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#1 |
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Relic Hunter
Join Date: Apr 2005
Location: Poland | Gender: ♂♂
Posts: 8,285
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Please, before answering in this thread watch the extended TReboot "Cavern" demo from GameSpot:
http://e3.gamespot.com/video/6318948...3Bplay_btn%3B1 In case you didn't like any of the QTEs in the extended TReboot demo and/or don't like the concept of QTEs in general and want them all removed, remember that this (removing all QTEs) is not going to happen at this stage of development so pretty please, instead post the most constructive suggestions you can come up with on how to improve them. All posts in this thread are personal opinion of every poster by default, including mine Let's keep this thread as focus and tight for CD to reference as possible ![]() ------------------------------------------------- Remove The Metal Spike QTE: I think it's just great. Perfectly paced, perfectly executed, very immersive, emotional and involving. Having X as the button to push makes perfect sense here because it's the general action button in the standard gameplay as well, we use it often to make Lara do something with her hands (pull a switch, open doors, pick up a key etc). Having to push X rapidly until we get the spike out is a very good decision because it simulates having to use bigger force necessary to remove the spike stuck in her side. This scene is a perfect example of a good Quick-Time Event IMO. 2nd scavenger fight QTE: Another very good example IMO. I like how we have to use the left analog stick to make Lara kick him. We already use the left analog stick in standard gameplay to literally control her legs (and make them move the character around) so it fits to use the same input method in a QTE involving legs. Rapidly pushing LS/L1 from side to side simulates Lara pulling her legs up and straightening them to kick repeatedly very well. 2nd scavenger fight QTE: The only complaint I have about this scene is the usage of X at the end. Like I said earlier, I like how we have to use the left analog stick to make Lara kick the scavenger. It's clear, makes sense and translates well. But the random X popping out of nowhere to make the final kick is just unnecessary and breaks the immersion IMO, especially considering it is established in the same scene that legs are controlled with LS/L1. But this is not a very big complaint unlike... The final climbing QTE: The final scene of Lara climbing was unfortunately a mess IMO. Obviously this is an early code, but the way it's executed now needs to be reworked. The scene was not well paced and the camera shifts were very abrupt and distracting. It would be better IMO to have this scene just be analog controlled, with the camera behind Lara all the time so would be climbing towards the light at the end of the tunnel (a very powerful image which was unfortunately damaged by the abrupt camera shifts) while at the same time having to avoid the falling boulders ourselves, manually (with LS/L1). I like QTEs when they're executed in appropriate moments, like in the the 'Remove The Metal Spike' QTE which was fantastic. But in this scene it's just unnecessary and reminded me strongly of now-archaic QTEs from Legend. Not to mention at the time the final scene comes in, it just feels like there's way too much QTEs in one level and this is coming from me, someone who actually likes QTEs (when well executed). Other solution could be either removing the falling boulders from the LT/RT-controlled QTE scene completely, or execute their implementation better. But I still think this scene should be simply analog-controlled. From what I know about games, I don't think transforming this one scene into analog-controlled would be a big problem. But it would make it much better IMO. Especially considering this is the big finale of the opening level which has to be perfect to leave a good impression. ------------------------------------------------- That's my opinion, please post yours and your ideas how to improve specific QTE scenes (if you feel it's needed/necessary).
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Pressed? Last edited by Pietras; 10-06-11 at 01:26. |
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#2 |
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Legend
Join Date: Jan 2007
Posts: 26,935
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Tl;dr.
I didn't mind the QTEs I've seen. Don't overuse them, though.
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"Here's a dracarys, bitches" - Lanerys Haggaryen |
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#3 |
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Relic Hunter
Join Date: Apr 2005
Location: Texas
Posts: 6,701
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Yeah, there was something about the final QTE that seemed a little awkward and abrupt. Honestly, I don't think it should be a QTE because it seemed like it can be integrated into full gameplay if tweaked a bit.
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Don't need a zoo when I can go to TRF for free. ¯¯3¯ |
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#4 |
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Legend
Join Date: Feb 2006
Posts: 25,573
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I like them in this game, seems more Uncharted and RE4/5 style.
I don't want those dumb ones like in Legend and TRA to return.
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#5 |
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Legend
Join Date: Jan 2007
Posts: 26,935
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They could make it as a semi-QTE. You must push the analog stick forward to make her move, and quickly press the trigger buttons to make her move faster, it makes you feel more in-control. Then when the boulders fall, the button prompts show up and she does that scripted dodges as she can't do that during normal gameplay, I guess.
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"Here's a dracarys, bitches" - Lanerys Haggaryen |
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#6 | |
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Relic Hunter
Join Date: Apr 2005
Location: Poland | Gender: ♂♂
Posts: 8,285
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Quote:
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#7 |
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Junior Member
Join Date: Apr 2008
Posts: 6,379
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I dont think the final QTE needs to be there at all. I would like it to be fully in the players contol with the stick to move up (perhaps tapping X to go faster?). And if the player moves the stick left or right lara rolls left and right, this way the boulders can come down and you can dodge them yourself.
Also no slow-mo... Last edited by !Lara Croft!; 10-06-11 at 01:44. |
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#8 | |
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Legend
Join Date: Jan 2007
Posts: 26,935
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Quote:
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"Here's a dracarys, bitches" - Lanerys Haggaryen |
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#9 |
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Tomb Raider
Join Date: Dec 2007
Location: In a glass case of emotion
Posts: 11,895
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Hate quick time events. I will be pissed if the game is littered with them.
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Happily married to Marisa Miller |
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#10 |
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Relic Hunter
Join Date: Apr 2005
Location: Poland | Gender: ♂♂
Posts: 8,285
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Definitely agree about no slow-motion. IMO it creates an effect opposite to the desired one. It slows the scene and kind of breaks it. If they make the boulders start falling early enough but not late enough, at the right moment, this will give the players a chance do dodge it yet remain very dynamic and adrenaline-pumping. Slow motion takes away the dynamism of a boulder (or any other object) about to crush the character. It may work in normal cutscene or a trailer/movie, but not in a gameplay scene, even if it's a QTE.
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