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Games that rush the player and are better for it?

Jawmuncher

Member
dead-rising-movie-cover-1280jpg-6e4bc1_1280w.jpg

After the recent Dead Rising 4 thread and all the talk about how removing the timer was a "good" thing. It made me wonder how many games actually push the player with some form of time limit. You can count all day the games that let you explore at a snails pace, but I find it harder to think of those that incorporate some sort of time mechanic that rushes the player. The first one that comes to mind is obviously Dead Rising for most, and for many that was one of the elements that really let the games stand out.


I also would say that Pandora's Tower pushed the player a good bit as well for getting flesh, and was one of the reasons why I cam to really like that game as well. Outside of those two however, I can't think of much else. I'm not really looking for games where the timer is a bonus mode such as Mirrors Edge time trials and such. However I wouldn't mind those posted as well. Stuff like Resident Evil Mercenaries, definitely stands out due to the time limit and combo system.

It's rather interesting how little games have a time mechanic on them. Not wanting to rush the player in any sort of way seems to be the standard which is understandable . But you would think more games, even of the cheaper variety would try for these sorts of things. You rarely here of a game rushing you being a selling point. Though how many times do you hear sprawling landscapes you can walk around for days even if you aren't doing anything? But that's besides the point.

Anyway GAF outside of Dead Rising and Pandora's Tower, what other games rush the player and have a better experience because of it?
 

saska

Member
Time system in Pikmin and Pikmin 3 is cool. Especially in the first game. You get different ending depending on how many parts you manage to collect in the 30 day limit.

Edit: Also the day timer in all Pikmin games. If you fail to return to the base before the day ends, you'll lose your pikmin. Super intense when it gets close.
 

redcrayon

Member
A huge amount of platformers had timers on every level (and Mario still does now).

Castlevania IV, Sonic etc. I remember running out of time once in Castlevania IV on a boss because I was being cautious during a platforming section.

Arcade racers sometimes had your play time counting down in seconds.

Beat 'em ups like Streets of Rage had timers but they were always pretty generous.

Speaking of generous, Monster Hunter is timed on every quest, but you're only really in danger of running out when fighting alone against something you are a touch under-equipped for. Teams of four are often doing 50-minute quests in well under 10.

Persona 4 also has a very generous time limit in that you only have so many days to beat each dungeon, so need to prioritise that alongside various other actions.

Indie 2D stealth/burglary game 'The Swindle' has an interesting one where you only have 100 days (each attempt is one day) to steal the end prize, working your way up through increasingly difficult levels to get more cash to buy better kit etc.
 

kagamin

Member
I feel like some people really prefer the older style of Idolmaster 2 to the newer games because the time limit when producing the idols forced you to plan your days out really well.
 

gelf

Member
Many disagree with me but I vastly prefer the original Jet Set Radio to the timer free sequel Future. Having to beat the level within a certain time motivated me to work on and perfect my runs through the levels and it was more enjoyable for it. I even played the series in the wrong order and was surprised at the difference adding a timer made to what I had previously experienced in Future.

I'm actually in favour of timers in general, it can add a focus and a pressure where previously there was none. I am a big fan of arcade like design and have much less of an interest in content tourism. If I don't earn the content in some way I can't appreciate it as much. Timers are one way of enforcing this.
 

dezzy8

Member
MGS2 when you had to find and disarm bombs around the plant. That was probably the most intense part of the game for me.
 

B-Genius

Unconfirmed Member
I really like games that give you a time dynamic, but you're still free to choose how you approach it.

Risk of Rain for example, gets harder and harder the longer you take.
So you can either take your time gathering items to increase your chances as things get hectic, or you can rush to the endgame to try and keep it relatively manageable but still risk being underpowered.
 

FluxWaveZ

Member
Catherine.
One of the common criticisms this game had from people who weren't good at it was that players didn't have enough time to solve the block puzzles at their own pace because there were elements rushing the player like a nightmare boss chasing you or the stage falling apart. I absolutely loved this element of the game, and made complete sense narratively, conceptually and mechanically.

The nightmare segments in Catherine wouldn't have been nearly as appropriately harrowing had it not been for the need to hurry.
 
Dead Rising, Pikmin and Majora's Mask are all games I couldn't imagine being nearly as special without their timers.

