As stellar as the storytelling is, it is dragged down by poor gameplay, which at it's worse becomes a series
of quick time events.
Game mechanics ranging from stealth to free flow melee combat are displayed, along
with quick time events during more cinematic moments.
There's definitely shooting involved, but rather than pulling the trigger you're tapping along to various
quick time events in order to get rid of the bad guys.
Now, the game itself can best be described as «
quick time events as core gameplay», which surprisingly doesn't play like a bad thing.
It didn't necessarily reinvent the wheel when it came to combat, and it most certainly didn't shy away from
using quick time events to convey some of its most graphic content.
After defeating a boss, there would be a
small quick time event, so the actual execution of the enemy would feel more cinematic.
Great I guess I work a job that is basically a 5
step quick time event until I have enough cash to buy some real estate.
See, there were concerns raised about the length of the game considering the limited knowledge of the title, combined with the apparently heavy reliance
upon quick time events.
While the controls and reliance
on quick time events might deter some players, Heavy Rain is a game that must be experienced.
The best fight scenes are told
with quick time events, which I don't overly mind as much as most people, but Beyond Two Souls uses them a bit too much.
Instead, I walked away feeling concerned and wondering just how much of the game is made up of heavily
scripted quick time events.
The bigger, important fights often end in flashy
quick time event sequences that made me prefer watching the story play out in the game rather than the anime because of how awesome these sequences are.
4 x 100m Relay takes the simple running gameplay and
adds quick time events in order to pass the baton which I thought was rather enjoyable.
Excessive quick time events result in lots of trial and error, the game chugs along during certain boss fights and monsters have a nasty habit of scoring cheap hits that often put players at a disadvantage.
As you progress from chapter to chapter what the game asks of you never really changes, in that you will interview witnesses to pick up clues from their testimony, overcome the
odd quick time event here and there, and start to piece everything together in your case notes.
Everything about Jettomero: Hero of the Universe is incredibly simple in design though, and the battles themselves are exactly the same — they just consist of button -
mashing quick time events where you fire eye lasers at the enemy robot until they die.
Is it going to be all
about quick time events and gorgeous graphics or will Ready At Dawn actually mix up some great gameplay along with a strong narrative?
Indeed, running through the carriage was controlled by the left thumbstick, with
quick time events appearing intuitively in order to trigger optional events like knocking over a cart or delivering a swift kick to a police officer's undercarriage.