I'd agree. Either have actual gameplay or QTE but not both. I hate QTE's showing up in games because then I have to watch for which button to press instead of what's going on. I practically needed a friend on hand for The Force Unleashed to tell me what was happening while I was watching for which stupid button to hit next.Kahunaburger said:Shenmue was basically just QTEs, walking, and dialogue right? Maybe the best implementation is all QTEs or no QTEs.Jazoni89 said:Shenmue had a great QTE system, and those two games practically created it.Kahunaburger said:What games are QTEs successfully implemented in, in your opinion? I honestly can't think of a game where I was glad a QTE was there. Maybe that one famous one in MGS 3?linwolf said:Quick time event have been successfully implemented into enough games that it's clear that they do work and can add to a game. So any game where they don't work isn't the fault of quick time event but the developers failing to implement them.
They even had consequences if you screwed them up too much. For example not catching up to the boy who stole your stuff, and having to ask around to find the hideout instead of being lead there if the QTE's were successful.
EDIT: or, in light of the occasional fight sequences in Shenmue, heavy use of QTE (as in more than RE4) or no QTE makes more sense.
Always? I'm sorry, but you're really going to have to quantify that.DustyDrB said:Yeah, it's the only game mechanic I've experienced that is always terrible. Always.
Dont know about more immersive, but they can be good like in RE4 when you run away from rolling stones (not the band) you have to shake the wii remote, it makes it feel more intense. If handled right I think they can be good.Karutomaru said:In the games I've played with QTEs, (RE4 and 2 Call of Duty Games), they spice up the gameplay and make it more immersive.
THe particular instances i'm thinking of a B. It gets thrown in with buttons that don't make a lick of sense.Scow2 said:You don't need to be "precognitive" - merely reflexive. If a ledge suddenly breaks out from under you, you need reflexes to survive. Now, what would make it offensive is ifthe abyss gazes also said:Heavy Rain was an interesting game with QTEs because, after the initial surprise of "Hey, a game built on QTEs," it never broke the flow. Uncharted on the other hand, you are climbing along and all the sudden the ledge breaks and you need to "Press X not to die." And because I'm not precognitive, I die.
That is bullshit. If they come at you as an immersion breaking surprise then that is when they become annoying.
A.) It's the middle of a cutscene in a game that isn't mostly cutscenes already.
B.) It's assigned to an arbitrary button, instead of the games' context-sensitive environment-interaction button.
AND
C.) It results in instant-death.
Mass Effect did an awesome job with "Quick-Time" events with the Paragon/Renegade interrupt mechanic.
+1. QTE's are slight agains God.Kahunaburger said:Ugh, indeed. They're universally terrible, and a huge symptom of the "games should be cinematic" school of thought.