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| 2007-12-06: Dance Dance Revolution Does Not Belong in Boss Fights
This is a bit of a different post from the norm. It's not about my living room
or guns, for once - it's actually about video games.
As I summarized here, I have been
using Gamefly for a while, and I've used it to play the majority of games which
have been made available on the PS3 platform since launch. I'm a bit behind,
thanks to the December release glut, but overall I would say I've played the
majority of games that've been released for the PS3. And so, based upon this
experience, I've got a few pet peeves about the current generation of console
gaming:
- Motion controls for motion control's sake! I realize that motion controls
are 'hip' and 'new'. That doesn't mean that developers should scramble to find
somewhere to stick them into their games, even if they're recognizably bolted-on
afterthoughts which interfere with game mechanics. They were stupidly
implemented in Marvel: Ultimate Alliance, and reached new heights of
unplayable with Lair, but were reasonably well done in Call of Duty 3.
I will say that Heavenly Sword made very good use of them (thrown weapon
guidance), and that most games now include the option to turn them off entirely
if you don't like them. For a while there, obligatory and forced motion controls
were a complete blight on PS3 titles, and I'm glad to see they've been toned down.
- If I wanted to be playing Dance Dance Revolution, or Guitar Hero, I would
be playing those titles. If I want to play a top-down fighting game (I'm looking
at you, Marvel: Ultimate Alliance) or a first person shooter (Clive
Barker's Jericho), I will choose that. When, while playing either of those
games, I am subjected to irritating "press the button that appears on screen
because we think you really wanted to play Guitar Hero instead", I am seriously
annoyed. God of War also did this, but at least it had the good grace to
allow you to repeat failed button-pressing sequences with more time each time,
until you got it (assuming Kratos's health held up). For instance, the big
sea hydra in the beginning moves slower after you've failed the DDR-ish sequence
a time or two, presumably due to fatigue from Kratos shoving its jaws apart and
stabbing it the past few times. GOW got it fairly right, by recognizing that
these sequences were not the core gameplay and that people generally didn't
want to play their beat-em-up that way. Now, for an idea how to do it
entirely mind-bogglingly wrong, I submit Jericho. Jericho is an
FPS with a bunch of fairly interesting monster designs by Clive Barker, and the
only reason the demo convinced me that I would hate the game, is the DDR-ish
button pressing sequences. They also manage to add in my first gripe,
motion sensing, to add insult to injury. These sequences have about a
third-of-a-second reaction time allowed for button presses, and if you miss a
single press, you're summarily killed off and have to go through the whole
annoying thing again, instead of "ok, we'll dock you some health, then you
get to repeat the sequence with more time between presses". Minus these scenes,
I would probably have at least found Jericho to be an enjoyable rent. As
it stands, I'm avoiding the title entirely. Figure it out, game industry... some
of us do not like DDR control schemes, and get annoyed when we get it foisted
off on us in the middle of a game we do want to play. Until Jericho
came along, Ultimate Alliance's sequences inhabited the top spot in my
personal irritation list.
So, of the two gripes I have, the latter one has been relegated to a "watch
list". However, the first one is an actively festering sore upon modern gaming
as we know it. For those of us who hate those types of controls, an alternative
means of resolving boss fights ought to be provided. Here's an idea: how about
letting us beat the bosses to death the same way we beat them down to the point
where the obligatory DDR-mimicking cutscenes show up?
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