David Cage rants about quick-time events
Heavy Rain man: "This is not Dragon's Lair - do you think I'm crazy?"
Quantic Dream's David Cage pleaded with journalists earlier today to help him shake off the stigma of quick-time events and get the message across that Heavy Rain is properly interactive.
"From what you've seen, you're in control second to second, so please help with me this because some people on the internet just make me crazy," he said at the end of a demonstration in a hotel in Cologne.
"No! We don't make Dragon's Lair! This is not Dragon's Lair - do you think I'm crazy? I'm not stupid. Do you think I develop on PlayStation 3 to do Dragon's Lair again? It would be absurd. Of course it's not.
"So we work on this thing, it's fully controllable, you do what you want. When there is an action sequence, yes we integrate this QTE sequences. We've done it really in a new way, we really started from a blank page again to try to take the best out of this type of interface and find the thrill and excitement and make you feel at the heart of the action.
"Out of four scenes, this is one third of one, so that's the kind of balance we have in the game."
The scene Cage gathered journalists to witness was the first glimpse of Ethan Mars, a single father who blames himself for the death of one of his sons, Jason. In the scene, Mars picks up his other son, Shaun, from his ex-wife, and then looks after him for the evening. This involves getting him something to eat, helping him with his homework and then putting him to bed.
It's fully interactive throughout, as Cage said, with opportunities to behave like a responsible dad or to be severe or to just do nothing, really. After seeing it play out one way Cage showed a video of other possible outcomes. It was all rather poignant.
Although the bit with Mars juggling fruit looked a bit like a QTE. Just saying.
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Comments (61) Latest comment 2 years ago
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If it's modelled on Fahrenheit (which it looks to be), then it'll all work out fine.
Of course, some of the QTEs in that went on a bit. Just saying.
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Simple question.
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Becaus Cage is talking and talking this game up then getting frustrated, because people don't believe him as he's still not let them play anything?
What's more likely:
- that he's cracked the problem of interactivity and strong narrative, but it's so special and advanced that we're just not capable of understanding it?
- or that the game's not that good which is why he doesn't want anyone to playtest it and explain how it (doesn't) work?
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I'm not hating on the game or anything, it could well be very good like Fahrenheit, but I personally would rather have more physical control over my character than having to press a random button and see how the animation plays out.
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We get it. You're not excited about this game. You keep saying. Maybe you're not excited because it's not your type of thing? Only you know the answer. Why ask us?
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From what I gather it's more like "press X to maybe die, maybe not/press O to maybe die, maybe not", etc., etc. ...
Definitely context sensitive. QTE? Depends on your definition, I guess. But if it is, then it's done in a different way than before.
It may still suck offcourse, but I'm hoping for the best.
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I know I'm alone in this. That's ok too.
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If only Heavy Rain had zombies in it...
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See Ken's Ultra attack in Streetfighter 4? Would you like to be forced to actually pull that off with individual button presses for each hit? Because to be honest, from my perspective that's exactly what you're asking for when you demand full player control when you see a QTE.
Sure, you get the lazy developers where the whole game is made up entirely of QTEs and that's bad, but blindly demanding that all QTEs be removed from gaming forever when they clearly have a proper time and place for use is just stupid.
Edit: -1 Already? Hah. Clearly I hit a nerve somewhere. I'll admit the analogy is trite but it's still valid.
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Like I said: the only difference I see with Dragon's lair is that there's more than one non-lethal option. And the fact that you can walk around.
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I'm quite sick of people moaning about Heavy Rain being nothing more than a series of quick time events. Yes, Cage is promising a lot, but let's give him the benefit of the doubt, and wait until we've had a chance to play it before damning it as Dragon's Lair for the noughties.
There's enough 'traditional' gaming experience available right now and on the horizon - it's nice to have something that (at the very least) is trying to do something different.
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Shenmue, the founder of the more refined and aknowledged QTEs and still arguably the best at them, giving you a chance to recover if you fail, or just keep going if you missed them completley in some cases.
Ninja Blade is good if you're not very good at QTE's because it rewinds when you fail and maintains the pattern so you can learn it, good if you're unfamiliar with them.
Kingdom Hearts 2: lol mash Triangle for advent children style attacks, 'nuff said.
Ninja Gaiden 2: The enemy has to be in a dazed mode first sure, but it completly changed the animation of the attack, this could probably be the way forward, more subtle QTEs that happen when certain battle conditions are met.
Heavy Rain: Oh this might be the way forward...
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has david cage ever been to an english-speaking country?
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The thing I notice about this game (and maybe the poor quality of the vids is at work here) is that it looks a long long way from that 'Casting' video we saw a couple of years back. Very reminiscent of Killzone 2....