Spelunky is better off with it too with the tension the ghost provides, which kicks in after spending 2,5 minutes in a single level, but it's a shame that at the same time it's such a dull mechanic after a certain degree of expertise. She's painfully slow with no way of speeding her up and she's essential if you're aiming for a high spot in the leaderboards in the daily challenge or otherwise, turning score chasing into a tedious ordeal. Would've been cool if the ghost's pace gradually ramped up the longer you stick around to maintain that element of an unstoppable threat, but alas.

the_club_header.jpg


This was a surprisingly awesome game, and when 50 Cent BOTS followed in its footsteps it made it a better game for it.
I wish there was a hybrid game that took The Club's overall structure + score nuances and mixed it with Resident Evil: Mercenaries production values.
 

Maiorum

Member
XCOM 2. The limited turns made me really think about the tools at my disposal instead of just overwatching my way through the game, and it turned out to be a very satisfying experience.
 

Jawmuncher

Member
Catherine.

One of the common criticisms this game had from people who weren't good at it was that players didn't have enough time to solve the block puzzles at their own pace because there were elements rushing the player like a nightmare boss chasing you or the stage falling apart. I absolutely loved this element of the game, and made complete sense narratively, conceptually and mechanically.

The nightmare segments in Catherine wouldn't have been nearly as appropriately harrowing had it not been for the need to hurry.
Another one I forgot. The time limit on the puzzle stages definitely made them far more tense.

the_club_header.jpg


This was a surprisingly awesome game, and when 50 Cent BOTS followed in its footsteps it made it a better game for it.

Forgot all about this, which is odd since it's one of my favorite's now that you reminded me of it.

I wish there was a hybrid game that took The Club's overall structure + score nuances and mixed it with Resident Evil: Mercenaries production values.
Yeah now that you mention it, that would be a perfect combination. The Club is basically the closest thing to a mercenaries style standalone game not counting Mercs 3D

None. Hate that shit.

A+ post
 

NIN90

Member
XCOM 2. The limited turns made me really think about the tools at my disposal instead of just overwatching my way through the game, and it turned out to be a very satisfying experience.

Dude fuck yeah. When you get those missions without a timer, you just notice how freaking dull EU's way of overwatch spam was.
 

Opa-Pa

Member
Catherine.

One of the common criticisms this game had from people who weren't good at it was that players didn't have enough time to solve the block puzzles at their own pace because there were elements rushing the player like a nightmare boss chasing you or the stage falling apart. I absolutely loved this element of the game, and made complete sense narratively, conceptually and mechanically.

The nightmare segments in Catherine wouldn't have been nearly as appropriately harrowing had it not been for the need to hurry.

Usually I hate timers in stuff like platformers. I don't think they add anything outside of yet another annoyance and difficulty factor. It sucks in Castlevania, 2D Sonic and especially in JSR imo. But on the other hand I love examples like this.

Having stuff chasing you and similar things is completely different and in Catherine's case it makes sense in many ways. Not only that but you can figure out the complexity of the puzzle solving techniques you should be using based on how much time the game gives you, so there's a good synergy to it and isn't there just to annoy you. What a great game.

Persona 3 and especially 4 use similar mechanics too. The calendar system makes it so the game gives you deadlines to get stuff done or prepare your team accordingly for upcoming challenges. It adds a sense of urgency that kind of connects you with the characters, since they have go balance their normal life with supernatural duties.

I like it in Majora's Mask as well, it really does make the game in a way. But it's a pity that you can't really relax too much in further playthroughs.

Great thread btw! I never thought much about these when playing the games, so only now I realize how important they are.
 
Rushing you may have been the design philosophy of Xcom 2. You feel that pressure at every level of play. Whether it is because the whole campaign has limited turns, or because more enemies will spawn if you try to take too long with decisive encounters.
 

Regiruler

Member
Metroid Prime 2. People tend to call the game punishing, which I find humorous given that they want their Metroid to be dark and atmospheric (but easy too apparently).
 

SephLuis

Member
I hate this shit, one of the reasons I skip the Atelier series.

So, play the Atelier games that do not have a time limit ? There's Shallie and Sophie for you.

Metroid Prime 2. People tend to call the game punishing, which I find humorous given that they want their Metroid to be dark and atmospheric (but easy too apparently).

I just replayed MP2 and there was no timer or any mechanic with it.

Unless it's something well hidden that I never realized during my playthrough.

EDIT: Forgot the last boss part. I defeated her and the timer had less than a second when I gave the last shot.
It was on hypermode, so it was the only time I was actually felt pressured.
 

