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Slow walk and talk in games

Basketball

Member
Character walks along with another and slowly discuss plot details etc
taking control away from the player.

Popular Major Offenders

Gears of War
Last of Us
Shadow of Mordor
The Order 1886
Tomb Raider 2013 (she does it by herself constantly)

Does anyone like this stuff ?
 
For me, Call of Duty has always been the worst offender in this. It's getting better, but in the older games your character's walking speed was about 30% faster than the NPCs.

Stop/start walking was the only way to go.
 
You see...

When it's part of the gameplay, it's good.

Old adventure action games used to be great because you were kind of deciding of the pace, if people talked you slowed down yourself to pay attention, to explore...

Now everything is so linear, it's either "go forward to trigger next gun fight" or "be forced to crawl until we're done making the characters talk" , with almost nothing significant in between....
 
At least you can skip/fast forward through them most of the time in Gears and the Batman games. Other wise they're not that annoying on a first playthrough, it hurts replays though.
 
I'm fine with it. I don't want to Call of Duty all my games and just blindly run from destination to destination without taking a moment to examine or appreciate anything around me. Especially not in a single player, character-driven, story-heavy game.
 
Surprised no one mentioned Assassin's Creed, I hate it the most in those games. Especially because the NPCs walk at a different speed than the player so you have to struggle to match their pace.
 
I don't mind it. HOWEVER, Batman talking with Alfred, whose face is on a projection and who's constantly calling him "Master Bruce" while other people are around in Arkham Knight is ridiculous.
 
Isn't this usually to mask loading?

Yes, it is. Instead of a still loading screen, you get to stay with your player, retain a slight amount of control over them, and more often than not listen to a bunch of script while you wait for the next big chunk of game to be streamed into RAM.

They can be annoying, though, and sometimes I think a loading screen works better.
 
Metroid Other M removes the talk part so you just slow-walk silently down a hallway.

It's as painful and intrusive as it sounds.
 
No. It destroys replay value.

.. but it can enhance the value of your first playthrough, just like scripted set pieces. It can also help to balance the pace. Keep in mind that there could be a cutscene in their place, so.. I don't know about you but I'd pick a walk over a cutscene everyday. It's true though that they absolutely have to make NPCs walk at our speed.
Therefore, as always and as everything, it depends how / where you use these moments. You can either have too many (Uncharted 3, COD MW2, ...) or just some, functional, perfectly placed, not boring and not too long (The Last of Us).
 
Yeah it's awful. I think COD: AW had the longest walk & talk scene i've ever encountered. They even walk and talked while on a fucking hoverbike.
 
It's fine so long as what they're discussing is interesting. If it serves as a breather and sets the mood and what they're talking about is interesting, ain't nothing wrong with it.
 
I think there is a value of varying the pacing of the player's actions for games with heavier narrative purposes. In Gears of War, there's this great guitar twang that signifies you've cleared all the enemies in this scene, which are often followed by a very short regrouping and clarifaction of what the objective is now. In Gears 2/3 you can skip them too by pressing Y, but I think they're pretty ok in short bursts.

ND's Uncharted/The Last of Us is always adjusting the speed of the player and his abilities, that's just something you have to buy into when you grab those games. They're controlling your experience to match the intended beat or emotion for this particular scene. You can't jump around on people's heads like Half-Life 2, you can't always pull out your guns, you can't always run full speed. I think this mostly worked in TLOU because its not an all-out action game anyway. The vast majority of that game is either walking or sneaking, with the rare sprinting/big moments sticking out that much more because of their scarcity. It lets you soak in the environments they spent so much time on or interact with other NPCs in simple ways.

Now that might not make them the most easily replayable things in the world, but I mean they're not really trying to be. They're aint got S ranks for you to shoot for, no score system in the top corner increasing in numbers. They're designed with a certain experience in mind and usually leave the more readily "gamey" elements free from certain narrative restraints to the multiplayer. Which they hope you play over and over.
 
Surprised no one mentioned Assassin's Creed, I hate it the most in those games. Especially because the NPCs walk at a different speed than the player so you have to struggle to match their pace.
In Revelations they came up with the greatest idea ever, let go of the controller and Ezio would walk at the exact same pace as the npc he was talking with and you could control the camera to get a good look at their faces, (for some reason, every in-game conversation in the game had really good facial animation), it was the only game in the series to do this, thankfully they've been toned a bit.
 
Every single slow-walk sequence used to mask loading times would be better if it were replaced with a loading screen.

In ten years, when you're playing that game on much more powerful hardware, a loading screen will fade in and out smoothly, with no real interruption to gameplay. A slow-walk sequence will remain an enforced solution to a problem that no longer exists, forever.
 
I hate it.

What's even worse is when the character you're following walks at a speed faster or slower than your characters natural moment. So you always sprint a bit, stop a bit, sprint, then stop.
 
A very similar problem is the "slow stagger sequence", two or three steps and we get the fucking picture, dont make me move at a quarter speed across entire maps. Bioware clearly thought it was such a good idea in ME3 they did it again in DA:I
 
nonsense, the first person view with all the cool numbers and stuff was awesome and made me want to play the game in first person view.

It was all right on a first playthrough but it was a pain in the ass when you replayed the game since you couldn't skip them >:(
 
I hate it.

What's even worse is when the character you're following walks at a speed faster or slower than your characters natural moment. So you always sprint a bit, stop a bit, sprint, then stop.

Yeah, I always wondered how this managed to get past testing. They obviously did this on purpose and I am pretty sure everybody hates it, even the devs themselves.

It was all right on a first playthrough but it was a pain in the ass when you replayed the game since you couldn't skip them >:(

Well if you say so, but I played through the game many times and I am always looking forward to them.
 
I don't mind it. What bothers me is how the player character always walks faster than the NPC, forcing the player to constantly run and stop. I understand it's probably so players don't fall behind, and analog sticks have pretty much remedied the issue anyway.
 
One of my biggest pet peeves in gaming. Can't stand that, which made me move away from Western AAA action games more over the years.
 
It's a necessary evil. Sometimes designers need to communicate information to players who might run away from conversations or try to skip them. You can do that stuff in the engine, so there's no need for special animations, and it's a decent way to break up action scenes.
 
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