Kopikatsu said:
Kenjitsuka said:
Totally agree.
The only thing about FC 3 that sucks imho is the quicktime event BS that passes for Bosses.
While it's nice to nail the person who causes you grief with a big knife in the chest, it's ten times nicer to actually let ME do it, instead of just giving me the honor to mash the spacebar into oblivion.
Yahtzee calls that "the game being afraid that you'd cramp it's style" in his DMC 4 review and it's one of my top grievances with recent games. You notice it even more in FC 3, because it has so much freedom in all the other places.
If I recall correctly Resident Evil 4 had lots of QTE's, but in the end it was always YOU capping Midget Napoleon in the face in combat with that sweet, sweet high powered revolver.
I never really understood this complaint about QTEs. How is hitting a boss with the same three-hit combo fifty times that you've used twelve-hundred times in the past or emptying five clips into a person instead of the usual half more satisfying than, say, tackling the guy off a balcony, punching him in the face repeatedly while sliding down part of the roof, then steal his knife and ram it into his throat while you're in free-fall (as a random example)?
QTEs were probably the best thing to happen to boss fights since ever.
It'd be like asking why people play Tetris when it's the same thing hundreds of times over, or why people care about Mario despite the fact that it's just running and jumping, or Megaman when it's running, jumping, and shooting in one fixed direction in front of you.
Which is to say it's unrelated and related at the same time.
I believe the QTEs are more of a break in EXPECTATIONS where one learns to do all sorts of things to progress, and then, in the face of ultimate adversity, you're treated to a series of clips of detached action, in what feels like a cutscene in which instead of mashing a button to progress dialogue, you're doing it to make the animations get over and done with.
QTEs can be used correctly, mind you, if you can draw the player far in enough to become invested in the action. For example, at the end of LoZ spirit tracks, the end of each stage of the boss fight is a QTE. However, there's enough tension in the situation that you don't really see it that way because it's just a result of the previous action (beating the crap out of the boss) and an extension of the boss' determination to resist your efforts that it requires sheer willpower to push him back to the edge.
However, if you just stick it in without any sense of timing or buildup, then you leave everybody feeling like they did at the end of ME3. (which is not to say same situation, but same feeling)
The same can be said of jump scares and plot twists: when you overuse and underutilize, you get an unappetizing paste of schlock.