Nah, I believe it's more a case of Sony finally having enough and sending their guy over to get this nightmare out of the door.
This is all completely wrong. Here is what happened
http://kotaku.com/what-happened-to-the-last-guardian-1711835457
Nah, I believe it's more a case of Sony finally having enough and sending their guy over to get this nightmare out of the door.
This is all completely wrong. Here is what happened
http://kotaku.com/what-happened-to-the-last-guardian-1711835457
Lets talk about this "good" or "bad" controls thing for a second, because its not really true. There are no such things as universally, objectively good or bad game design. Its just rules and standards we've accepted over time. There are infinite examples in art, music, movies, comics, books, etc that break from traditional standards because they want to create a specific effect, a specific experience for the consumer. And not everybody is gonna like Wreckmeister Harmonies or the Sex Pistols or Flex Mentallo, they might they all suck, but a lot of people love them. They go on the wavelength of the experience they were trying to put forth and they think its great. Nobody's right or wrong here, its just honest statements about their subjective experience.
Ueda is trying to make a very specific experience. He's using the tools of game design to put you in the shoes of this clumsy kid who isn't the master of the world like every other third person mainstream game. He's not great at combat, he doesnt run with perfect accuracy, he doesnt have those perfect Nathan Drake leaps and forgiving controls. Everything this boy does is a struggle, and the controls and camera are the way they are because he wants to give you that interactive experience. He wants you to embody this adventure. And he wants you to do it with a very realistic AI of an pet animal of sorts. A pet that sometimes obeys and sometimes doesn't, who sometimes is immediately helpful and sometimes you gotta pry him to do things your way.
Now you may not like that. You can write a review and talk about what you liked or didn't like, you can go into detail, you can give a 6/10 score, and there ya go. That's your opinion. That is your subjective experience with the game, based on your personal biases and what you were looking for in the game.
But someone else might play it, get on the same wavelength as Ueda and embrace, possibly love the controls and camera and the AI. They think this kind of form matching function is brilliant, and increasingly rare in a mostly safe homogeneous AAA market space. They love the game and give it a 9/10. And that's their opinion. That is their subjective experience with the game, based on their personal biases and what they were looking for in the game.
And you can discuss it, you can argue about it, but don't pretend for one second that the controls are universally bad is some platform you can stand on. They're different from traditional standards, but so is a lot of weird, divisive art and entertainment products. Just be honest with yourself when you're experiencing this thing, that's all.
Is this their first Team ICO game?
I don't think you can just explain away bad cameras like that. A camera is functional or it is trash.
Oops, yep - I was wrong.
Thought the Cerny thing was true.
Sorry.
Cool. It's been in development around 2007 for a good while until someone picked up the scraps recently and stitched together what was there for cheap.
It's still a 2007 game in its soul. With all the jank that comes with that.
Does not really make a difference.
Yeah, I read that you barely tried the tip of the iceberg when it comes to PS2 games and felt perfectly smug in passing overall judgment anyway.What a surprise!
Did you read that i also tried gow1 and others? the "oldness" Isn't just in the controls, it's in the overall game, because the way to do games in the ps2 era was different than now.
In any case if some people want to think that ps2 feel in 2016 is a good thing then good for them, i'm out.
And you can discuss it, you can argue about it, but don't pretend for one second that the controls are universally bad is some platform you can stand on. They're different from traditional standards, but so is a lot of weird, divisive art and entertainment products. Just be honest with yourself when you're experiencing this thing, that's all.
This "that's how Team Ico games play" is only true as they haven't released a game in 11 years.
Can't say I've ever saw a mass pinning for a return to the janky as fuck controls all games had back then, but now it's an intentional trait because there are negative previews?
You'd think people would have learned about blind defence of games after the way NMS turned out.
Now if its constantly getting stuck on environmental objects that's one thing, but I don't think the camera being so close and choosing specific angles is a mistake.