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I like a good challenge, but I think Bioshock and Fable2 really nailed how a story-driven game should play: get rid of the game over screen, by doing that you are sure that your story elements stay fresh, and the player is more aware of what's going on simply because he knows that every event/cutscene/twist is unique, he won't have to replay it 50 times before he moves on to the next bit. Letting the player live, but making him face the consequences of his failure is a much better "punition".
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Just saying.
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Simple question.
Exactly. Either its there or it isnt. And he already says its there so its just a matter of how much. If its as much as Indigo Prophecy I will pass.
Nothing against the game its just that I am really, really shit at QTEs.
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QTE events aside this guy's storytelling pretentions turned out to be a bit questionable last time.
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And as for QTEs, meh - if the developers want to include them and I am enjoying the game enough, I will do them. If the game is starting to bore me, they won't get played. It's not a hard decision really...
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If he can somehow make a game that maintains the interaction of the first bit, then I look forward to it. However, given the absolute mess that Fahrenheit degenerated into, he can't be surprised if people are a little more sceptical about his claims for his new game.
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Also some of his lofty goals don't appear that grounded in reality, for example the whole "When you're in an uncomfortable position in game, we've made it so you have to hold the controller in an akward way to increase immersion". Sorry, that doesn't increase immersion, that gives me sore fingers which then distract me from the game. Why not take it further? When your character gets shot why not have a bullet come out of the screen and kill you?
All that said I'm hoping Heavy Rain will be a great game, kind of like Blade Runner on the PC (old adventure game based on the film and book with branching paths, a good story and different every time you play) but I am definetly waiting for the reveiw as I have no idea if it's going to be 10/10, 3/10 or any where inbetween.
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I'm not worried QTE in HR, haven't got that far in but I really like Fahrenheit. So more of that and it's all good.
If highly praised games like God Of War, The RE reboot crap, Shenmue can do QTE why not this?
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re. '"When you're in an uncomfortable position in game, we've made it so you have to hold the controller in an akward way to increase immersion"' '
Hideo Kojimi did a similar thing in MGS5 (the bit when you're crawling up the tunnel, mashing the x button for ages) - i thought that worked rather well. It kind of simulated the sense of exhaustion.
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Yeah I forgot about that. To be honest though it annoyed me a bit at the time and I certainly wouldn't choose to do it again if I had the option. Games shouldn't cause physical pain (with the posible exception of EA Active/Wii Fit) and should never feel like work or a chore.
Edit: Speelong
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'I certainly wouldn't choose to do it again if I had the option'
Neither would Solid Snake...neither would Solid Snake...
See - it worked didn't it? It was an ordeal for both you and Snake.
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then why do you keep showing only the QTE segments? from everything that i've seen from heavy rain it looks like a giant QTE corridor, and no matter how many different outcomes a scripted button prompt has, it is still a QTE.
what i don't get is why everybody has a problem with that - wasn't this game advertised as a sort of "interactive movie" (that's what got me interested) in the first place?
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Watch this:
[link url=http://www.gametrailers.com/video/gc-09-heavy-rain/54440
]http://ww w.gametrailers.com/video/gc-09-...[/link]
There looks to be a fair amount of freedom in this scene.
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-13 as it is. just for asking a question. strange how ratings are given. (+1'd you btw).
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i'm not too sure; you get to move a character around until you hit a trigger, and then the QTE starts. i'm really on the fence on this game, if all these "big huge QTE" assumptions are true, it will be an epic fail, but the concept in itself has the potential to make a for an absolutely fantastic game.
here's hoping for a demo
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Like all the other mechanics that get used all the time, if they are used badly the result is not fun. If they are used well, the result is fun. Its that simple really.
We have a history of games associating QTEs with poor signposting resulting in immediate death. That isn't the fault of QTEs as a concept any more than badly placed checkpoint are the fault of all checkpoint systems everywhere.
We can apply the same rule to QTEs that we can apply to most other game mechanics. If they are done well you probably won't notice, and if they are done badly you will (and will probably have something to say about it).
I suggest that we simply hold fire and see what they come up with. If it works well and it is fun, it frankly doesn't bloody matter what it is or what we call it, does it? And if doesn't work and the result is frustrating and fun-removing, then we can send DG poo in the post. Deal?
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And
"When there is an action sequence, yes we integrate this QTE sequences."
So you are either crazy, stupid or think we are stupid ... QTE is Dragon's Lair but the thing is Dragon's Lair was a Arcade game and so designed for us to lose coins playing it.
