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SHF

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Post by SHF on Thu Feb 24, 2011 8:09 pm

QTEs were good for resident evil 4 and 5. Let's not action- up a survival horror game anymore than it should.
INFECT
 
 
 
 
 

gazbo_d

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Post by gazbo_d on Wed May 18, 2011 6:29 am

You can understand how this can be problematic in a boss fight. Boss fights are different from normal fights in that 1) it's usually secluded to some closed-off area (meaning that searching for additional weapons is limited), 2) boss enemies usually have tons of health (meaning that your weapon will break soon enough) and 3) you need to defeat the boss to progress (meaning that running away isn't an option).


Even with the above problem QTEs are not necessary, it the teaser trailer you see a chair being used as a weapon which implies that randon items can be taken from the enviroment and used as weapons, so all they need to do is to make sure that there are enough items that can be used as weapons in the room with you when facing a Boss. Problems solved!

To me, this is a much more obvoius solution to the problem than QTEs, and would be much scarier for the the following reasons:
1) The reason you cannot escape Boss fights should not be because it involves QETs but because you are trapped in a room with it untill you kill it, and when you have gotten used to having the option to run away from all normal ememies and suddenly you're in a locked room with a big scary Boss....oh dear, it's time to panic.
2) You pick up a chair, you manage to hit the Boss with it a few times, the chair breaks. What this means is you have suddenly become more vunerable and have to dodge the Boss untill you find something else to beat it with i.e. a table leg or steel pipe. This would be much scarier and imersive and involve having to use tactics to defeat a Boss rather that just pressing a button once.
 
 
 
 
 
 

Ratiocinator

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Post by Ratiocinator on Wed May 18, 2011 5:56 pm

Me just being a smartass:

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TraceBASS

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Post by TraceBASS on Thu May 19, 2011 12:44 am

Crap!! Which button?! *fumbles around with controller* *gets killed* ...Damn.
I don't get mad; I get even - which isn't normal, for someone as odd as me.

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firecrest

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Post by firecrest on Thu May 19, 2011 3:07 am

gazbo_d wrote:it the teaser trailer you see a chair being used as a weapon which implies that randon items can be taken from the enviroment and used as weapons, so all they need to do is to make sure that there are enough items that can be used as weapons in the room with you when facing a Boss. Problems solved!

Yeah, I thought about that, too, but there were problems due to the direction Downpour is taking in regards to its weapons system. If you noticed how ineffective that chair was against a regular monster, you can easily infer that you'll need a considerable amount of item-weapons to take down a boss. I'm sure there's a reason why they advised you to run than fight.

As boss areas are traditionally secluded, you'll have a situation where a boss area will suddenly have tons of items to use as weapons if we follow your approach, when for the most part they were probably placed in a balanced way.

The idea makes sense if weapons are supposed to be effective, but I think they're intentionally downgrading its effect on monsters for this installment. You'd use them to stun your enemies briefly so that you can escape. In a way, the idea is more similar to Shattered Memories' usage of flares or knocking down of cabinets. Unlike SHSM, though, you can use the weapons to kill the monsters, but it will undoubtedly take a lot of effort - something for the "hardcore" fans to do. In that case, I can't begin to imagine how much more effort you'd have to put to kill a boss... without it becoming tedious.

Maybe a classroom stage? So you have tons of chairs to use... :)

Don't get me wrong. I'm all for the no-QTE idea, but I don't see how they can do that while still retaining the limitations of the weapons. They can probably make the boss fights "puzzle-based", but all the "pure" Silent Hill fans will probably not like that...
 
 
 
 
 
 

gazbo_d

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Post by gazbo_d on Fri May 20, 2011 12:41 pm

Yeah, I thought about that, too, but there were problems due to the direction Downpour is taking in regards to its weapons system. If you noticed how ineffective that chair was against a regular monster, you can easily infer that you'll need a considerable amount of item-weapons to take down a boss. I'm sure there's a reason why they advised you to run than fight


I was mainly useing the chair as an example because it's what is in the video clip, I would assume, using my suggested system, they would give you a boss worthy weapon, an axe maybe. But even so, this is a very good point. It would seem a bit daft to have the ability to defeat a boss when it is such a challenge to kill regular ememies.

They can probably make the boss fights "puzzle-based", but all the "pure" Silent Hill fans will probably not like that.


