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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : yakuza 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/yakuza+3/default.aspx</link><description>Tags: yakuza 3</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>In Defense of the QTE: Ninja Blade</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/in-defense-of-the-qte-ninja-blade.aspx</link><pubDate>Mon, 06 Apr 2009 23:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:193399</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=193399</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/in-defense-of-the-qte-ninja-blade.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/ninja_bladeywah.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/ninja_bladeywah.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Now that the man’s winding down his career, let us honor Yu Suzuki for his most important contribution to game design: the QTE. Hey now. I can hear you rolling your eyes. We might be sick of pressing the X button every single time Crystal Dynamics wants Lara Croft to kick a tiger with style, but the quick time event provides us with some of videogames’ most satisfying thrills. They aren’t inherently bad. They’re just implemented very, very poorly. This week, you’ll be able to walk out into the world and pick up a copy of From Software’s &lt;i&gt;Ninja Blade&lt;/i&gt;. Hell, you can go home right now and download a demo of &lt;i&gt;Ninja Blade&lt;/i&gt; just to have a taste. One level is all you need to exemplify just how good quick time events can be in a game.
&lt;br /&gt; &lt;br /&gt;
Here’s why.
&lt;br /&gt; &lt;br /&gt;
First, a definition. In &lt;i&gt;God of War&lt;/i&gt;’s wake, “quick time event” has transformed from a noun into a sort of critics’ short hand. It’s a blanket term to describe when, in a game where you have direct control of a character, the normal control is taken away and you watch a unique or atypical animation. While the animation plays, you must press a specific button as prompted on the screen. If you don’t, you’ll have to replay the sequence. Now, there are many parts of modern games that can be described this way and not all of them are quick time events. For example, in action games like &lt;i&gt;MadWorld &lt;/i&gt;and &lt;i&gt;Yakuza 2&lt;/i&gt;, you’re prompted with special inputs — press X next to a car, swing the Wiimote down — to finish off enemies. The most colorful finishing moves have you stringing these inputs together. These are not quick time events. They’re contextual actions. A quick time event is a choreographed, dramatic sequence where prompts imitate an action that you do not have direct control over. &lt;i&gt;Resident Evil 4&lt;/i&gt; has some classic examples. You, the player, steer Leon to the top of a hill and move forward. The game then shifts the camera to a group of enemies on a cliff above you. They push a boulder off said cliff that chases you and to escape you repeatedly press a button, which keeps Leon running. That button has nothing to do with movement during regular play. If you don’t press it here, the game ends. That’s a quick time event. They can, and have, enrich games with emotionally charged moments the game wouldn’t have otherwise.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/IndigoThe%20Prophecy.jpeg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/IndigoThe%20Prophecy.jpeg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
The chief argument against quick time events is that they pull you out of a game by stripping away control, if only partially. They’re gaudy cheats to mask the passive storytelling devices of film instead of relying on a game’s interactivity to inform its drama and incident. It’s a valid argument against bad quick time events. The most recent games starring the aforementioned Lara Croft, particularly &lt;i&gt;Tomb Raider Legend&lt;/i&gt;, have terrible quick time events made up of sixty second cinematics halved by a single, easy to miss button press. When implemented well, though, a quick time event is anything but a mask for inactive game sequences, as in Quantic Dream’s &lt;i&gt;Indigo Prophecy&lt;/i&gt;. The game allows you limited sequences of full character control, relying on quick time events with inputs that &lt;i&gt;imply&lt;/i&gt; the action to make up most of the play. Lucas Kane is running from police officers and needs to dodge left so you’re prompted to press both analog sticks in that direction. You aren’t moving Lucas, but the movement of both sticks translates as urgency, and agency, for you. These QTEs are fast to match the pace of the game and end up making for affecting play because of their speed and mimicry of the action. That’s the key to QTE success; tying your input as close to possible to dramatic actions that are impossible to depict, or make interactive, in the game itself.
&lt;br /&gt; &lt;br /&gt;
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&lt;br /&gt; &lt;br /&gt;
&lt;i&gt;Ninja Blade&lt;/i&gt;’s first level is about half quick time events and they are incredible spectacles. The level ends with a fight against a giant, grotesque spider on top of a skyscraper. The first part of the fight is familiar three-dimensional action; you move around with the level analog stick and press X, Y, and B buttons on the Xbox 360 controller to slice and stab with a sword. The second part, after whittling down the spider’s defenses, has you riding the spider up a skyscraper before riding a wrecking ball across the night sky, and then crushing the spider with it. There isn’t a way in games to make this one-hundred percent interactive and retain its presentation. Not yet at least. So sequence is a quick time event, and through a mixture of rumble in the control, speed of button prompts, and inputs that approximate other actions in the normal game, it’s completely engaging.
&lt;br /&gt;&lt;br /&gt;
Like I said, QTEs don’t damn a game. They’re just another tool. Quality depends on the craftsmen.
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related links: 
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/19/love-hate-in-defense-of-the-cutscene.aspx"&gt;Love-Hate: In Defense of the Cutscene&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/overpowering-the-flavor-cooking-mama-world-kitchen-and-cutscene-clutter.aspx"&gt;Overpowering the Flavor: Cooking Mama World Kitchen and Cutscene Clutter&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/29/whatcha-playing-weight-of-the-stone.aspx"&gt;Whatcha Playing: Weight of the Stone &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/sonic-unleased-worse-than-syphilis.aspx"&gt;Sonic Unleased: Worse Than Syphilis&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/sega-s-yu-suzuki-steps-down.aspx"&gt;Sega&amp;#39;s Yu Suzuki Steps Down
&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/19/where-is-yu-suzuki.aspx"&gt;Where is Yu Suzuki? 
&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=193399" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/microsoft/default.aspx">microsoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/madworld/default.aspx">madworld</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil+4/default.aspx">resident evil 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/god+of+war/default.aspx">god of war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yu+suzuki/default.aspx">yu suzuki</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider/default.aspx">tomb raider</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/indigo+prophecy/default.aspx">indigo prophecy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quantic+dream/default.aspx">quantic dream</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider+legend/default.aspx">tomb raider legend</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lara+croft/default.aspx">lara croft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yakuza/default.aspx">yakuza</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yakuza+2/default.aspx">yakuza 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yakuza+3/default.aspx">yakuza 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/crystal+dynamics/default.aspx">crystal dynamics</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ninja+blade/default.aspx">ninja blade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/from+software/default.aspx">from software</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/leon+s+kennedy/default.aspx">leon s kennedy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/qte/default.aspx">qte</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Fahrenheit/default.aspx">Fahrenheit</category></item><item><title>Trailer Review: Yakuza 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/14/trailer-review-yakuza-3.aspx</link><pubDate>Fri, 14 Nov 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:146735</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=146735</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/14/trailer-review-yakuza-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/08-15/yakuza3.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/08-15/yakuza3.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Kazuma Kiryu and I are going to hang out. We’ll go out and he’ll show me the sights, take me to a hostess club, and we will laugh and laugh. Chances are, some dudes in puffy winter jackets will start some shit. I will hold their leader in a headlock and Kaz will drop kick that mofo so hard that Canadian children will say, “Ow” in their living rooms, thousands and thousands of miles away. We’ll high five each other then, before listening to a hardboiled detective tell us of intriguing and nefarious dealings in the Tokyo underworld. It’ll be sweet when the jazz rock starts playing. That heady day will only end when I’m woken up in my study, a firm bionic hand on my shoulder and a disapproving voice asking if I’m “dreaming of that Celestial roustabout” again. I will lie, of course. A white lie to soothe my beloved &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/25/nobody-puts-bionic-commando-in-a-corner.aspx"&gt;&lt;i&gt;Commando&lt;/i&gt;&lt;/a&gt;’s nerves. But I will treasure that dream all the same.
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Yakuza 3&lt;/i&gt;, as you can see from this trailer, looks totally frigging rad. As to what’s happening here, I have no clue. Kazuma Kiryu is hanging out with some kids, which I assume are from the orphanage he patronizes in Yakuza 2, on a beach, there’s a protest of some kind, some political intrigue, the flashy graphics are shown off, and many familiar faces appear, much to my delight. At one point, it looks like Kiryu’s beating the crap out of Albert Wesker from &lt;i&gt;Resident Evil&lt;/i&gt;. I want this to be the case very badly. If you have yet to try either of the &lt;i&gt;Yakuza &lt;/i&gt;games on PS2, this might look like a boring cutscene fest. Let me assure you, there is a monumental amount of game in the &lt;i&gt;Yakuza &lt;/i&gt;series. There are many lengthy cutscenes, but &lt;i&gt;Yakuza &lt;/i&gt;is one of those very rare instances when they’re actually a treat. The stories, while more than a little melodramatic and overblown, are well written and exciting, provided crime drama is something you enjoy.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
Sega, please bring this here. Please.

