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ElMexiMerican

Member
Oct 25, 2017
1,506
I think it's not as bad as when the game makes your character slow walk when taking a call. That shit is the worst because there is no in-world excuse as to why you have to walk so slow while taking a call. At least when I'm injured and slow-walking, I get it - I'm injured.
 

SilkySm00th

Member
Oct 31, 2017
4,790
Leveling a titan from 0 in destiny2 and I had completely scrubbed that shit tier section of the beginning areas from my mind. Its awful.

TLoU was a good example though. And in mgs5 it might be pretty bad but at least it's in the opening playable piece. It's more akin to Detroit or something at that point but Kojima also had us tap x to crawl through a microwave in 4 so it's not like it's new to him.
 

Deleted member 49319

Account closed at user request
Banned
Nov 4, 2018
3,672
I was gonna post the Resident Evil 2 danger walk but saw "cinematic"

Completely agree with you on most counts. I think the only time I like it is when it ends a game and the character dies.
Both RE4 and RE2's injured walking animation are so enjoyable to look at that I sometimes intentionally leave Leon's health at caution...
 

lvl 99 Pixel

Member
Oct 25, 2017
44,634
Un-injured cinematic walk is a billion times worse.

Depends on the context. Some scenes like walking through the prison at the start of UC4 wouldn't make any kind of sense if Nate was running around. Allows the player to check out the environment while having believable banter between characters. Id much rather have that than like a shot reverse shot rpg dialogue system for those types of character moments.
 

UF_C

Member
Oct 25, 2017
3,346
It's why I refuse to replay Destiny 2's opening scene. Hobbling around got 15 minutes just sucks. I want to shoot things. Not drag my leg and hide from enemies.
 

Window

Member
Oct 27, 2017
8,282
Naughty Dog may have been the ones to popularise this but I think they nailed it in Uncharted 4 really well. The sequence changes the game's climbing mechanic a lot, slowing down its pace and making it more methodical. It more closely matches real life rock climbing as Nate has to feel around for nearby footholds and slowly make his ascent without the ability to jump.
 

Deleted member 49319

Account closed at user request
Banned
Nov 4, 2018
3,672
I think the opening of MGSV makes a lot of sense for someone who's been lying on bed for 9 years.
Hey, at least it's playable. It's a great step up for Kojima.
 
Oct 25, 2017
14,741
It's THE WORST. God, I hate that so much. Feels like I'm treating my controller poorly when I have the analogue stick pressed all the way and the character is moving painfully slowly anyway.
 

Arta

Banned
Oct 27, 2017
8,445
Most of the time it's to hide loading, like suddenly crawling in narrow passageways.

It was used effectively for story in The Last Of Us though.
 

Nakenorm

The Fallen
Oct 26, 2017
22,268
Never had an issue with it. Naughty dogs examples are even some of my favorite scenes in gaming.
Stealth instant death is muuuuch worse.
 

bulletyen

Member
Nov 12, 2017
1,309
My problem with injured walk is that rarely anything meaningful ever happens during it, it's always at a moment when you want to be moving fast, and the animation is also usually really canned so as to feel unnatural, and it lasts way too long.

On the flip side a lot of people hate being powerless in a power fantasy the same way they hate being responsible for another person (which is why all AI partners these days are nearly invincible) but I actually love it because its a good break from the normal flow of gameplay and when done right can increase the humanity of a character.

Not quite a cinematic injured walk, but Shattered Memories' wheelchair segment baffled me. Just... get up, dude.


I'm sorry but I actually loved this sequence. It was really dumb, but the sensation of being confined to a wheelchair also really tense.
 

Syril

Member
Oct 26, 2017
5,895
IT'S THE WORST. Even an unskippable cutscene would be better because at least I wouldn't have to pretend to play a game while waiting to actually play a game.
 

Calvarok

Member
Oct 26, 2017
3,218
assassins creed origins has a thing where if you take damage from a fall you limp for a few seconds afterwards if you keep moving. it doesn't actually reduce your speed but it gives the feeling of consequence for your actions.

actual scripted things: depends on how long it goes on and the amount of variety in the animation. sometimes its good, sometimes bad.
 

nib95

Contains No Misinformation on Philly Cheesesteaks
Banned
Oct 28, 2017
18,498
I actually have some semblance of patience, and often enjoy the tension and narrative poignancy they can offer, so no, I don't always dislike them, in fact sometimes they really add to a scene or segment. Really depends on the implementation and narrative or gameplay ramifications.
 
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EeK9X

Member
Jan 31, 2019
1,068
I usually hate that, too, especially when there's no technical reason for it. And even then, there are better ways of masking load times than filling the game with narrow passageways (looking at you, Shadow of the Tomb Raider).

However, for true cinematic and emotional purposes, it was masterfully implemented in MGS4 and Journey, both near the end of their stories.

Tell me good examples instead

See above.
 

