a borrowed FPS trend that hasn't been talked about

We all keep going on about how “Halo 5 took this feature from this game” or “Halo 5 plays just like this other game because of this reason”. When we talk about this, we’re mainly focusing on mulitplayer mechanics. One thing I noticed in the E3 campaign demo was the way control was taken away from the player for something very mundane. This is something classic Halo avoided pretty well. Specifically, while running along a platform, an explosion causes the platform to break apart beneath your feet. We are subjected to a brief clip of losing control while the camera automatically looks around. Then, after a sequence where the player has to run to escape the collapsing platform, we are subjected to a much more jarring mini-cutscene of Locke sliding down and hanging on for dear life.

To see what I’m talking about, watch for about a minute in this clip to see both examples:
https://youtu.be/HbP4ifN4hCs?t=5m9s

It just seems pointless to take player control away in this manner. Too many shooters these days are obsessed with this notion of, “the player must experience this brief action sequence in this exact manner”. It’s as though the developer is more interested in making a movie than an immersive experience. In classic Halo, the game never took control away for action sequences like this unless it was a scene crucial to the plot with dialog or something(and even then, it was uncommon). If there was something cool going on, you could pay attention to what was going on, or you could simply continue on your way(such as H2’s Cairo Station when the surrounding stations got destroyed). If things were blowing up around you, you had to focus on your objective and continue without the aid of a pre-determined cutscene(such as H1’s The Maw when you have to exit the warthog at the end of your run and continue on foot to the Longsword)

Didn’t think a few brief immersion effects like that was a bad thing, but as long as it’s not overdone and overused I don’t see any problem with it personally.

> 2533274850869596;2:
> Didn’t think a few brief immersion effects like that was a bad thing, but as long as it’s not overdone and overused I don’t see any problem with it personally.

Funny enough, I was thinking the opposite; by jerking the controls away from me rather than letting me react organically, my immersion is broken.

I am all for it. Some of the best Crysis moments were done so… (the bridge…the first spire)

> 2533274823519895;3:
> > 2533274850869596;2:
> > Didn’t think a few brief immersion effects like that was a bad thing, but as long as it’s not overdone and overused I don’t see any problem with it personally.
>
>
> Funny enough, I was thinking the opposite; by jerking the controls away from me rather than letting me react organically, my immersion is broken.

My immersion is broken whenever I enter a vehicle. Ya know. Third person and such. Therefore I don’t mind getting the controls momentarily taken away from me.

Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.

> 2533274819567236;6:
> Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.

If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.

Not an issue IMO as long as we avoid what halo 4 did where every button was a mini event. I’d like to hit a switch and keep moving. not be pulled into an animation. It’s cool sometimes. not repeatedly.

> 2811398874529013;7:
> > 2533274819567236;6:
> > Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.
>
>
> If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.

Well stated.

I also thought this was slightly alarming. I don’t like having control of the player character taken away from me for what I call in-game cinematics. It seems too reminiscent of Call of Duty, Crysis, and a dozen other franchises. Although, I’d probably be fine with Halo having this feature if Call of Duty didn’t. It always irked me that characters in CoD could survive very difficult situations that often involve falling from great heights. If anyone can do it, it should be Spartans.

We already turned the Didact fight into a quicktime event so this was the next natural step.

> 2811398874529013;7:
> > 2533274819567236;6:
> > Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.
>
>
> If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.

Not true. Why would they make a 5-10 second cutscene to portray something that can be shown through a first person action scene? Especially if it’s not something that’s as easy as shooting something, it means you can fail it and break immersion that way.

> 2533274819567236;12:
> > 2811398874529013;7:
> > > 2533274819567236;6:
> > > Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.
> >
> >
> > If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.
>
>
> Not true. Why would they make a 5-10 second cutscene to portray something that can be shown through a first person action scene? Especially if it’s not something that’s as easy as shooting something, it means you can fail it and break immersion that way.

There’s going to come a point at which “immersion” will stop being a valid reason, and I think we’ve just reached it. If a losing scenario will break immersion, should we be unable to die?