&lt;br /&gt;&lt;br /&gt;

(Link: &lt;a href="http://www.siliconera.com/2008/11/14/all-eyes-on-segas-yakuza-3-trailer/"&gt;Siliconera&lt;/a&gt;) &lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previous Trailer Reviews: 

&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/20/trailer-review-dragon-quest-ix.aspx"&gt;Dragon Quest IX&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/09/tgs-trailer-time-resident-evil-5.aspx"&gt;TGS Trailer Time: Resident Evil 5&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/29/trailer-review-retro-game-master.aspx"&gt;Retro Game Challenge&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/04/trailer-review-golden-axe.aspx"&gt;Golden Axe: Beast Rider&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/19/trailer-review-house-of-the-dead-overkill.aspx"&gt;
House of the Dead: Overkill&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/08/trailer-review-riz-zoawd.aspx"&gt;
Riz-Zoawd&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/29/trailer-review-idolm-ster-psp.aspx"&gt;
Idolm@ster PSP &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/24/trailer-review-the-last-guy.aspx"&gt;
The Last Guy&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/15/trailer-review-tecmo-bowl-kickoff.aspx"&gt;
Tecmo Bowl: Kickoff &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/09/trailer-review-captain-rainbow.aspx"&gt;
Captain Rainbow &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/07/trailer-review-the-past-and-future-with-mega-man-9-and-chrono-trigger-ds.aspx"&gt;
The Past and Future With Mega Man 9 and Chrono Trigger DS &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/26/trailer-review-densetsu-no-stafi-5.aspx"&gt;
Densetsu no Stafi 5&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/18/trailer-review-sonic-unleashed.aspx"&gt;
Sonic Unleashed&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/11/trailer-review-infinite-undiscovery.aspx"&gt;
Infinite Undiscovery&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/05/trailer-review-sonic-chronicles-the-dark-brotherhood.aspx"&gt;
Sonic Chronicles: The Dark Brotherhood &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/02/trailer-review-street-fighter-4.aspx"&gt;
Street Fighter 4&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/20/trailer-review-the-conduit.aspx"&gt;
The Conduit&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;
Mirror’s Edge&lt;/a&gt;
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