(Thanks for the killer headline, Pirelli!)
This weekend, Kim was gracious enough to let me have a go on her copy of Batman: Arkham City. It’s an astonishing game, although I did have some issues with the fight mechanics. I found myself a little frustrated with the way it played. A quick little vent on Facebook on Sunday morning led to a comment thread which went something like this:
Me: “Arkham City’s fight mechanics: frustrating.”
Others: “While you *are* the lord and master of all mankind Lee, we do feel that we must respectfully question your above comment.”
So, with this in mind I figured I’d put fingers to keyboard and explain myself.
However, before I continue with this opinion piece, I want to stress that Arkham City isn’t the only example of this behaviour in a game, so please don’t take this post as me having a go at what is probably one of the best games of 2011 (despite not being quite my cup of tea) – I’m not singling it out as the only culprit of this feeling of frustration – I’ve played plenty of games over the years which have frustrated me equally as much. With this in mind, please read on.
Videogames (and forgive me for paraphrasing The Matrix here) are a system of controls within an environment. Control of the charater is granted to the player via their (aptly named) controller – the player tells the character what to do. This is how it’s always been, right? So when I press a button, I want the character I’m controlling to carry out whatever action that corresponds with that button the instant I press it. By not allowing this to happen, the game is effectively removing control of that character from the player – in a cutscene this is fine, but in the middle of gameplay? That’s a big no-no. Forcing a player to effectively relinquish their control over their character mid-game goes completely against the grain of what a videogame is.
The jist of it is: If I tell the character to do something (with a button press), he/she should damn well do what I tell them to! I always figured that in a fight (judging by my extensive knowledge of fighting, with a grand total of zero fights under my belt…), that it was all to do with whoever was quicker off the mark – get in fast, and hit faster and harder than the other guy, so you’d think that hitting the punch button (known to some as ‘button-mashing’, which loosely translated means ‘The Way of the blazing punch button hyper turbo 3000′) faster than the other guy was the best way to win the fight (maybe throw in a kick, a jump and a couple of hadokens and you’re golden).
Now, you could argue that it’s more a limitation of the technology/coding of a game to now allow interruptions in animations/moves, and the arguement of videogames and realism is a weak one – yes, in the real world you can stop doing an action half way through if you want, but your world wasn’t created by a game studio with finite resources, but some games have allowed for cancellations/interruptions in animations/moves. I don’t want to get into the whole games/realism debate here, suffice it to say that putting realism into some games would just be wrong – imagine if Mario couldn’t jump as high as he could, for example – games are meant to be a form of escapism from reality, so there’s got to be a few unrealistic things happening, but getting ‘caught’ in an animation shouldn’t be one of those things, in my opinion). Perhaps all this is just a limitation of current technology that I’m not comfortable with, but I don’t like my games becoming glorified Quick Time Events (Henceforth, QTEs). As I said before, if I wanted rhythm and timing, I’d play Rock Band.
Speaking of QTEs, when did it become the trend to make all boss battles end with a QTE? Bulletstorm, Space Marine, Vanquish, The Force Unleashed and Bayonetta – I’m looking at you as some of the guilty parties. I don’t think I’ve ever heard any one of my friends tell me they enjoy QTEs (and I’d love to hear the reasons from anyone who does).
When a cutscene starts, I’ve always seen it as a reward for completing my previous task in the game – when one of these kicks in, I’ve put down my controller and I’m probably sipping on my cup of coffee. The last thing I want to do at this point is hammer the ‘A’ button – I’m trying to watch the cutscene unfold. At this point, not only am I covered in recently spilled coffee, I’m also not concentrating on the bloody cutscene because I’m having to keep a sharp eye out for another bloody button prompt, so all that effort making something cool on the screen is wasted because I’m hunting for that elusive little flashing ‘X’ button or whatever. The Force Unleashed and Bayonetta get a slight reprieve here because their QTEs didn’t punish you too much if you failed. I can’t say the same for the others as I’d not managed to fail any QTEs in the (because I’m awesome). Even so, FU, Quick Time Events.



However, (and that’s a big ‘however’, er, however); there are certain films/games where I don’t want to be spoiled. Film-wise, it was Inception – I deliberately kept my nose out of any spoilers for that one. Game-wise, 

