Quick time events. Ugh.

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Furioso

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Jun 16, 2009
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As long as a game won't throw them at you from out of nowhere, and make them a consistent part of the game... I love them, and here's why: Yes it would be cool if the game let you do all that crazy crap that goes on in QTEs on your own... but there's no way I'd be able to pull that off, I would rather have the game give me the super simple way that is pretty hard to fuck up and leave me with the eye candy. Some might say "well couldn't they make it so that the crazy moves are easy to pull off?" and I would argue that that is pretty much what a QTE is


...Don't toss them into cutscenes though, that shit is ridiculous
 

llew

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Sep 9, 2009
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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.
This, there are several games where quick-time works and just as many (more than likely more) where they dont, so no point in complaining about them really
 

TheTurtleMan

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Mar 2, 2010
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The only place that quick time events belong are in games that know how to regularly incorporate them in a smart way like Resident Evil 4. That game made quick time events enjoyable because even if you screwed them up, you just got to see Leon die in amusing ways. Like decapitation, impaled by spikes, decapitation, crushed by boulder, decapitation . . .
 

pure.Wasted

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I think QTEs work when they have an impact on the story. I love the Paragon/Renegade interrupts in ME, for instance, as they represent genuine opportunities that can be taken advantage of or missed, and you have to live with the consequences of your (in)action. It's like real-time decision making. "Sure, I could shoot the guy now and take him out without putting myself in danger, but do I even want to shoot him? Ohp, too late, now he's looking my way again."

Heavy Rain worked the same way from what I've seen. And as someone mentioned TWD earlier, I'm guessing that works this way, too.

When it's just a part of the gameplay - and especialy a "press X not to die" part of the gameplay - the QTEs range from okay to pisspoor, in my experience.
 

newwiseman

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I'm all for cinematic scenes in my games, but nothing ruins immersion or breaks the flow of a cut-scene like dying because you put down the remote to watch the F*&%ing video or take a damn drink.
 

lacktheknack

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Jan 19, 2009
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rhizhim said:
lacktheknack said:
rhizhim said:
lacktheknack said:
Indigo Prophecy.
lol everything sucked except the QTE?
Are you kidding? The first two thirds of the whole thing was a freaking triumph in cinematic gaming.

The last third... ;_;
all i remember was flying frenchman saving a little girl.
frenchman having sex with detective that hunted him down.
apocalypse and dance off.

the ending is the most memorable thing since it wipes your mind with mindfuck.
Pretty much.

Everything before the dead Frenchman started flying was good. I swear!
 

Lugbzurg

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Mar 4, 2012
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I really rather dislike quick-time events. They're completely telling you how to play. Heck, you're not even "playing", at all! You're just trying to mimic whatever orders are barked at you, visually.

The only time I've ever seen them at all ok, were in [Prototype], when you have Alex sabotage those Infection-Tracker things. You walk up to one, and press a specific button (I, can't remember which one, as I usually just blow them up), followed by pressing a four-press sequence of one of four buttons. (On PC, you press four buttons, limited to either "1", "2", "3", or "4". Once, I got "3,3,3,3".) That actually worked. It was a critical moment where you needed to focus on doing something when no one else was looking. During something like a fight, happening against your will... that's quite annoying.
 

josemlopes

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Draech said:
2: Only apply QTE to allow the player to do something the controls do not permit.
Whole point is to allow for some reactionary control. If your control already allows for this then it is pointless.
I agree, they can be well used. Isnt there a scene in MGS4 where you have to spam a button and the pain that you feel after 2 minutes of spamming the same button is used to show the player how much Snake is sufforing in that confrontation (Only saw it on youtube but a friend of mine that played it told me that his finger was hurting after that).

I dont mind the spam the button QTE because "usually" the speed of the action of the character depends on how much effort you give on that moment so if well used you can have some cool moments (like pushing something that is blocking a door while a monster comes close). What I really dont like is when the performance of the player doesnt really translates to anything (like no matter how fast you spam the guy will still do the same), meaning that the QTE is pointless. A good QTE use is in Gears of War when the player is down, if he wants to live he better spam the "A" button.
 

scorptatious

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May 14, 2009
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If they are a part of the gameplay like say God of War, I don't really mind them at all. As those kinds of QTE's usually aren't instant death if you fail, and they don't feel tacked on.
 

squid5580

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Kahunaburger said:
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.
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?
Ninja Blade.

I know people hate it but I enjoyed it. And doing some of those kick ass moves during the cutscene where I was still playing to a degree (things that would be impossible in game) made me feel more involved.
 

octafish

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Kahunaburger said:
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.
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?
Battlefield 3. The QTEs served as a constant reminder that you shouldn't be wasting your time in the single player game and you should get back to playing conquest.
 

tendaji

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octafish said:
Kahunaburger said:
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.
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?
Battlefield 3. The QTEs served as a constant reminder that you shouldn't be wasting your time in the single player game and you should get back to playing conquest.
Well the bomb defusing QTE's in BF3 wasn't bad, and actually made sense in my opinion...I won't comment on the rat fighting one though...
 

LilithSlave

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I remember how I quit playing Ninja Blade I bought from Steam very quickly due to the quick time events. It was simply atrocious how the beginning of the game, at least, is almost nothing but quick-time events.

And also how surprised I was that Dark Souls even needed a petition to come to the PC. As Dark Souls is surely a million times the game that Ninja Blade is.

Seriously, I just couldn't play it anymore with all those quick time events.
 

TheCaptain

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Feb 7, 2012
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While not a big fan of QTE's in general, there've been instances I actually enjoyed them; that's usually when they are not required for the game to progress, but allow you something nice on the side.

Mass Effect's Paragon/Renegade interrupts have already been quoted; you can take'em or leave'em, but in the end they were almost always really rewarding in context of the story.

Another game where I liked them alot was AssCreed II. They had no impact on the game at all, but they kept you on your toes in cutscenes and added some nice fluff when triggered. The best being the Ezio/Leonardo bro-hug, that was just awesome.
 

dimensional

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Jun 13, 2011
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Hookman said:
If done well then they're completely fine, its just that so few developers know how to use them. CyberConnect 2 are on of the few. Their Naruto games had amazing boss battles because QTEs gave them the freedom to do what they wanted.

The whole 'Press X to not die' thing is just terrible game design!
Pretty much what I was going to say cyberconnect2 have certainly mastered it in my opinion it just ties all the action together when they do it and is great fun. In almost every game I play that has a QTE I dread it, why is it there? its just tedious,boring and annoying God of War and its sequels drove me round the bend with its constant QTE but in Naruto Shippuuden ultimate Ninja Storm 2 I was actually looking forward to more QTE they were done that brilliantly.

I havent played Asuras Wrath fully but the demo seemed to suggest the same ability to make QTEs fun which is pretty hard by the look of things.