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Modern Games - Tomb Raider
BadMouth:
Having spent a long time playing the game yesterday evening. I'm enjoying it, but still annoyed when the Dragon's Lair 2 style gameplay pops up.
After the first hour, it did let me run around in the woods and have full control of the character for longer periods of time.
There is one part where you need to press X to open a parachute. Fine, that's the main action button. When that chute fails, it blinks a B button on the screen instructing you to press the B button, which opens the auxiliary chute. The B button has been used for nothing but "back" up until this point and now it is suddenly required to perform an action? Early in the game, I had to press LB and RB quickly to scramble up a hill. That action has not been used since and the character will not attempt it in any other area. There is another scene where you have to move the thumbsticks in circles to tune a radio dial. ::)
It just seems random controls are thrown in occasionally. (variety by today's standards?)
I like controls that do specific things and be consistent throughout the game. I'm not talking about having a couple different modes of play. If I press a button to kick in one scene, why doesn't it work to kick in another scene? The game has a set thing that it wants you to do and doesn't accept input for any other action. Like I keep saying, it reminds me of laserdisc games from the early 80's.
I'm not saying it's a bad game. The visuals and storyline are wonderful and it has spectacular reviews from current gamers.
I've come to the conclusion that I'm old and have been away from games too long, so I have different expectations of what gameplay should be.
EDIT: Was up until 2:00 AM playing. I must like it.
shponglefan:
--- Quote from: BadMouth on June 24, 2013, 12:12:53 pm ---Having spent a long time playing the game yesterday evening. I'm enjoying it, but still annoyed when the Dragon's Lair 2 style gameplay pops up.
--- End quote ---
Ah, quick-time events. A scourge of modern gaming.
Howard_Casto:
--- Quote from: BadMouth on June 24, 2013, 12:12:53 pm ---Having spent a long time playing the game yesterday evening. I'm enjoying it, but still annoyed when the Dragon's Lair 2 style gameplay pops up.
After the first hour, it did let me run around in the woods and have full control of the character for longer periods of time.
There is one part where you need to press X to open a parachute. Fine, that's the main action button. When that chute fails, it blinks a B button on the screen instructing you to press the B button, which opens the auxiliary chute. The B button has been used for nothing but "back" up until this point and now it is suddenly required to perform an action? Early in the game, I had to press LB and RB quickly to scramble up a hill. That action has not been used since and the character will not attempt it in any other area. There is another scene where you have to move the thumbsticks in circles to tune a radio dial. ::)
It just seems random controls are thrown in occasionally. (variety by today's standards?)
I like controls that do specific things and be consistent throughout the game. I'm not talking about having a couple different modes of play. If I press a button to kick in one scene, why doesn't it work to kick in another scene? The game has a set thing that it wants you to do and doesn't accept input for any other action. Like I keep saying, it reminds me of laserdisc games from the early 80's.
I'm not saying it's a bad game. The visuals and storyline are wonderful and it has spectacular reviews from current gamers.
I've come to the conclusion that I'm old and have been away from games too long, so I have different expectations of what gameplay should be.
EDIT: Was up until 2:00 AM playing. I must like it.
--- End quote ---
What you described is "immersive" gameplay. The thumbstick rotation and climbing up the hill ect... that's all thanks to the wii. Games now try to mimic the actions you see on the tv in special scenes. Capcom experimented with this in Zakk and Wikki and now they love to thow it in all their games. It caught on with other developers as well. Think of it like the bonus "test your might" in Mortal Kombat. The dial thing was first used prominently in Arkham Asylum and the triggers to climb bit was first used in the RE games, I think. For most people (myself included) this is considered a good implementation of quick time events. The fact that they tell you to press B ahead of time, for example, is good. Most bad QTE events wait until the very last minute.
Look at some of the Resident Evil games for bad implementations. Examples I can think of include killing a boss via hitting a button at a certain time, multiple times only the button you hit is completely random each time. And I mean that literally... the first time you try you die because you didn't hit B fast enough (they might flash the correct button 1/10th of a second before you are supposed to hit it). So you play it again, get to that point in the scene only to die again because you've hit B but the game is now asking for LB. Seriously! They do that crap now!
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