Hands On: Heavy Rain
Heavy Rain will make you look forward to quick-time events. Seriously.
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Heavy Rain will make you look forward to quick-time events. Seriously.
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To say there is no such thing as an intuitive quick time event is pretty narrow minded. Just because you have not seen one does not mean there is not one. It is all dependent on how it is pulled off.GonzoGamer said:And they can take their time.
I hate QTEs. I will never like them again; I could tolerate them back in the day when games had one stick and one button.
There's no such thing as an intuitive qte: QTEs are for programmers who are too lazy to make intuitive controls.
I'm not being narrow minded, I'm being logical. QTEs are by definition the antithesis of "intuitive controls."midpipps said:To say there is no such thing as an intuitive quick time event is pretty narrow minded. Just because you have not seen one does not mean there is not one. It is all dependent on how it is pulled off.GonzoGamer said:And they can take their time.
I hate QTEs. I will never like them again; I could tolerate them back in the day when games had one stick and one button.
There's no such thing as an intuitive qte: QTEs are for programmers who are too lazy to make intuitive controls.
Sure they could have thrown in a fighting mechanic but most people will turn that into a button mashing the idea of a QTE that is pulled off correctly is that your button presses or thumb stick movements are in line with what kind of action is happening on the screen not just wildly mashing the punch kick or block buttons. Which can pull you into the game more because you are thinking while the action is happening and have to make your decisions and choices fast like you would if it was really happening.
Granted most games do not pull this off most QTE are hit random button to dodge falling boulders etc. then back to run and gun or mash square to kick. But from what I have seen of this game most QTE are mimicking the flow of what is happening and a lot did not seem to be kill and restart if you missed one it just changes the way the scene plays out instead of the normal miss this button press and you die and restart the same sequence again.
Actually quick time events are the definition of intuitive.GonzoGamer said:I'm not being narrow minded, I'm being logical. QTEs are by definition the antithesis of "intuitive controls."midpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
If the controls for heavy rain were so intuitive, they wouldn't need to have directions on the screen.
I'll make you a deal: if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
How is something readily learned when it can mean something different every time? That's why QTEs are the antithesis of intuitive.midpipps said:Actually quick time events are the definition of intuitive.GonzoGamer said:I'm not being narrow minded, I'm being logical. QTEs are by definition the antithesis of "intuitive controls."midpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
If the controls for heavy rain were so intuitive, they wouldn't need to have directions on the screen.
I'll make you a deal: if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
http://www.merriam-webster.com/dictionary/
intuitive
readily learned or understood
intuition
c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference
If someone sees a button on the screen intuition would tell them to press the button. Where as in a standard control scheme if there is no learning area or a manual with all the controls in it you would not intuitively know how to pull off the moves. Maybe walking etc. but there really is no standard such as square always kicks etc. etc.
It is readily learned and understood when this pops up on your screen to push that button that is intuitive. Kind of like how when you learn controls for a new fighting game it is readily learned when you press this button this happens(kick punch etc.). They are both intuitive in their own way.GonzoGamer said:How is something readily learned when it can mean something different every time? That's why QTEs are the antithesis of intuitive.midpipps said:Actually quick time events are the definition of intuitive.GonzoGamer said:Stuffmidpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
http://www.merriam-webster.com/dictionary/
intuitive
readily learned or understood
intuition
c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference
If someone sees a button on the screen intuition would tell them to press the button. Where as in a standard control scheme if there is no learning area or a manual with all the controls in it you would not intuitively know how to pull off the moves. Maybe walking etc. but there really is no standard such as square always kicks etc. etc.
I say again, if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
If it is possible to play this game without directions flashing on the screen, then it can be considered intuitive but it can't be considered to have QTEs exactly. If the game itself HAS TO constantly remind you what buttons to press, then it isn't intuitive, but it does have QTEs..
But you do see what I'm saying: if it HAS TO put directions on the screen for you, it isn't intuitive.midpipps said:It is readily learned and understood when this pops up on your screen to push that button that is intuitive. Kind of like how when you learn controls for a new fighting game it is readily learned when you press this button this happens(kick punch etc.). They are both intuitive in their own way.GonzoGamer said:How is something readily learned when it can mean something different every time? That's why QTEs are the antithesis of intuitive.midpipps said:Actually quick time events are the definition of intuitive.GonzoGamer said:Stuffmidpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
http://www.merriam-webster.com/dictionary/
intuitive
readily learned or understood
intuition
c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference
If someone sees a button on the screen intuition would tell them to press the button. Where as in a standard control scheme if there is no learning area or a manual with all the controls in it you would not intuitively know how to pull off the moves. Maybe walking etc. but there really is no standard such as square always kicks etc. etc.
