extent.


I guess it's just a matter of preference. Probably the most important thing would be ensuring that it does not take away from the player's ability to follow the story or enjoy other aspects of the game.
 
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