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Comments (22) Latest comment 3 years ago
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Anyway the images look ok, not sure the game will work though.
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The Kagero/Deception series was a horror/adventure offshoot where the player character was totally powerless apart from the ability to set and control various types of grisly trap you developed. Then various people would enter your hideout to kill you. The last one was renamed to Trapt over here and got a rather shoddy PAL localisation sadly.
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A preview I read on another site confirmed that avoiding traps would use QTEs, just that the button inputs would be part of the game (eg a symbol on the trap) rather than flashing prompts, but while that would break immersion less than the flashing prompts, it still means QTE-tastic gameplay.
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Depends on the game. Some games like Fahrenheit(Before it goes utterly batshit insane at the end), Ninja Blade and Shenmue can keep a great atmosphere going with QTE sequences if they are done well and integrated in instead of the regular "Here's a cutsceQUICKPRESSABUTTONNOTTODIE oh too bad" style a lot of developers like to shove in. The visual cue's on the traps idea is quite intriguing though, so maybe it does stand a chance if the developers can nail the gameplay.
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Many of the game's interactions use button-pressing minigames, but instead of having button icons or analog movements branded obviously across the screen, they're blended into the environments. The demo I played only lasted about 15 minutes, and to avoid spoiling any of the actual puzzles I won't go into specific details. But as you walk through one door, you see a weight rapidly falling to the floor, and that weight is marked with a button (corresponding to the buttons on your controller). Press the button in time, and you'll stay safe. Press the wrong button, or react too slowly, and you won't get a second chance. To keep things from becoming too easy, the button you press is randomly generated, so you can't just blaze through the game blindfolded. The demo was especially unforgiving -- even seemingly minor mistakes led to instant death, forcing a restart from the beginning. While that will inevitably lead to a lot of trial and error, Williamson says that in the final game checkpoints will be, "spaced out enough to offer some punishment -- enough to keep the game challenging while not making it too easy."
I'm not as anti-QTE as some people on Eurogamer, but this doesn't sound too promising to me.
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Collection of "levels", lets say you're in the "head tearing apart mask" - that's a puzzle you have to figure out.
Now lets say you're in the "saw room" from the original (i cant remember any of the other films as i saw them all drunk), maybe that's a point and click adventure with a time scale...
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Always amazes me that people say that.. then go back to their fps games which are no more or less challenging really.