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Alain Post posted:I think it works in MGR since you already get button prompts for finishing moves in the base game anyway, so it doesn't feel as awkward. MGR did a good job of matching the QTEs to the normal inputs. I can think of a few weird ones like pressing the jump button to kick Armstrong out of his elbow drop, but most of them work better than that. Blade mode was also really good for that because it let them use a dynamic and familiar game mechanic in the middle of a QTE, instead of just playing simon says
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# ¿ Feb 17, 2015 01:18 |
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# ¿ May 16, 2024 07:49 |
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K8.0 posted:Modern boss fights suck because actual game design, coming up with and implementing good mechanics, is no longer a part of most games. If you don't have solid fundamentals, there's nothing to build something climactic that requires you to combine all the techniques you've learned, the resources you've gathered, the executional improvements you've made into a demanding and enjoyable challenge. I know this is reductive but I'm kind of feeling it. I don't see a single core mechanic in let's say Assassin's Creed that is dynamic enough that they can really "test" you on it; if you place your guy within the collision frame and press the right button he will rictus into the same canned animation in the same way as every other time. it's not something like Mario where split-second differences in your inputs affect trajectory and momentum in a way that a player can get significantly better at manipulating.
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# ¿ Feb 18, 2015 03:36 |