ASIS

Member
Code:
[img]https://upload.wikimedia.org/wikipedia/en/6/60/The_Legend_of_Zelda_-_Majora's_Mask_Box_Art.jpg[/img]
[img]https://upload.wikimedia.org/wikipedia/en/1/13/Pikmin_cover_art.jpg[/img]
[img]https://upload.wikimedia.org/wikipedia/en/7/7b/Pandoras_Tower_box_artwork.png[/img]
[img]http://vignette2.wikia.nocookie.net/pikmin/images/d/d9/Pikmin3Boxart.png/revision/latest?cb=20130613045055[/img]

My picks.
 

Griss

Member
Time system in Pikmin and Pikmin 3 is cool. Especially in the first game. You get different ending depending on how many parts you manage to collect in the 30 day limit.

Edit: Also the day timer in all Pikmin games. If you fail to return to the base before the day ends, you'll lose your pikmin. Super intense when it gets close.

This is exactly what I was going to say. Pikmin needs this to give it its urgency. Without it it could be quite dull, as the levels aren't based around being fun to 'explore'. It's not an exploration game.

When you go into the dungeons in Pikmin 2 and are free from the timer, those are the dullest moments in the series and a large part of the reason why Pikmin 2 is the weakest of the three games.
 

ASIS

Member
This is exactly what I was going to say. Pikmin needs this to give it its urgency. Without it it could be quite dull, as the levels aren't based around being fun to 'explore'. It's not an exploration game.

When you go into the dungeons in Pikmin 2 and are free from the timer, those are the dullest moments in the series and a large part of the reason why Pikmin 2 is the weakest of the three games.

There was a time when Pikmin 2 was seen as the better Pikmin game, I have to admit I used to think that too. But I've changed heart and do think it's the worst Pikmin game. I'm glad others are seeing that too.
 
The new xcom has turn limits for most of the maps. Makes it so you just can't camp and wait for the enemy to walk into your trap. You have to constantly be moving forward.
 

Reki

Member
As others have posted, the time mechanic in Pikmin really adds to the overall feeling of the game. It also serves as a great way to challenge yourself (in Pikmin 1, it took me three weeks of constant replays to find all the pieces in 19 days).
 

jonjonaug

Member
Majora's Mask has an excellently implemented time limit.

Complaints about the time limit tend to ignore that there's really only one part in the entire game where you can lose a significant amount of main quest critical progress by running up against it (Zora egg collection), everything else from the dungeons to the side areas are designed in such a way that once you pass enough of an area you can quickly skip ahead to a "checkpoint" of sorts if you have to reset time. When it comes to optional content, the time limit adds an interesting element of challenge for things that require more time like the Stray Fairies, allows for repeatable events, and also allows for interesting failure states that aren't just a Game Over screen.
 
Dead Rising gets my vote. It made leveling up and the new game+ modes feel way better too as Frank and - by extension - the player got more accustomed to the environment and the time limit.
 

SomTervo

Member
I think Persona are good examples.

They don't RUSH the player but it's possible for the player to be fucked up pretty badly, ie almost permanently, if they don't manage their time right.
 

Llyranor

Member
I love the original Lost Planet's constantly depleting T-Eng, which was basically your life. So, you had to balance exploring the levels and scavenging for extra T-Eng, while working against the clock and not wasting time. It gave the game a really good sense of urgency in the harder difficulties.
 

Simbabbad

Member
Time system in Pikmin and Pikmin 3 is cool. Especially in the first game. You get different ending depending on how many parts you manage to collect in the 30 day limit.

Edit: Also the day timer in all Pikmin games. If you fail to return to the base before the day ends, you'll lose your pikmin. Super intense when it gets close.
Came to post this. I was disappointed that Pikmin 2 removed the time limit, to me it structured the whole Pikmin experience (but then I came to like Pikmin 2 for other things it managed to do).
 

rolltanksroll

Neo Member
S.O.S./Septentrion is an SNES game where you're given 1 hour in real time to escape from a sinking ship. Does wonders for the atmosphere. Going around trying to find survivors becomes pretty harrowing.
 

AKingNamedPaul

I am Homie
I love the original Lost Planet's constantly depleting T-Eng, which was basically your life. So, you had to balance exploring the levels and scavenging for extra T-Eng, while working against the clock and not wasting time. It gave the game a really good sense of urgency in the harder difficulties.

Excellent example. My answer was none until I read this.
 

Regiruler

Member
So, play the Atelier games that do not have a time limit ? There's Shallie and Sophie for you.



I just replayed MP2 and there was no timer or any mechanic with it.

Unless it's something well hidden that I never realized during my playthrough.

EDIT: Forgot the last boss part. I defeated her and the timer had less than a second when I gave the last shot.
It was on hypermode, so it was the only time I was actually felt pressured.
I was referring to the damage from dark aether putting a clock on your exploration.
 
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