Another reddit lift. . . I should just stop reading Kotaku and stay strictly on r/gaming.

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I really love Deus Ex Human Revolution except for two things:
1. The cutscenes are terribly low res.
2. The human models look like crap. Even Jensen himself.
I was going to write this. They should at least do a bit of research before they write stuff. Like maybe look at the VIDEOS title -_-
Why do they let these projects see the light of day?
Yes that part was really nice when I felt like disappearing into the world and just go wander off and hunt and do my own adventures. But it's almost impossible to play the story without the minimap the way Rockstar has made it.
I tried to play RDR without the minimap, and it's great because you hit all the points, but unless you are really familiar with the world, you waste a lot of time trying to find out just where to go :/
I feel like crying.
I found this [bf3alpha.battlefield.com] on Reddit. r/gaming ftw.
I did, but only cause anyone can pretty much get in now on the website. I've been thoroughly enjoying it
I must've been eight when my brother first got into MS DOS on our Hp computer he used to think he was so cool typing dir and seeing a bunch of words. The Matrix had come out recently and he must've thought he was Neo. Until he realized he couldn't exit it. He tried s omany keywords, all failing. Then I come in like a boss, type Exit, and save his arse. I felt like such a hacker. But now, I just play video games.
These are all intriguing observations and the history you show is interesting ( I enjoy history ), but I feel it is most likely a matter of taste that still has me unable to agree with your viewpoint. The rubber texture feel of the analog sticks feel more generic, and though this isn't to say the 360 controllers is any better, its better to have them smooth and convex. When it comes down comparing the two controllers triggers I feel the 360's construction allows it to fare far better than the PS3's. Simple put, it was more reassuringly placed. I normally don't have sweaty index fingers, but for people who perspire frequently, I can see the PS3's triggers being a bit of a nuisance. The squishy clicks of the PS3 are also another thing I feel that detracts from the whole ensembles quality. The fresh, once again reassuring click that each button of the 360 is akin to mechanical keyboards, where the audible click is there to reassure you that the input was successfully pressed.

The following is me being nitpicky. Read at own risk:
The four face buttons on the 360 I feel are more accessible and easier to understand. Their "vernacular"(for lack of better word) is as you point out an homage of sorts, borrowed because of success. The idea of A meaning yes and B meaning no, reinforced by the colors green and red (which are perceived as go and stop / good and bad in the western and european world) make it easier to read. While it isn't too problematic to get used to the PS3's symbols, I have noticed that their accepted status quo as far as what buttons meant "Confirm" and which meant "Cancel" often danced between the O and the X. I can see the O as Confirm working better since I look at the PS3's symbols as a count of lines. O is 1 or infinite. X is 2. Triangle is 3 and Square is 4. It seems however they adopted the X as the new confirm button, for reasons unknown. When reverting to old PS2 games, or even some Japanese titles, this change can be a minor frustration.

Other than that, I will concede that the PS3 has a superior D-Pad. I feel Xbox knew this, which is why they implemented the new rotating one in the newest models. Hopefully they do not make a single plastic D-Pad in their next iteration.
I'm not a 360 fanboy. Just because I argue in favor of one side for one aspect shouldn't lead to me being labeled that. I would in fact argue that if it came down to console superiority, it would be the PS3 (assuming we exclude the PC).
I was making a point in comparing, succinctly, the craftsmanship of the two companies controllers. I was not adding or detracting from anyone's declaration as to which is superior for fighting games. But my bet is on the mechanical keyboard ;)
You know, I had to bust out my wired controller, and take out the battery pack of my wireless 360 controller, and for the life of me, the playstation controller still felt like a feather. I feel inclined to attribute this weight to the two tumblers that provide vibration, though I'm no expert.
Crappy analogue sticks? Just to be sure on my opinion, I fiddled with both controllers. The 360 definitely has analog sticks that have a superior fit into the controller as well as feeling and responsiveness. They're even positioned better. I feel while the 360 might not necessarily be the superior console, it definitely has the superior gamepad.

Edit: Except for that dreaded D-Pad ಠ_ಠ
The one thing I hate about the PS3 is how cheap the controller feels. It feels so much more satisfying to have the weight of the Xbox controller in your hand.
No Sun bears? NO DEAL
Pre-rendered cutscenes are quite nice if they're looked at as a reward of sorts as well as a primer for things to come. This was what I enjoyed about games like Ninja Gaiden (2004/05). The cutscenes were great and detailed and put an extra layer of polish over it, inciting in the viewer either awe or making them shit bricks after seeing the glorious realization of the next enemy or boss.

The downside is that it takes the player away from the game.

A game like Half-Life 2 doesn't use very many cut scenes because if always wants you to feel that you are participating in the game (even if you dick around when important things are going on.) Keeping it locked in first person never breaks the immersion. However, there is a middle ground, utilized by, say, Metal Gear Solid 4. While there are cut scenes, it remains entirely in-engine, and if you do put your controller down, you might miss a chance at seeing a flashback or a different POV. On my first play through I cursed myself silently every time I missed one. It manages to turn the cut scene, if partially, into an interactive experience.

I find that this middle ground does the best job.

The main fault with doing it the way Half-Life does is that you sacrifice certain art forms in storytelling. When you have a cut scene you have so much more possibilities in terms of design. The most obvious is the way you frame a shot. In cinema they liken the frame of a scene very much to a painting, and many directors themselves look to paintings to inspire how key scenes are portrayed. When a cut scene is artfully manipulated, it can do wonders for a game, irrespective of how graphically accomplished it is.
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