Most of the PnC games I've enjoyed, have been more about the puzzles than anything. (This could change with Drugs Bust). Even so, they've still been story driven. Action-esque reflexes haven't played a great part since Space Quest V.
Sure, the VGA remake of SQ1 had those reflexes, but I never finished that.
I prefer the non-death, "think about it, no, think a bit harder" style of gameplay that Lucasarts has offered in the past. It's just my apathetic attitude to everything kicking in again, I think.
I can understand the possible need for an timed action sequence now and then, as long as there's some kind of warning beforehand. IE, you're a cop, there's a timed shooting range you've been ordered to go to. NOT, you're a cop, it's thursday, SHOOT 25 HEADSHOTS in 30 seconds or be suspended. I'd like to prepare for an "exciting" section, personally. (SQ1 = get on bike/ride bike around stuff - not - get to planet be on bike dodging stuff).
EDIT:
Fetish for Guns? We should totally hook up. I have a fetish for people.
Sure, the VGA remake of SQ1 had those reflexes, but I never finished that.
I prefer the non-death, "think about it, no, think a bit harder" style of gameplay that Lucasarts has offered in the past. It's just my apathetic attitude to everything kicking in again, I think.
I can understand the possible need for an timed action sequence now and then, as long as there's some kind of warning beforehand. IE, you're a cop, there's a timed shooting range you've been ordered to go to. NOT, you're a cop, it's thursday, SHOOT 25 HEADSHOTS in 30 seconds or be suspended. I'd like to prepare for an "exciting" section, personally. (SQ1 = get on bike/ride bike around stuff - not - get to planet be on bike dodging stuff).
EDIT:
Fetish for Guns? We should totally hook up. I have a fetish for people.