> 2533274823519895;13:
> > 2533274819567236;12:
> > > 2811398874529013;7:
> > > > 2533274819567236;6:
> > > > Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.
> > >
> > >
> > > If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.
> >
> >
> > Not true. Why would they make a 5-10 second cutscene to portray something that can be shown through a first person action scene? Especially if it’s not something that’s as easy as shooting something, it means you can fail it and break immersion that way.
>
>
> There’s going to come a point at which “immersion” will stop being a valid reason, and I think we’ve just reached it. If a losing scenario will break immersion, should we be unable to die?

Exactly.

and Zr0Fear, my point is that there doesn’t need to be a 5-10 second cutscene in the examples I gave any more than there needs to be a first person action scene. There doesn’t need to be any cutscene. Things can blow up without taking control away from the player. Let the player react to these events on their own.

Elite in Halo 4 and Promethean Knight are some more quicktime events.

If you don’t like that they take control from you, then I guess we can go about using the button combo method. Tap A twice quickly, X for thruster and rapidly press Clambering button to recover. Is that better? It can leave room for the player to make mistakes…

> 2533274821174589;15:
> Elite in Halo 4 and Promethean Knight are some more quicktime events.
>
> If you don’t like that they take control from you, then I guess we can go about using the button combo method. Tap A twice quickly, X for thruster and rapidly press Clambering button to recover. Is that better? It can leave room for the player to make mistakes…

What, you mean put in MORE quicktime events? God, no! Just let the player play the game.

It’s an awful trend in FPS games.

The single player footage we saw was very bad because it was all so scripted. I kept waiting for the real game to start.

Hopefully the rest of the game won’t be like that- linear and full of cutscenes/QTE’s.

Someone at 343 did say that levels will be very open like earlier halo games and that the level they showed at e3 was the most linear part of the game. They probably chose to show that particular sequence at e3 because the scripting makes it easy to control and they wanted to show off that particular part of the plot which is understandable but for me it was an example of everything I hate about modern FPS games.

> 2811398874529013;14:
> > 2533274823519895;13:
> > > 2533274819567236;12:
> > > > 2811398874529013;7:
> > > > > 2533274819567236;6:
> > > > > Taking away control happens all across the game, though it’s not immediately obvious in the MP to the typical player. Personally, while I think it could break immersion in the Campaign, the fact that it doesn’t effect gameplay makes it tolerable. Maybe it’s their way of making a mini cutscene without using the time or resources that go into the particular process.
> > > >
> > > >
> > > > If a cutscene isn’t worth the resources to make it, then there doesn’t need to be a cutscene. Just let the player play through these sections like we always have.
> > >
> > >
> > > Not true. Why would they make a 5-10 second cutscene to portray something that can be shown through a first person action scene? Especially if it’s not something that’s as easy as shooting something, it means you can fail it and break immersion that way.
> >
> >
> > There’s going to come a point at which “immersion” will stop being a valid reason, and I think we’ve just reached it. If a losing scenario will break immersion, should we be unable to die?
>
>
> Exactly.
>
> and Zr0Fear, my point is that there doesn’t need to be a 5-10 second cutscene in the examples I gave any more than there needs to be a first person action scene. There doesn’t need to be any cutscene. Things can blow up without taking control away from the player. Let the player react to these events on their own.

In that particular Locke scene, if done by the player, players could potential keep failing that part since it’s nothing the difficulty level could fix (like it does with enemies). Unless they use quick time events, it could lead to more frustration than necessary considering the average player buys shooters pretty much just to shoot (that’s by far the largest demographic: the ones that care little for story or MP) and not feel like they playing Mirrors Edge.

> 2811398874529013;16:
> > 2533274821174589;15:
> > Elite in Halo 4 and Promethean Knight are some more quicktime events.
> >
> > If you don’t like that they take control from you, then I guess we can go about using the button combo method. Tap A twice quickly, X for thruster and rapidly press Clambering button to recover. Is that better? It can leave room for the player to make mistakes…
>
>
> What, you mean put in MORE quicktime events? God, no! Just let the player play the game.

How did you come to the conclusion that he wanted more QTEs? He just said that there were QTEs like the elite and Promethean knight in halo 4.

BTW reach had these too… (remember the Sangheili jumping noble 6)

They are minor set peices, they help the pacing and story telling. Nearly all games make some use of them and there really is nothing wrong with them minus the “zomg it’s DIFFERENT” outcry. If halo 5 turns into the order 1886 I’ll gladly apologize but until then you guys crying foul about these sequences make me laugh