Board 8 > Holding my vita up to a bright light to reveal words on parchment = cool [UC:GA]

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3DSRage
03/09/12 9:54:00 AM
#1:


This game is surprising me. I don't know why it received poor critical reception.
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th3l3fty
03/09/12 9:55:00 AM
#2:


and people said touchscreens were gimmicky, yeesh

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3DSRage
03/09/12 9:57:00 AM
#3:


lefty, what purpose does your post serve?
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paperwarior
03/09/12 9:59:00 AM
#4:


How does that even work?

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The Mana Sword
03/09/12 10:00:00 AM
#5:


lefty's post is for the purpose of expressing his opinion that alternate control and input schemes like this are gimmicky and do not add a significant amount to the gameplay

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X_Dante_X
03/09/12 10:01:00 AM
#6:


been done before and better

http://www.gamefaqs.com/gba/589655-boktai-the-sun-is-in-your-hand

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3DSRage
03/09/12 10:02:00 AM
#7:


that alternate control and input schemes like this are gimmicky and do not add a significant amount to the gameplay

but..it does. One, 10-sec segment in a game isn't "alternate control"
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Luis_Sera89
03/09/12 10:03:00 AM
#8:


Damn it, Dante beat me to it.

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3DSRage
03/09/12 10:05:00 AM
#9:


It's neat to know that the vita can add things like this to games without some extra peripheral built into the game cartridge (while that is definitely cool.)
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GANON1025
03/09/12 10:05:00 AM
#10:


From: X_Dante_X | #006
been done before and better

http://www.gamefaqs.com/gba/589655-boktai-the-sun-is-in-your-hand


That's not even really the same thing.

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paperwarior
03/09/12 10:06:00 AM
#11:


But does it really have a damn light sensor? Was that even advertised?

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th3l3fty
03/09/12 10:06:00 AM
#12:


this would be neat if a game were centered around it

instead it's just a dumb little gimmick in a poor attempt at adding "depth" to the gameplay

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3DSRage
03/09/12 10:07:00 AM
#13:


But does it really have a damn light sensor? Was that even advertised?

Perhaps it is in the camera? The camera does adjust its mode depending on how bright the location is, so yeah.
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3DSRage
03/09/12 10:08:00 AM
#14:


this would be neat if a game were centered around it
instead it's just a dumb little gimmick in a poor attempt at adding "depth" to the gameplay


shut up. You probably thought closing your DS in Phantom Hourglass was cool.
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paperwarior
03/09/12 10:10:00 AM
#15:


Yeah, I guess the camera would serve that purpose. Forgot it had one.

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X_Dante_X
03/09/12 10:11:00 AM
#16:


yeah this is on exactly the same level as closing the ds

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th3l3fty
03/09/12 10:11:00 AM
#17:


no, that was also really dumb

in fact, that's probably the most offensively bad gimmick I've ever seen in a game

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CorporalSphynx
03/09/12 10:17:00 AM
#18:


Except that supposedly this blatantly tells you to do so.

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KingButz
03/09/12 10:18:00 AM
#19:


What if you are playing in the dark? OH SORRY NO ADVANCING FOR YOU

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foolm0ron
03/09/12 10:23:00 AM
#20:


lefty probably also hated the ending of 999

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th3l3fty
03/09/12 10:24:00 AM
#21:


999 is a puzzle VN I see no problem with a puzzle at the end of a game with puzzles

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3DSRage
03/09/12 10:25:00 AM
#22:


lefty needs to get laid imo.

it's just a game

yeesh
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pjbasis
03/09/12 11:18:00 AM
#23:


From: 3DSRage | #014
shut up. You probably thought closing your DS in Phantom Hourglass was cool.


Blew me away.

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3DSRage
03/09/12 2:07:00 PM
#24:


me too
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Mik_Pick
03/09/12 2:16:00 PM
#25:


Doesn't the game specifically tell you what to do in that situation?