I say again, if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
If it is possible to play this game without directions flashing on the screen, then it can be considered intuitive but it can't be considered to have QTEs exactly. If the game itself HAS TO constantly remind you what buttons to press, then it isn't intuitive, but it does have QTEs..
You are thinking on scope of when I press this I want it to do this all the time. When triangle or A flashes I press that button and my character does what he needs to do. Turning them off and having triangle or A still do all those different moves for the character would be counter intuitive as per it would end up being more of a trial and error type scenario to find the right move.
But the directions on the screen are the entirety of the game, since it produces a different action each time. It can't be any more intuitive, because that's as far as it goes.GonzoGamer said:But you do see what I'm saying: if it HAS TO put directions on the screen for you, it isn't intuitive.midpipps said:It is readily learned and understood when this pops up on your screen to push that button that is intuitive. Kind of like how when you learn controls for a new fighting game it is readily learned when you press this button this happens(kick punch etc.). They are both intuitive in their own way.GonzoGamer said:How is something readily learned when it can mean something different every time? That's why QTEs are the antithesis of intuitive.midpipps said:Actually quick time events are the definition of intuitive.GonzoGamer said:Stuffmidpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
http://www.merriam-webster.com/dictionary/
intuitive
readily learned or understood
intuition
c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference
If someone sees a button on the screen intuition would tell them to press the button. Where as in a standard control scheme if there is no learning area or a manual with all the controls in it you would not intuitively know how to pull off the moves. Maybe walking etc. but there really is no standard such as square always kicks etc. etc.
I say again, if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
If it is possible to play this game without directions flashing on the screen, then it can be considered intuitive but it can't be considered to have QTEs exactly. If the game itself HAS TO constantly remind you what buttons to press, then it isn't intuitive, but it does have QTEs..
You are thinking on scope of when I press this I want it to do this all the time. When triangle or A flashes I press that button and my character does what he needs to do. Turning them off and having triangle or A still do all those different moves for the character would be counter intuitive as per it would end up being more of a trial and error type scenario to find the right move.
And that's my problem, not only with this game but QTEs in general: at a time where we have three directionals and a dozen buttons (not to mention motion controls already in most consoles) there's no excuse for me to have to play simon says with the control scheme.vivaldiscool said:But the directions on the screen are the entirety of the game, since it produces a different action each time. It can't be any more intuitive, because that's as far as it goes.GonzoGamer said:But you do see what I'm saying: if it HAS TO put directions on the screen for you, it isn't intuitive.midpipps said:It is readily learned and understood when this pops up on your screen to push that button that is intuitive. Kind of like how when you learn controls for a new fighting game it is readily learned when you press this button this happens(kick punch etc.). They are both intuitive in their own way.GonzoGamer said:How is something readily learned when it can mean something different every time? That's why QTEs are the antithesis of intuitive.midpipps said:Actually quick time events are the definition of intuitive.GonzoGamer said:Stuffmidpipps said:StuffGonzoGamer said:And they can take their time.
Stuff
http://www.merriam-webster.com/dictionary/
intuitive
readily learned or understood
intuition
c: the power or faculty of attaining to direct knowledge or cognition without evident rational thought and inference
If someone sees a button on the screen intuition would tell them to press the button. Where as in a standard control scheme if there is no learning area or a manual with all the controls in it you would not intuitively know how to pull off the moves. Maybe walking etc. but there really is no standard such as square always kicks etc. etc.
I say again, if there's even a setting allowing you to turn off the on screen directions, I will change my mind about this game; I however will not change my mind about QTEs.
If it is possible to play this game without directions flashing on the screen, then it can be considered intuitive but it can't be considered to have QTEs exactly. If the game itself HAS TO constantly remind you what buttons to press, then it isn't intuitive, but it does have QTEs..
You are thinking on scope of when I press this I want it to do this all the time. When triangle or A flashes I press that button and my character does what he needs to do. Turning them off and having triangle or A still do all those different moves for the character would be counter intuitive as per it would end up being more of a trial and error type scenario to find the right move.