Quick Time Redux

JediDisciple

New member
Jul 18, 2010
22
0
0
I have found that most of the time they just suck and really take me out of an experience. I found this in both Force Unleashed and RE4. However, I find that quicktime events can be a way to immerse a player, if done right that is, such as the hallway sequence in MGS4, where the player's desperate pounding at the triangle button almost makes you feel Snake's suffering as he attempts to drag his almost lifeless body through the corridor. Then again, the ironic thing about that is that it only seemed to immerse you because you were feeling pain after frantically tapping that triangle button for well over a minute, so I guess that means QTEs are just painful any way you look at it.
 

FlipC

New member
Dec 11, 2008
64
0
0
@Samurai Goomba - and of the Sly QTEs the Voodoo one has to be the best. An actual in-game reason for it, face buttons only, prompts arranged as per the controller layout, looking at the action rather than the prompts, and audio differences. Damn near perfect.
 

Nohra

New member
Aug 9, 2008
143
0
0
The comic pretty much covers the biggest problem with QTEs. You have no idea what's actually happening on screen while you're focused on it.

This was the nice thing about GoW2's chainsaw duel though. It was the only QTE you had, and you only had to do one thing. Mash the fuck out of B and hope you mashed faster.
 

FGRaptor

New member
Nov 12, 2009
2
0
0
Making QTEs dynamic would really be nice, it would also work pretty well with TFU. Just get the enemy down on health, then X to initiate the QTE and then just press what you want. X would do another lightsaber movement, Y would do something with lightning, B with force push and A would do a cool aerial / evasion / jump thingy. You would have the opportunity to just queue 3 or 4 things up to your liking.