They have to find something to bitch about and can't find much so it ends up being the most mundane non issue that they decide to concentrate on. Go look at the Scorn thread and see if anyone is complaining about squeezing through a crack or mostly walking. You would be hard pressed to find anyone.Why do people always have extremely high standards when it comes to PlayStation games? There was no squeeze through drama when A plague tale Requiem launched, a game that’s current gen only.
Why there was no backlash on how Elding Ring plays similarly to the other souls games? But now it’s a problem for Ragnarok.
I can go on and on… jeez , just play and shut the fuck up, you entitled shits who receive free codes.
Clearly you haven’t played as many games as you think you have. Tomb Raider, Spider-Man, modern Final Fantasy games etc all use similar techniques.?
Silly comment.
It’s only ND and SM overusing this.
Why does this shit even matter? Why does it bother some people to go between a crack for 4 sec. Like seriously, at this point we are just looking for little things to complaign.
“Squeeze through” is some of the most overblown drama in modern gaming.
Real talk.
Only time that shit got on my nerves was Jedi Fallen Order, that shit had to be hiding load times because it in no way added dramatic effect or funneling you one way (because you could go back through).
Yeah I’ve played the modern Tomb Raider trilogy and Spider-Man and MM too. As I said, it’s mainly ND and SM overusing it.Clearly you haven’t played as many games as you think you have. Tomb Raider, Spider-Man, modern Final Fantasy games etc all use similar techniques.
Define 3rd person action games? The Witcher 3, From Soft games, Bethesda games, Insomniac’s games - funny question though, I only really care about quality, not the number of awards.As an aside of this - which developers of 3rd person action games are as heavily awarded in the genre?
I think part of that long squeeze is to deter you from wanting to go back. The short alternative is a door that mysteriously locks behind youSure, there can be a combination of reasons, but if it's purely for game design purposes can they are least be super short? What's annoying are the 10 second ones that are VERY obviously there to mask loading. If you need one for preventing the player from going back or whatever, make it a quick 1 second squeeze. Or have it be a ledge you have to drop from and then can't get back up again, or a door that can't be opened from the other side, or have some rubble fall down and block the path, or whatever. Just don't make it ANNOYING.
I think part of that long squeeze is to deter you from wanting to go back. The short alternative is a door that mysteriously locks behind you
Certain narratives stick to certain games and not others yes. But i don't think it's against Playstation games, quite the opposite when you see some reactions.Why do people always have extremely high standards when it comes to PlayStation games? There was no squeeze through drama when A plague tale Requiem launched, a game that’s current gen only.
Why there was no backlash on how Elding Ring plays similarly to the other souls games? But now it’s a problem for Ragnarok.
I can go on and on… jeez , just play and shut the fuck up, you entitled shits who receive free codes.
It’s a good job that Uncharted, God of War and TLOU are fantastic games as well then right?Yeah I’ve played the modern Tomb Raider trilogy and Spider-Man and MM too. As I said, it’s mainly ND and SM overusing it.
Define 3rd person action games? The Witcher 3, From Soft games, Bethesda games, Insomniac’s games - funny question though, I only really care about quality, not the number of awards.
The good ones allow some time to turn back but unfortunately not all. The couple second squeeze for me is an indication that I'm committing to no back tracking once I reach the end. If it were an instant hop I wouldn't know to be honest. Anyway they really don't bother me at all. It's 3 seconds in an hours long game and it can often add to the atmosphere of going to some secluded place. Don't see why some people bitch about it.Why couldn't a very short squeeze do the same? The long ones are to mask loading, no doubt.
The good ones allow some time to turn back but unfortunately not all. The couple second squeeze for me is an indication that I'm committing to no back tracking once I reach the end. If it were an instant hop I wouldn't know to be honest. Anyway they really don't bother me at all. It's 3 seconds in an hours long game and it can often add to the atmosphere of going to some secluded place. Don't see why some people bitch about it.
I love a good toned crack.
We’ll always have GOAT Bayonetta.That's why QTE are dead. Bunch of whiners
But games use all of those and more. Squeeze spaces is just an encompassing term for a transition into a new area.If used sparingly, it isn’t. It is just another tool in the proverbial toolbox. The issue is that it has become the go-to tool. Whether it is some form of “Squeezing” or a “boost” - these are the two most common methods to “funnel” players despite there being literally hundreds of choices they can choose to help make it feel less frustrating.
Let’s create a scenario where we use these tools to funnel players into finishing a particular combat encounter. We can’t have them back track and they can’t move forward without dispatching every enemy, as suggested by the Twitter prompt. First, let’s look at choices to prevent backtracking:
1.) Enter an area and the entrance crashes down, blocking your retreat.
2.) You enter an area and lock the door behind you to prevent enemies from chasing you.
3.) You drop down into an area, with no way to climb back.
4.) You sneak into a building from a window at a higher vantage point.
5.) Security Protocol engages and blocks your exit.
Those are five ideas I had within as many seconds.
No need to use the same tired “squeeze” gimmick. Now what about forcing them to finish a combat encounter and stopping them from moving past it?
1.) Have a locked door that requires a key or listen to NPCs spout dialogue hints on a passcode for the door. This will force them to explore the environment and location while engaging in stealth mechanics to finish the area.
2.) Have a cutscene play that loads players into a different location.
3.) Have the door locked until the combat encounter ends and a new enemy enters.
4.) Fight a wave of enemies to bring out the boss who has the McGuffin you need for whatever story reason (a lever, a key, a magical artifact, etc).
5.) Give a justification as to why you need to kill all the enemies before you move on.
Again, five ideas in five seconds that don’t require taking control out of the players hands to watch a Slow and frustrating “boost” animation.
If you continue to use a singular design choice to justify reasons to not be able to backtrack or to force players to finish a combat encounter, you will frustrate your audience. That is simply bad design. Diversify your choices and options to keep players on their toes. Don’t force them to slow down, but create interesting environments and level designs to keep them moving at a good pace. You don’t need them to slow down to a crawl to load up another area either - you can just create a series of rooms that tell a small story in of themselves (Environmental Storytelling) that allows you to load up the next area while you are moving through them.
It really isn’t complicated nor that challenging to design. But these particular choices have become a crutch for lazy/bad design.
They're just annoyed because the character is stuck and you don't have control. Sometimes people who don't like one thing forget to see why it exists at all, having a break somewhere is a good thing. Having enclosed areas (quite big a lot of times) for fights is good too, because in openworld games where you don't have this you can always cheese the fichts, also it gives a direction to the fight (this is not just random stuff happening, so it's more coherent).Explain how that's bad design
Because they set the bar for the rest of the industry in many ways.Why do people always have extremely high standards when it comes to PlayStation games?
You don't sound like someone who has played god of war.Well paced games achieve that by having a variety of moments that are slow, empty, puzzle focused, action focused, story focused. All of it culminates together. Pushing through a crack in the wall is no different than running down a hallway in an FPS between combat portions
That would explain a lot, that probably comes from an MS marketing or one of the Discords.Fanboys on twitter are trying to make a new Craig meme on Ragnraok lol.
10 sec is too long and enough to make me put down controller and just push the stick.
Fanboys on twitter are trying to make a new Craig meme on Ragnraok lol.
Why couldn't a very short squeeze do the same? The long ones are to mask loading, no doubt.
It's the price to pay for a "Seamless" experience without fade to black load screens.
This is just straight waffling. Squeeze-throughs are a relic from the old days of constrained resources and have no place on modern systems. End of.
You have to do something. Platter drives are that slow. The cracks are definitely better than loading screens.
As for FF7R, it's only really obnoxious in the first chapter. They hide it better in the later chapters.