I quite like this idea, maybe you could use the enviroment itself as a weapon against a boss. You could dive between some metal bars, boss gets its head stuck and you push somthing to land on it's head. This is a really silly example just to demonstrate my thinking, but it could be good if thought about creatively.

Also, maybe they could use auditory ques for the QTEs rather than visual ones which would detract from the atmosphere. For example the character says a particular thing which corrsponds to a particular button, so the player has to learn which buttons to use. I don't know if this would work though, just an idea.
 
 
 
 
 
 

TraceBASS

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Post by TraceBASS on Fri May 20, 2011 8:50 pm

gazbo_d wrote:It would seem a bit daft to have the ability to defeat a boss when it is such a challenge to kill regular ememies.

Good point. It wouldn't be very well-executed if the player actually thought: "Oh, a boss fight. THANK GOD!" when they're really supposed to be poo'ing bricks at the sheer challenge of the boss, having fought quite difficult minor enemies to begin with.

gazbo_d wrote:I quite like this idea, maybe you could use the enviroment itself as a weapon against a boss. You could dive between some metal bars, boss gets its head stuck and you push somthing to land on it's head. This is a really silly example just to demonstrate my thinking, but it could be good if thought about creatively.

It does sound quite quite interesting, but strangely reminds me of Star Wars: Episode VI... :lol: But I digress. It would be an intriguing way of having to fight such a challenging enemy...the only thing is, will they make Murphy Pendleton smart enough to realise that he can do that?
QTE's don't really work in Silent Hill, I have realised. I found them useful in games like Star Wars: The Force Unleashed (1 and 2), but even in the second one, if you were positioned properly, no matter how far away you were, you could press the corresponding button and kill a stunned major enemy. I found that quite ridiculous, but was aware of its usefulness if you were surrounded by other enemies, and really would prefer to have one less big guy snapping at your face - plus if you're low on health, killing it in a QTE allows you to regain it quickly without losing it in the process. But it also had a larger amount of QTEs than the original, so it made me feel a little less intelligent playing the game, having them pop up to tell me to do something when I'm already doing it. :roll: But I digress.
I don't get mad; I get even - which isn't normal, for someone as odd as me.

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JaneTheNurse

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Post by JaneTheNurse on Sat May 21, 2011 4:59 pm

I imagine successful QTE's going something like this. I'll use origins as an example since that had TONS of them and really kicked it off for SH games.
Okay, so Travis suddenly has to grapple with a nurse. Instead of "Break the A button," you instead have to move towards the enemy in order to push them back. It'd be a little tricky to make it intuitive, but maybe instead of just auto-dying, you just take a slight bit more damage than a regular attack. Sort of like how there wasn't really a prompt to roll to the side in Homecoming, you just sort of did it when you needed to. So like that except... no rolling. Rolling is stupid. Rolling is what Link does when you wanna get across Hyrule field before sunset without Epona.
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TraceBASS

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Post by TraceBASS on Sun May 22, 2011 8:31 am

@Jane
Alex: (staring up at Amnion) "How the hell do I kill this thing?!" *rolls to dodge attack*
???: "Quick, Alex! Use the Triforce of Wisdom!"
:lol:

Also, about Travis...
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I don't get mad; I get even - which isn't normal, for someone as odd as me.

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JaneTheNurse

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Post by JaneTheNurse on Mon May 23, 2011 4:20 pm

I don't think Murphy talking to himself would be a big deal. Remember (if you played it) in Wind Waker when Link would look at whatever was important in the room? That was a game without any difficulty level and it was sometimes still a pain in the ass to figure out even with his gaze pointing you at what you need to do. So maybe instead of going "I bet that radio will alert me to when monsters are nearby" Murphy will go "What's going on with that radio?"
And then he falls over from the references.

@Metal Man
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TraceBASS

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Post by TraceBASS on Mon May 23, 2011 6:36 pm

I think we're using too many Legend of Zelda references in this topic. :lol:

@Jane
Murphy: "Huh...radio...What's going on with that-?"
*gets crushed by Harry riding an Air Screamer*
Harry: "B**ch, that's MY line!"
:mrgreen:
I don't get mad; I get even - which isn't normal, for someone as odd as me.

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JaneTheNurse

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Post by JaneTheNurse on Mon May 23, 2011 10:37 pm

Sorry. xD I'm just most acquainted with Zelda. I really don't play many video games, but I do watch a lot of play-throughs on the internets.
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