Bulletstorm's creative director responds to our ‘Mainstream games' editorial
Bulletstorm's creative director responds to our Mainstream games' editorial
Yep, I'm sure that's true. And your example of pointing out the next door to go through is entirely tolerable. I mentioned Bulletstorm's "Press F to look in the right direction" system as an example of how bad my reaction to this stuff has become though I do think paying out in-game currency for swift obedience is crossing the line.
The stuff that drove me to write that editorial is when my head is put in a vice (as it is at the start of Bulletstorm), when my aim is forced onto something (as it is right afterwards in Bulletstorm), when time itself slows to a halt until I press the key I'm supposed to press (as it is next, in Bulletstorm). It's when my walking speed is halved and my weapon disabled,metin2 gold as it is regularly throughout Bulletstorm including two occasions during combat, presumably because I wasn't where the game expected me to be. It's every time my hand is forced, and on-screen control prompt shows up to pretend it isn't.
As you say, Bulletstorm is by no means the worst offender. But if I'm not great at this, none of that stuff helps me play the game. And it doesn't help for precisely the same reason it annoys the hardcore gamers: it has nothing to do with the game.
It's presumably a way of burning through some backstory, character development and exposition, but it comes at a time when I'm impatient, frustrated and have no investment in it. Tell me the story once I'm invested, and get me invested by letting me play your awesome game. You can still teach me the controls with on-screen prompts, you just won't have to freeze time to do so.
It's no real tragedy that Call of Duty is so riddled with set pieces that's all it's really got left. But Bulletstorm actually has exotic weapons and satisfying mechanics, ones that work because of player freedom rather than despite it.
You're absolutely right, Bulletstorm deserves extra credit for Echoes mode, I should have mentioned that. It's not quite how I want to play a game first time, but it would have been a good fallback if I had given up on the campaign.
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Bulletstorm's creative director responds to our ‘Mainstream games' editorial Anaheim