Wait, what?John Funk said:I vote that Quantic Dream goes back to the "Dragon Ball Z hobos" idea that they had in Indigo Prophecy/Fahrenheit.
That feels a bit harsh to me. He's not saying they invented interactive story telling. The games Heavy Rain and Indigo Prophecy are different enough from every other game out there that I feel it's fair to say their a genre all to their own.Camarilla said:I was going to say "Good, it's nice to see a company that can stick by their intentions without succumbing to the pressure to make a sequel", but now I can only think "Wow, what a pretentious jackass".
Claiming to have invented the 'interactive story telling' genre is like George Lucas claiming he invented moving-picture-o-vision.
I was certainly surprised. I have never been more surprised at how ridiculous a game can get within 4-5 lines of dialogue.John Funk said:I vote that Quantic Dream goes back to the "Dragon Ball Z hobos" idea that they had in Indigo Prophecy/Fahrenheit. That was certainly surprising.
"To play indigo prophecy you need great reflaxes."- French guy in the tutorial to Indigo prophecyDorkmaster Flek said:No, we need less Indigo Prophecy Syndrome, not more! No more characters pulling magical Dragon Ball Z powers out their ass in the final act! God I hate that...
Towards the end of the game, the main character ends up looking more and more like a hobo, and gains magic powers that let him fly around and fire mind blasts at a similarly hobo-like cabal of vague malevolence, who also have magic powers (at one point you have a mid-air fight with one of them). You also get help from a shadowy organisation of actual hobos. And then glowing yellow AIs show up.Jabberwock xeno said:Wait, what?John Funk said:I vote that Quantic Dream goes back to the "Dragon Ball Z hobos" idea that they had in Indigo Prophecy/Fahrenheit.
As an avid DBZ fanboy and OCD manic, I demand to know what you are talking about!
Please?
I know it didn't happen in Heavy Rain. I was talking about the suggestion that they go back to their Indigo Prophecy ideas. I liked Heavy Rain's design, and I think they have an excellent idea about how to do innovative narrative techniques in video games. Yes, there are flaws (mostly in the story itself IMO), but I think we can work those out.ProfessorLayton said:Um... that didn't happen in Heavy Rain. And Indigo Prophecy was more like a failed experiment in my mind.Dorkmaster Flek said:No, we need less Indigo Prophecy Syndrome, not more! No more characters pulling magical Dragon Ball Z powers out their ass in the final act! God I hate that...
But I really do think these guys know how to run a company. I mean, they were taking a big risk with Heavy Rain and they waited to see what would happen to give themselves credibility. That was a smart move on their part.
I wholeheartedly agree. It was a high-risk venture for them, it was great that they were allowed to go through with it and even had the guts to pitch it in the first place. I'm glad they did well with it, and I'm glad they're not doing a sequel. It shows they're not out to milk their creations for all they're worth, like so many others do.ProfessorLayton said:But I really do think these guys know how to run a company. I mean, they were taking a big risk with Heavy Rain and they waited to see what would happen to give themselves credibility. That was a smart move on their part.