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I ran into a lot of “AAA disease” when playing through 007 First Light recently, where the game has a lot of walk-and-talk and doesn’t respect your intelligence, but it’s a criticism that doesn’t permeate the entire runtime of the game. I didn’t realize how much worse it could be, but Ralph makes his case quite clearly in this video.
Yeah, it’s not new, but it’s gotten more egregious, and everyone keeps pulling from the same bag of tricks regardless of how much sense it makes. Uncharted has a lot of climbing bits because it’s riffing on Indiana Jones, but why is James Bond doing the same climbing bits as Nathan Drake? And why are they so simple that my inputs hardly matter because the only path through the level is so telegraphed that it’s visible from space? Games need downtime between action sequences for pacing reasons, and while I could tolerate it in Gears of War because of their brevity, our answer to this problem needs to be more sophisticated than just holding up on the analog stick.
I ran into a lot of “AAA disease” when playing through 007 First Light recently, where the game has a lot of walk-and-talk and doesn’t respect your intelligence, but it’s a criticism that doesn’t permeate the entire runtime of the game. I didn’t realize how much worse it could be, but Ralph makes his case quite clearly in this video.
Action game fans and critics have been complaining about this for like a decade and a half.
See TGBS talking about this 10 years ago: https://www.youtube.com/watch?v=JmxQG6Cfyr4
Yeah, it’s not new, but it’s gotten more egregious, and everyone keeps pulling from the same bag of tricks regardless of how much sense it makes. Uncharted has a lot of climbing bits because it’s riffing on Indiana Jones, but why is James Bond doing the same climbing bits as Nathan Drake? And why are they so simple that my inputs hardly matter because the only path through the level is so telegraphed that it’s visible from space? Games need downtime between action sequences for pacing reasons, and while I could tolerate it in Gears of War because of their brevity, our answer to this problem needs to be more sophisticated than just holding up on the analog stick.