So what kind of controls would be "objectively good" for a game where you're trying to portray young, awkward, inexperienced child navigating a dangerous environment with a giant companion that has a mind of its own? Walk us through it.
With ICO and SOTC, controls were consistent and clearly mirrored the same theme of character awkwardness while not demonstrating any significant problems that might actually indicate an unintended consequence, a flaw, like the controls randomly not working. You could clearly get used to the controls, plenty of people played these games to completion without any major problems later in the game.Well, for one, you'd have to believe that this is the intended design by the creator. They'd have to communicate that to the player throughout the game. That would also mean that the user also somehow gets used to those controls and that they can be mastered ; they shouldn't be a problem later in the game.
I haven't played the game though, kaching, so I can't comment on how it actually plays. I was just arguing that I believe games can have objectively good and bad controls.
I loved SOTC and ICO, but if they could remake those games with a better camera system and tighter control, I do believe they'd be better games from it... If that makes sense?
See above, hardly the argument I'm trying to make. I'm not absolving controls that can't be consistent more than 80% of the time. ICO/SOTC are consistent, reliable and as such can be readily mastered. But they don't qualify as "tight" or precise controls due to the fact that they're trying to present a different experience than most other shooter/action games out there.Come on now... let's not use the Lair argument here.
Except much like the films of Wes Anderson or David Lynch, Ueda's games have very distinct aesthetic and goals that designed to evoke and reinforce those aspects.If the story in Horizon:Zero Dawn sucks will people say "is this your first GG game?" when someone critizes it?
If the story in Horizon:Zero Dawn sucks will people say "is this your first GG game?" when someone critizes it?
Is this their first Team ICO game?
The designers probably had a reason for that. But they can be wrong. And if they're wrong, they failed at designing something enjoyable.
Except much like the films of Wes Anderson or David Lynch, Ueda's games have very distinct aesthetic and goals that designed to evoke and reinforce those aspects.
Would saying "is this your first Wes Anderson film? He has a certain style" be a reasonable reply if someone started criticizing the use of minatures or the symmetrical cinematography?
GG's games don't have that kind of overarching pervasive through-line of tone, aesthetic, means of storytelling, and aspects of gameplay that all of Team Ico's games do, so comparing Guerrilla games to Ico's doesn't make much sense
Wut?
This makes no sense. Killzone 2 has one of the best stories in gaming.
I think you chose the wrong dev for that comparison.
Wut?
This makes no sense. Killzone 2 has one of the best stories in gaming.
I think you chose the wrong dev for that comparison.
Wut?
This makes no sense. Killzone 2 has one of the best stories in gaming.
I think you chose the wrong dev for that comparison.
I disagree. One thing that has been a constant force in GG's games is lackluster storytelling and on that I made my example of and I still stand by it.
Killzone franchise has some good lore and backstory but the stories presented in their games? I disagree hard here.
I'm not talking about the aesthetics. They're fine. I like the look of it visually.
There isn't any right or wrong. What about all the people who love LittleBigPlanet? What about all the people who love the slow floaty controls of Super Metroid or the complexity of Guilty Gear's mechanics or the more fiddly UI of classic X-Com or the dual analog sticks of Halo CE or the Gamepad utilization for Wonderful 101 and Star Fox Zero, or the gyro controls for Splatoon, or the context-sensitive complexity of MGS3, or whatever the fuck Kid Icarus Uprising or etc etc. If all these games are enjoyable, or "enjoyable" to people who are fans of that game, were the devs wrong? It sounds like its a personal taste issue.
the controls in shadow of the colossus were interesting- the sword was extremely clumsy but in such a way as to narratively imply that this may be the first time this character has ever used a sword. conversely, he's completely fine with the bow, which suggests he's a hunter/archer and not a swordsman. His horse is also an indication of being a hunter.