"We've done it really in a new way, we really started from a blank page again to try to take the best out of this type of interface and find the thrill and excitement and make you feel at the heart of the action."
Now were did I heard THAT before?
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I hope it's modelled after fahrenehits on foot (NOT STEALTH!) sections with exploration, dialogue and interactivity.
Also, this type of game seems like the perfect fodder for Natal / PSPenis wand control.
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I honestly don't know whether that is an insult or a compliment (or something else).
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..wise comment as always and I wouldn't disagree that if it's fun I don't give a hoot if it's QTE!
That said, I do have a problem with QTEs as a concept.
If I'm playing motorstorm (for example) I know it that leaning the thumbstick left and right isn't the same as driving really, but in the moment it feels like it is and that's the whole point.
With a QTE it doesn't feel like anything more than what it is, an arbitrary series of control inputs. edit: I don't know if that can be fixed
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PS:Specially if you are a PS developer of course.
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"With a QTE it doesn't feel like anything more than what it is, an arbitrary series of control inputs. edit: I don't know if that can be fixed"
I agree that QTEs are more abstract than directional and predictable control (the two things that I think make QTEs distinct, in that they give you neither). And I don't suppose that can be "fixed" without it not being a QTE anymore. Whether this is a bad thing depends on the application I guess. I do think though that a diet heavy with badly implemented QTEs (often with sudden death consequences) has coloured us against them as a concept.
An RTS for example doesn't give you direct control over your troops (as in press left to make them walk left), but we accept that particular abstraction because it is generally made to work well in most games in which it appears.
Full Spectrum Warrior also threw out the normal "here is exactly where (and when) I want you to put the bullets" convention of shooters and turned it into something else, but we accepted it because in that example the way they put it all together worked pretty well.
If having specific DIRECTIONAL and PREDICTABLE control over a character's movements in real time is what a gamer demands as a matter of principle, QTEs are never going to satisfy them. However, if someone is willing to accept a degree of abstraction in the name of immersion or fun or a more versatile result (QTEs do allow you to do whatever you want with a character in response to player input - this lack of consistency is their one main advantage, though this is often abused as a lazy workaround for bad design and a desire for epic set pieces that can't be handled by the core mechanics) or whatever, then maybe they have their place?..
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I think we should be doing everything we can to encourage this sort of game, especially looking forward 5-10 years to the controls we'll be using on our PS4's, X720's, Wiii's etc. I'm far more interested in seeing what Quantic Dream could do with such technology than Epic.
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DAMN RIGHT
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If Fahrenheit had turned out better I could have been hyped for this, but right now Cage just seems full of himself. He talks about learning from Fahrenheit but doesn't seem to actually do it.
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"This game is not meant to be about direct control over the player; it's about direct control of the story"
That is a very good way of putting it.
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Surely it is a little early to be making that sort of judgement. We haven't even seen a detailed preview yet, let alone a full review, so all we have right now are soundbites and chti chat, with no real sense of what the balance of various activities will be in the final game.
Its ok to say "I don't know yet" and not form an opinion you know.
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Perhaps Cage will make it this time, but I haven't seen him adress the issue of Fahrenheits choices and consequences in interviews, just that he agrees that the story went balls up in the last third - hence I don't think he has learned and will fail.
It doesn't help that he has shown scenes of putting on makeup as fully interactive, that really just comes of as pretentious to me.
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That isn't to say though that we can only have 2 outcomes, mass success or complete failure. I wholly expect that Heavy Rain won't be the profound life changing experience that DG says it will be, but that doesn't at all mean it won't be a wholly involving and entertaining game (assuming he learned from Fahrenheit).
If you believe the hype, disappointment will usually follow. Better to keep a clean slate and judge the final game on its own merits, rather than how someone promised you it would make you feel.
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Edit: Hey, this latest GC footage actually looks pretty good. Some inconsistencies but way better than the very mediocre E3 footage.
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Any game that uses em is slackness and will not be bought by me.
I didn't mind Fahrenheit, but the QTE bits could have been done another, better way.
For example, the bit with all the books and bits of apartment flying at you in Fahrenheit - should have had the analogue stick to avoid objects, and maybe alternate trigger tapping to climb up things, like Infinity Ward are gonna do with the ice pick climbing bit in COD:MW:2.
QTEs are lazy, redundant and cheap.
**edit - I know it's a stretch to compare this to MW:2, but I'm citing a bit that could have easily been a QTE made into something more IMMERSIVE. After all, when you're in an RTS or something, you are ok with the god view controls because it's more of a management sim, and you don't play an individual on the battlefield. Whereas adventure games where you are a person should do as much as possible to keep you feeling immersed - and random arbitrary button presses don't do it!
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