11 tracks of Daft Punk might be worth it. Damn it, I thought DJ Hero would be filled with crappy hip hop. Must... resist... expensive plastic....instruments..... argh!
Quick time events can be clever ways to integrate gameplay into cinematics, keeping the experience intense and lessening the disjoint between cinematic and gameplay. Quick time events, used wrong, only emphasize and heighten the separation between those two game elements, forcing the player to act in a situation when they wouldn't have expected to, or worse, becoming the focus of the cinematic, where the cinematic is only a hollow vessel for the quick time event to inhabit. The Ninja Blade quick look is a perfect example: the QTE where the player has to dodge easily takes more time than the actual gameplay when you stack up total time spent in the "dodge QTE cinematic". Devil May Cry handles the dodge problem by creating gameplay where the player actually dodges, because the developers know that dodging in a action game is a pretty common experience. Poor use of QTE is when they take prevalence over the main genre of gameplay that the game uses: a bazillion QTEs in a game where that is the main gameplay mechanic is fine (Dragon's Lair), but don't make them a focus of what otherwise is not QTE driven game. Then it's just annoying.
My launch PS2 stopped reading discs a long time ago... how's Persona fair in the backwards compatibility crapshoot? I have the MGS 4 80GB PS3, I think it does software BC.
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