30 Comments

  1. WJUK

    They’re called ‘Quick-time events’ (QTE).

    And I agree that they’re pretty pointless, admittedly it’s not exactly new with this type of gameplay (anyone remember Dragon’s Lair in 1983?). That being said, Dragon’s Lair was built upon that premise so you knew what you were getting into, in most games it just throws you out of the immersion it’s been trying to build.

    Also, QTEs on PC are no fun. I’m looking at you Resident Evil 5… F+SPACE?! WHO USES F+SPACE?!

  2. KCreator79

    There is actually a game based entirely on quick time events, it’s called heavy rain… it’s actually a very good game, just finished it a few weeks ago ๐Ÿ™‚

    Wow, this website looks very uh… dead, what happened? ๐Ÿ˜ฎ where is everyone? only 5 comments? I’m more used to see 100 or 80 whenever theres a new post :S

    And yeah, hello, long time no see! ๐Ÿ˜›

    • FairlyObvious

      I know Heavy Rain, it is definitely a niche game (in my opinion). Not something I would play. It definitely plays more off of a PC – choose your own adventure game. I mean that in a NICE way by the way, I know it might sound a bit condescending but that is how most PC games started.

      That being said, if Brad has that in his library I might try and play it just to get a feel for it. Ya never know, might end up really liking it.

      Wait until Brad posts his follow up. Then you’ll see about 500 comments in under three minutes ๐Ÿ˜‰

      Not to mention I don’t think a lot of people know how to respond to a post like this. :-/

    • Brad

      Heh, or Dragon’s Lair ๐Ÿ˜‰

      I tried the demo for Heavy Rain, it really just made me mad. I’ve always felt that the strength of gaming is with the player’s interaction with the character and world, I’ve always made games starting from the point of how they *feel* first and foremost, even smaller client projects. Heavy Rain just *feels* bad. It might have worked as a motion control game, where the motions ACTUALLY control what you’re doing, instead of simply triggering further action (jumping in the Enslaved demo).

      I’ll be completely honest, the part where the game just started falling apart for me is when you can go drink some coffee. I tried to pull the trigger too hard and spill it on myself, but alas, I could not. Push the button, trigger the animation, bah.

      For the record, though, QTEs in God of War and Resi4 work wonderfully. Though I’m more of a fan of the ‘struggling’ ‘minigames’ in Infamous.

      And no kidding, site’s been kinda dead lately, so Fairly wanted to start a discussion about control in games that I plan on following up with a more developer focused look at taking control away from the player in the name of spectacle (my favorite thing to complain about at the moment!).

      • KCreator79

        What I really like about Heavy rain isn’t really the QTEs, but the interaction with the characters and the world, as you mentioned. You don’t really get to feel this interaction in the demo since it’s so short, but when you make a choice in the full game, you are stuck with it for the rest of the playthrough. So you can kill one of the main characters or make a horrible decision, but the story will still continue, so the story can end in a humongous amout of ways ๐Ÿ™‚

        I’ve always supported developers who are trying out new ways of making games, so that’s mainly why I bought this game, plus it looked interesting. I can see why people find the playstyle a bit strange, but I didn’t have anything against it once I got used to it ๐Ÿ™‚

        There is actually a playstation move version of heavy rain, so I guess you could try that one out! xD

      • KCreator79

        Sure I do! :mrgreen: I think you joined the forums quite a while before I did. Wow it’s been so long since I’ve been here that I can’t even remember when I joined this forum xD

        *15 mins later*

        So I have still no idea when I actually joined this forum but it was around januray-february of 2011. I also remember that I was “spying” on the forums for quite a few months before I decided to join, lol ๐Ÿ˜›

        Where is applewarrior btw, is he still around? Just remebering those mr green and mr red moments which you two always posted before xD

        Also I found this uh… poem that you wrote in late 2010 while I was looking for some of my own comments:

        5 more minutes until i break

        i hope for brad to bake a cake

        come on Brad, its not that hard

        just put your recipe on the pan.

        Out comes in Fancy Pantsโ€™ shape Whoo!

  3. Minifig3D

    Ah yes, quick time events. My most memorable experience with those was in Star Wars: The Force Unleashed one and two. While they could be mildly entertaining, it got rather repetitive to finish off every chicken walker with the same key combinations and have to watch the animation over and over again. Alternatively though, you could just finish killing the enemies slowly with a lightsaber and lightening, but that takes more time than performing a 3 button combo after they get to half health.

    Also, the “STOP IT! Just STOP IT!” made me think of an old Bob Newhart skit that I love. ๐Ÿ˜€

  4. dogman

    This kinda stuff is really depressing. It is almost like they were trying to appeal to the people that watch the movies or something. Like a genius plan to lure more people into playing the games. Except it’s not. What is supposed to be interesting about games is that you have a choice. What if capcom used their money to make something unique and more focused? They don’t need all this stupid cinematic stuff.

    • FairlyObvious

      Lazy gamers make lazy game designers rich. I mean now it’s all about achievements and graphics. You get achievements for DYING, I mean what?

  5. Sausagefanclub

    You guys should post more of your gaming conversations, they’re hilarious to read. I like how Brad was being picky with that character’s shadowing. ๐Ÿ˜›

    And yeah; I miss the days when getting a 1-UP in Mario games was actually worth celebrating. Nowadays you can basically get them at a rate of at least one per minute.
    In NSMB2 there’s coins EVERYWHERE (I haven’t played it, but it’s easy to tell). Getting extra lives is way too easy now.
    The only Mario games that still seem to be challenging are the 3D ones like SM64 or SMG.

  6. dogman

    Fun fact: lives in super mario games have been pointless after super mario land 2. The game over screen is shown when you lose all of them and then your are back where you were in the game. In new super mario bros 1 and 2 you start where you beat the last boss. That’s at least a penalty, but nothing compared to super mario bros. They also don’t do anything in fancy pants I think?
    That also makes collecting coins useless because you get 1-up when you get 100 coins. That doesn’t change the fact that the levels can be cool and challenging, just the lives are pointless.

  7. AJ32

    @ICARAX:

    I’m finishing up a few client projects right now. The Grateful Dead game update is live (gratefuldeadgame.com) and there’s another that will be done really soon. After that I’ll have some time off and I’ll get the videos and posts rolling again.

    First fun thing after that will be the DYO FPA and videos around that. If I keep all that just on my site, I won’t need everything to be in a single swf, so I’ll be able to add fun stuff like Cutie Pants.

    I’d love to do another Q&A with Fairly, or some sort of gaming podcast, we both like ranting about games so much, heh.

    I’ve been getting really stir crazy lately, and there’s a good deal of ideas that were dropped from FPA on console that I think might be worth at least trying out in Flash.

    That’s what Brad said.

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