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How do you feel about forced walking?

Why do they somehow always precede a tough shootout section ?

Playing modern shooters on high difficulty becomes a nightmare because of these forced sections.

Keep forced walking/uksippable cutscenes away from tough sections that might be often replayed!
 
I want an indie game where you're a sick, bed-ridden person and people keep coming into your hospital room to keep you updated on all the crazy shit that's going on in the world, maybe because you're the governor or someone important.
"Hey governor how are you feeling. Wow, you wouldn't believe what I just witnessed. This big robot shows up out of nowhere and keeps destroying the buildings. Luckily, our hero had just leveled up his Electro Hand with the action points he got from the last boss so it was an easy fight."
Forced lying.
The genre is called "distant perspective"
 
Honest question, is Metroid Other M the game where you spend the largest percentage of necessary gameplay in forced walking? IIRC it occurred at least once in each new environment section, so at least once for the grass area, once for the ice area, the lava area, etc.
 
It's fine when used briefly or have a very good reason to be happening. It's rarely used well thought.

I think a brilliantly done one was in MGS4 (
The microwave corridor
), it had a purpose and the way it was played was designed to make you physically feel something that would enhance your immersion in that epic scene.

If I remember correctly, God of War 2 also have some good ones, because they are pretty short.
 
Honest question, is Metroid Other M the game where you spend the largest percentage of necessary gameplay in forced walking? IIRC it occurred at least once in each new environment section, so at least once for the grass area, once for the ice area, the lava area, etc.

Other M's is especially bad since it's completely unnecessary.
 
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