You get all of this (which may or may not be true) just from how the controls feel, which I think is one of the unique things about ico and nico
Lets talk about this "good" or "bad" controls thing for a second, because its not really true. There are no such things as universally, objectively good or bad game design. Its just rules and standards we've accepted over time. There are infinite examples in art, music, movies, comics, books, etc that break from traditional standards because they want to create a specific effect, a specific experience for the consumer. And not everybody is gonna like Wreckmeister Harmonies or the Sex Pistols or Flex Mentallo, they might they all suck, but a lot of people love them. They go on the wavelength of the experience they were trying to put forth and they think its great. Nobody's right or wrong here, its just honest statements about their subjective experience.
Ueda is trying to make a very specific experience. He's using the tools of game design to put you in the shoes of this clumsy kid who isn't the master of the world like every other third person mainstream game. He's not great at combat, he doesnt run with perfect accuracy, he doesnt have those perfect Nathan Drake leaps and forgiving controls. Everything this boy does is a struggle, and the controls and camera are the way they are because he wants to give you that interactive experience. He wants you to embody this adventure. And he wants you to do it with a very realistic AI of an pet animal of sorts. A pet that sometimes obeys and sometimes doesn't, who sometimes is immediately helpful and sometimes you gotta pry him to do things your way.
Now you may not like that. You can write a review and talk about what you liked or didn't like, you can go into detail, you can give a 6/10 score, and there ya go. That's your opinion. That is your subjective experience with the game, based on your personal biases and what you were looking for in the game.
But someone else might play it, get on the same wavelength as Ueda and embrace, possibly love the controls and camera and the AI. They think this kind of form matching function is brilliant, and increasingly rare in a mostly safe homogeneous AAA market space. They love the game and give it a 9/10. And that's their opinion. That is their subjective experience with the game, based on their personal biases and what they were looking for in the game.
And you can discuss it, you can argue about it, but don't pretend for one second that the controls are universally bad is some platform you can stand on. They're different from traditional standards, but so is a lot of weird, divisive art and entertainment products. Just be honest with yourself when you're experiencing this thing, that's all.
That video was intended to be a stream of the first 15-minutes of the game and it was what they promised. Unless the person playing started up the wrong game or played the wrong section of the game I can't see why they would need to deem that "unfit" to be published. That's like saying that Phil was "unfit" to write this preview because he didn't spend 2 hours mastering the controls before forming an opinion.
There isn't any right or wrong. What about all the people who love LittleBigPlanet? What about all the people who love the slow floaty controls of Super Metroid or the complexity of Guilty Gear's mechanics or the more fiddly UI of classic X-Com or the dual analog sticks of Halo CE or the Gamepad utilization for Wonderful 101 and Star Fox Zero, or the gyro controls for Splatoon, or the context-sensitive complexity of MGS3, or whatever the fuck Kid Icarus Uprising or etc etc. If all these games are enjoyable, or "enjoyable" to people who are fans of that game, were the devs wrong? It sounds like its a personal taste issue.
Calling "tighter controls" objectively better is based on what premise of objectivity here?
If these games had tighter controls, they'd entirely misrepresent the characters they're trying to realize. They wouldn't be the same games. They'd just be part of a larger, more homogeneous pile of action adventure games with characters that all are largely interchangeable because they all control very similarly.
Yes, because the people looking forward to one game that controls similar to only two other games from over a decade ago, are really looking forward to some kind of mass infection of all other games to have the same control scheme.Can't say I've ever saw a mass pinning for a return to the janky as fuck controls all games had back then, but now it's an intentional trait because there are negative previews?
Humm, well, if you disagree with me with the simple statement of 'right and wrong', then it'll be hard for me to give you more examples, but let's try this : there's a dude that loved Bubsy 3D, does it make the game good in any reality?
Jeez, the amount of apologists in this thread is amazing.
There's no excuse for shit controls in 2016.
No excuse.
There's a difference between shit controls and purposefully awkward controlsJeez, the amount of apologists in this thread is amazing.
There's no excuse for shit controls in 2016.
No excuse.