Carnby

Member
Oct 25, 2017
12,236
Yes. Injuries that effect the gameplay. See Wolfenstein 2's half full energy bar for half the game for a good example.
 
Oct 25, 2017
14,741
IT'S THE WORST. Even an unskippable cutscene would be better because at least I wouldn't have to pretend to play a game while waiting to actually play a game.
Completely agree. Would even increase the tension because it's actually possible that something life-changing will happen in a cutscene, instead of a forced slow walk section where you just know the game is waiting for you to slowly get somewhere before triggering a cutscene and continuing the story.
 

Emergency & I

Banned
Oct 27, 2017
6,634
Injured slow-walk is indeed wanky garbage.

However is there an injured slow-walk escort mission in any game?
 

Zemst

Member
Oct 27, 2017
3,093
Taking camera control away from you. I guess yours falls under the slow walk. Got I hate it.
 

Bishop89

What Are Ya' Selling?
Member
Oct 25, 2017
34,528
Melbourne, Australia
I absolutely loathe it.
Even if not injured, any time I don't have full movement control, I lose my mind. Just let me jump around like a rabbit Dammit!
 

DaciaJC

Banned
Oct 29, 2017
6,685
I felt it was well done in The Last of Us. Like, really well done - the tension was palpable as you stumbled along, helpless to assist Ellie as she fought desperately for both your lives.

 

Alxjn

Member
Nov 17, 2017
111
It worked for me in The Last of Us, I was invested, and it didn't overstay its welcome. Max Payne 3 and Uncharted 4 on the other hand? Wasn't feeling it at all. Max Payne 3 barely even lets you even play the sequence.
 

hikarutilmitt

Member
Dec 16, 2017
11,398
It's legit the only story part of D2 I hated because it's a LONG walk and you're moving REALLY slowly. Everything immediately after and until the closing of the main story was gold though.
 

Gold Arsene

Banned
Oct 27, 2017
30,757
It can be decent for atmosphere but there should be an option to skip them for second play throughs.
 

Cranster

Prophet of Truth
Banned
Oct 25, 2017
9,788
injured_shepard__spoilers__by_kenmurikumo-d58su85.jpg


Another reason why the ending sucked!
 

Zips

Member
Oct 25, 2017
3,913
Forced walk and talk is about a million times worse.
That and forced stealth sequences in games that will insta-fail you if you're caught. Older AC games were the biggest offenders on this one. They've at least gotten somewhat better about it with the newer games.
 

FlashbladeERA

Member
Oct 27, 2017
1,259
well first of all it's not really a walk

For what it's worth I don't think I ever mashed a button with more emotion in any game

Really encourages you to give your all and having to just mash triangle without being able to do anything else really conveys the urgent desperation. Combined with the music and split screen cutscenes makes it one of the most memorable moments in any game for me
Lets not forget it borrows elements from the tortune scenes present in the entire series so its using gameplay already established

Leaving the sequence until the end at Snakes weakest makes it even more epic
 

Syril

Member
Oct 26, 2017
5,895
I'm sorry, I do know of one cinematic slow walk scene that's the best thing ever.
 

ToddBonzalez

The Pyramids? That's nothing compared to RDR2
Banned
Oct 27, 2017
15,530
I get why someone might find it annoying, but it honestly never bothered me. Can't think of an example of it that lasted more than a couple minutes at most.
 

Arklite

Member
Oct 27, 2017
3,638
Personally I've not run into a game that does this part 'badly.' I'm usually very invested by the time these happen. Can definitely see how it would just induce eye rolls for others, though.
 

matrix-cat

Member
Oct 27, 2017
10,284
Hate it. I just double-dipped on MGSV on PC, but the hour of crawling at the start of the game is preventing me from starting it up.
 

oracledragon

Member
Oct 27, 2017
1,285
It bugs me when a game leverages regenerating health (so basically, all of them), and then does this. So I can eat a rocket in the face from your average baddie and keep on truckin', but the main villian shot me in the leg and now I have to crawl for 10 mins. I'm looking at you Uncharted!
 
Oct 25, 2017
4,426
Silicon Valley
Don't hate it if it's done well.

MGS4 microwave scene is good, despite OP wanting gameplay and then asking for a cutscene instead. The tapping to survive mechanic is part of MGS games.

Also, the beginning of Uncharted 2 is good, as it slows you down just enough as you learn / relearn the traversal, interaction, and combat controls.

Even better is The Last of Us, where Joel is still able to climb, but also falls and his vision is blurry, which makes it all the more tense when you have to shoot.

The context is key, and even better for when its not too long. Like in God of War, where he is bloody and slow, but only for a moment.
 

Pascal

▲ Legend ▲
The Fallen
Oct 28, 2017
10,227
Parts Unknown
I liked it in Automata. I thought it did a good job with selling just how dire the situation had become.
 
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Red Arremer

Banned
Oct 26, 2017
12,259
It's usually awful. The only one I can remember that was used to pretty solid effect was the one in FF9, but otherwise yeah no thanks.