History lesson #1: the ancient Greeks were crazy. Sure, they essentially laid the foundation for western society, but they also worshipped more gods than anybody could possibly remember, all of whom led lives with more dramatic twists and turns than a daytime soap opera. I doubt Days of Our Lives ever featured a giant man made of rock who married his sister and ate his kids, after all.
History lesson #2: in 2005, God of War tore its way into the still-beating hearts of PS2 owners with its brutal take on Greek mythology. The game introduced us to Kratos, Spartan servant of the gods and the kind of pitiless killer that most actual Spartans probably strived to be. God of War sold bajillions of copies, spawned equally-successful sequels on the PS2, PSP, and PS3, and even had its own terrible SpikeTV special for rabid fans to embarass themselves in front of the world. Not bad for fanfiction, is it?
History lesson #3: the action-packed start to God of War II is actually responsible for the creation of The First Hour. The game certainly started with a bang, thrusting the player into an intense situation right off the bat that dropped jaws to the floor. Does God of War III have the same inspirational power?
Quick Time Events. So many games have used them to some extent in the
last five years that just about every gamer has an opinion on them.
Mine is that they are the worst gameplay gimmick to take the industry by
storm in a long time, and I wouldn't mind seeing them all packed into a
burlap sack filled with leeches and thrown into the depths of a
volcano. They're tacky, they're unintuitive, and their attempts to
engage players in cinematic animations backfire and break the sense of
immersion one has with a game. And unfortunately for me, they're just
about everywhere these days.
Two behemoths let loose in early 2005 can be thanked -- or blamed -- for the salvo of games that have featured QTEs in the last five years. The first, with a January 11 release date, was Resident Evil 4. The game was extremely well-received: it won many Game of the Year awards, offered a fresh take on the aging Resident Evil formula, and gave Gamecube owners a third-party exclusive worth bragging about. The other member of the gruesome twosome that brought us into the era of QTEs is known as God of War. Released just two months after Resident Evil 4, the game received just as many accolades and turned heads back to the PS2 as quickly as they'd been lost to the Gamecube's horror hit. Is it any wonder that the industry went in the direction it did when two such monumental successes as these both prominently featured a relatively unused gameplay gimmick?
Today we'll take a look at how the smart use of QTEs helped put these two games on the map, and watch a few examples of QTEs gone wrong. And trust me, there was a huge pool of resources for the latter.
This is my first post on The First Hour, reviewing the first hour of the game that inspired me to create this blog in the first place, God of War 2. The first hour of this game is really good, loads of action, decent introduction to the characters, and lots of blood and gore. Well, let's get right down to it then.