I don't think handheld consoles even need a camera on the back. That's what cell phones / iPods / Actual camera are for. And at least those have decent cameras!

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CalvinbalI
03/09/12 2:20:00 PM
#26:


From: th3l3fty | #021
999 is a puzzle VN I see no problem with a puzzle at the end of a game with puzzles


The Uncharted games have always had puzzle sequences.

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Lopen
03/09/12 2:23:00 PM
#27:


UC have always had puzzle sequences but I think:

instead it's just a dumb little gimmick in a poor attempt at adding "depth" to the gameplay

Has always applied to them.

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Icon Classic
03/09/12 2:55:00 PM
#28:


What 'gimmicks' were in Uncharted 2 & 3?

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Lopen
03/09/12 3:04:00 PM
#29:


I haven't played UC3 but all of UC2's puzzles are gimmicky.

They don't have "gimmicks" so to speak but they themselves are gimmicks in that they don't really feel natural-- they grind the pace of the game to a halt as you constantly look at your guidebook and push blocks around or climb on limbs of statues or whatever in a very sterile feeling room. They just seem like they're shoehorned in rather than part of the natural flow of the game.

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Lopen
03/09/12 3:10:00 PM
#30:


And I guess you could call Drake's guidebook a gimmick if you need something specific

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Icon Classic
03/09/12 3:19:00 PM
#31:


So you don't think the puzzles were implemented particularly well? That's fine. I don't think the puzzles were that memorable or challenging, but they're not 'gimmicks' thrown about haphazardly. They're strategically placed after some subplot or set-piece or battle reaches a climax; this is a common practice across all mediums, and is perfectly natural. As for the sterile environments comment, I don't know what more you want out of a game that has the player climbing and jumping across a complex series of gears, or trying to complete this:

external image

These are not barren environments. Linear, certainly, but not barren.

And I guess you could call Drake's guidebook a gimmick if you need something specific

That's not a gimmick, that's an allusion turned into a gameplay mechanic. A gimmick would be the Sixaxis controls in the first game, or the half dozen examples in the PS Vita game.


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StealThisSheen
03/09/12 3:30:00 PM
#32:


KingButz posted...
What if you are playing in the dark? OH SORRY NO ADVANCING FOR YOU

I know this was a joke, but I actually am curious. I do 90% of my handheld gaming in bed in an attempt to make myself tired and fall asleep.



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Lopen
03/09/12 3:49:00 PM
#33:


I mean sterile in the sense that the action abruptly stops as you're solving the puzzle, and nothing is really happening aside from focusing on the solving the puzzle, and then right when the puzzle is done stuff starts happenings again. You're saying that's "a common practice across all mediums" and while I know what you're saying-- you want to give the audience a cooldown point-- I must disagree.

There's a difference between slowing things down a bit for a while after a climax to give people a chance to catch their breath and all but stopping things cold. You want to slow it down a bit not make it night and day from one segment to the next. Very few games have the puzzles feel as tranquil compared to the rest of the game as Uncharted does, and that to me makes them feel shoehorned because they ruin the pacing.

They're also not all located after climaxes, to be honest. Most of them are actually crazy action->PUZZLE->crazy action, with the climax of said crazy action being in the latter crazy action segment not the former. You can stumble into "good storytelling practice" by putting abrupt stops in the flow of the game but that doesn't mean it's done correctly or even if that was necessarily intent.

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FAHtastic
03/09/12 3:54:00 PM
#34:


I loved the puzzles in all three main Uncharteds. I love puzzles generally. The first time a DS game required me to close the lid to solve one (Another Code: Two Memories, thank you) I felt alive.

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Lopen
03/09/12 3:56:00 PM
#35:


And if you want a good example of how to do that storytelling practice, Uncharted action sequences do it well, as they usually follow intense firefights with some sneaking around or plot progression before the next intense firefight.

The puzzles though? Not so much.

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