John Kowalski
Banned
I didn't decide that. Games like Everybody's Gone to the Rapture are walking simulators.
You didn't? That's a shame.
Because it's been decided regardless.
I didn't decide that. Games like Everybody's Gone to the Rapture are walking simulators.
Walking simulator IS a pejorative, they picked that "descriptive" term for a reason. There are plenty of better ways to praise Uncharted's slow and character building parts, but they used that one for clicks and controversy. That's the issue.
not to everybody.
Eurogamer really have put some rubbish out lately, especially when they single out one game, when the article could be aimed at a lot of games.
Click bait bollocks of the highest order.
Walking simulator IS a pejorative, they picked that "descriptive" term for a reason. There are plenty of better ways to praise Uncharted's slow and character building parts, but they used that one for clicks and controversy. That's the issue.
not to everybody.
And, quite frankly, that's usually the case for downtime in action games. I shudder to think of how many times I've encountered a banal narrative-heavy sequence in a game where no one actually gives a toss about that side of the equation. Can you imagine if Halo or Doom spent approximately 40 per cent of their running time trying to tell a story or mixing up their core mechanics with lightweight platforming or puzzle elements? Chances are it wouldn't be good.
I wish The Last of us and Uncharted came without combat. They'd be the greatest exploration games ever
Eurogamer really have put some rubbish out lately, especially when they single out one game, when the article could be aimed at a lot of games.
Click bait bollocks of the highest order.
It started as a dismissive term and still is.
If people can't find a better name for a type of game they like and have to adapt one that people use to make fun of them, that's their problem.
From the reactions it's obvious what people think about "walking simulators".
Hes kinda right though. A lot of uncharted scripted events have very little interactivity. yes thats so they can pull it off and have it be intractable at-all and still be fun but there is very little interactivity as uncharted climbing is pretty much hold direction and mash X.
Is clickbait the catch all phrase for "article whose title I disagree with"?
can I borrow your crystal ball?most of them come from fanboys that didn't even read the article and would react the same if EG used an entirely different term.
Is clickbait the catch all phrase for "article whose title I disagree with"?
Well, you realize it's not an actual genre, right? It's a pejorative term for narrative-driven games with little player agency.
I like that type of games too, but I would never call them walking simulators. They're just Story-driven Adventure games, that's all.
can I borrow your crystal ball?
Yeah and as i state I get why its still largely on rails for those sections (avoiding frustration) abd yes uncharted does to it better than most games. but it is still limited interactivity.
Even moving along a linear path and clearing obstacles by pressing X is way more interactive mechanically than pressing a button to play a line of dialogue. The claim that it's "no more interactive" than that is fuckin' ludicrous.
But the reason this is such a stupid point to bring up now is that the game's moved way beyond that. Even if you ignore the grappling hook and the winch and the piton and the multiple routes through most sections in the game, the act of climbing is only a "mash X" affair if that's how you choose to play it. An awful lot of the transitions from one handhold to the next can be done without leaping at all if you position Drake correctly and stretch his hands out in just the right direction. It's a more tactile and pleasing way to move around, and it looks much better because the animation's great, but it's entirely optional.
If we talking about UC4 the set pieces are even more interactive than before .
It started as a dismissive term and still is.
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Indeed. Pointless clickbait.What a stupid article.
For better or worse, QTEs are nothing like a "walking sim".
I'm not saying they are bad gamesJust because it started as a dismissive term doesn't mean it still is - see https://en.wikipedia.org/wiki/Genetic_fallacy. There are a host of walking simulators (and I don't remember the devs of Gone Home, The Stanley Parable, Firewatch, etc. fleeing from the genre designation) that have reaped huge critical and sales success.
obviously. but it shows not everybody has a problem calling it those.
Just because it started as a dismissive term doesn't mean it still is - see https://en.wikipedia.org/wiki/Genetic_fallacy. There are a host of walking simulators (and I don't remember the devs of Gone Home, The Stanley Parable, Firewatch, etc. fleeing from the genre designation) that have reaped huge critical and sales success.
Indeed. Pointless clickbait.
Yeah I felt this difference pretty quick.Even moving along a linear path and clearing obstacles by pressing X is way more interactive mechanically than pressing a button to play a line of dialogue. The claim that it's "no more interactive" than that is fuckin' ludicrous.
But the reason this is such a stupid point to bring up now is that the game's moved way beyond that. Even if you ignore the grappling hook and the winch and the piton and the multiple routes through most sections in the game, the act of climbing is only a "mash X" affair if that's how you choose to play it. An awful lot of the transitions from one handhold to the next can be done without leaping at all if you position Drake correctly and stretch his hands out in just the right direction. It's a more tactile and pleasing way to move around, and it looks much better because the animation's great, but it's entirely optional.
what other games fit the qualities they write about in the article?
Even moving along a linear path and clearing obstacles by pressing X is way more interactive mechanically than pressing a button to play a line of dialogue. The claim that it's "no more interactive" than that is fuckin' ludicrous.
But the reason this is such a stupid point to bring up now is that the game's moved way beyond that. Even if you ignore the grappling hook and the winch and the piton and the multiple routes through most sections in the game, the act of climbing is only a "mash X" affair if that's how you choose to play it. An awful lot of the transitions from one handhold to the next can be done without leaping at all if you position Drake correctly and stretch his hands out in just the right direction. It's a more tactile and pleasing way to move around, and it looks much better because the animation's great, but it's entirely optional.
I have never heard anyone call UC a walking simulator .
It's a action adventure game or TPS even if they are some slower parts .
Why?
Why should they single out multiple games? They want to talk about U4, let them discuss U4.
Also you use single out as a like this is a hit piece.
Read it, it's not a hit piece. It's a piece on how certain game design elements have influenced U4.
what other games fit the qualities they write about in the article?
I have never heard anyone call UC a walking simulator .