Shut the hell up about quick time events already!

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DigitalSushi

a gallardo? fine, I'll take it.
Dec 24, 2008
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rossatdi said:
Cahlee said:
s0ap sudz said:
I believe God of War did them first, it also did them the best.
If we're going to be picky, then Shenmue did them earlier.
And Die Hard Arcade plenty before then. And I know that's not the first example.
Die Hard Arcade was awesome at the time, I remember playing it gleefully in Sega Trocadero, only to come back to it about a year later and thinking... "wait hold on they seem to have exchanged the awesome for ropey repetitive brawl bash a thon"

I'm of the belief that the game was brilliant but using some arcane magic they swapped it for a shit fest, the bastards.
 

DigitalSushi

a gallardo? fine, I'll take it.
Dec 24, 2008
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VaioStreams said:
Brokkr said:
I find it amusing that the title of this tread is Shut the Hell up about quick time events already, and then he asks our opinions.
LMAO!
OI! you thinking thief!

ColdStorage said:
if we must shut the hell up about QTE's already, what the hell should we talk about in this thread instead?.

Kittens?, who likes kittens?
*ahem*
 

scatmanfan

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Dec 31, 2008
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"Press X to not die" works in some cases, but I hate when they force it upon you. For example, Prince of Persia, PSP Twin Swords (?). I walked within a 30 degree angle of this one guy's line of sight, and yet the game still prompted me for a quick kill (optional in this one).
 

Cheshire Cat

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Sep 26, 2008
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I personally hate QTE's... I haven't played a single game yet where I found them to actually be needed and adding something good to the gameplay except for the twitch gaming in things like House of the Dead and Timecrisis. The ones in SW:TFU, GoW, Jericho, PoP, etc. just pissed me off.
 

rossatdi

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Aug 27, 2008
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ColdStorage said:
rossatdi said:
Cahlee said:
s0ap sudz said:
I believe God of War did them first, it also did them the best.
If we're going to be picky, then Shenmue did them earlier.
And Die Hard Arcade plenty before then. And I know that's not the first example.
Die Hard Arcade was awesome at the time, I remember playing it gleefully in Sega Trocadero, only to come back to it about a year later and thinking... "wait hold on they seem to have exchanged the awesome for ropey repetitive brawl bash a thon"

I'm of the belief that the game was brilliant but using some arcane magic they swapped it for a shit fest, the bastards.
I've still got it on the Saturn and it does still rock! Come on, you can torch people with a lighter/spray can combo. Pepper pots can be used to defeat people with tank guns!
 

DigitalSushi

a gallardo? fine, I'll take it.
Dec 24, 2008
5,717
0
0
rossatdi said:
ColdStorage said:
rossatdi said:
Cahlee said:
s0ap sudz said:
I believe God of War did them first, it also did them the best.
If we're going to be picky, then Shenmue did them earlier.
And Die Hard Arcade plenty before then. And I know that's not the first example.
Die Hard Arcade was awesome at the time, I remember playing it gleefully in Sega Trocadero, only to come back to it about a year later and thinking... "wait hold on they seem to have exchanged the awesome for ropey repetitive brawl bash a thon"

I'm of the belief that the game was brilliant but using some arcane magic they swapped it for a shit fest, the bastards.
I've still got it on the Saturn and it does still rock! Come on, you can torch people with a lighter/spray can combo. Pepper pots can be used to defeat people with tank guns!
ohh, I never tried that, can I borrow your Saturn please?, if you need a reference my mother will vouch for me saying I'm a nice young man!
 

Woe Is You

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Jul 5, 2008
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I think the kind of QTEs everybody hates are the ones that come up during cutscenes where the only point is to kill people while they're off-guard. Shenmue and its sequel have a QTE on almost every cutscene so you come to expect it, but games like RE4 are just infuriating to play because of this. If it's actually an integrated and expected part of the gameplay, then yes, QTE's can be used for good effect.

Wargamer said:
Gears of War rewards you for reloading at EXACTLY the right moment, punishes you if you are way out, but if you're 'almost' right you get neither penalty nor boost; you just reload.
Correct, although you still get a reward. You reloaded faster than you normally would've.
 

TheBadass

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Aug 27, 2008
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God of War alone proves that when they're done well they kick complete and total ass.
 

DanDanikov

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Dec 28, 2008
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I think the problem with QTE is they often stand out as an obvious attempt to add variety to a game, ultimately seeming artificial and out of place. Some games do them better than others... Fahrenheit, it was more core to the action sequences, while the newer Tomb Raider games offer the pseudo-out-takes for when you fail, which I always made a point to enjoy as they were funny as hell.
 

thisbymaster

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Sep 10, 2008
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I think they really stem from the DDR craze where people stupidly WANT to be told what to press all the time. I hate DDR/rockband style of games, they are boring. I don't want to have to press the same buttons all the time to the demanding of the game. I want to do what I want, not what the game demands.
 

mark_n_b

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Mar 24, 2008
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Cahlee said:
Numero Uno, My flamey senses are tingling!
Is that like gaydar? (jk. a flamer on the internet and a flamer at that pub with very few girls are very different things, and the overlap in slang amuses)

As for this:
tooktook said:
I keep hearing people ***** about quick time events for no apparent reason (Probably because of the emotionally dead Yahtzee) and frankly I'm quite sick of it. Hating something just because it's main stream doesn't make you clever, it makes you even worse than people who love things just because they're mainstream. I have personally enjoyed quick time events in every game I've played. Even if they might be "pointless" in some games it isn't hurting anyone, it's simply making the game more interactive. And games like Uncharted that under use quick time events, just waste potential, It doesn't worsen the game.
While I will agree that hating something because it's mainstream is a flaw many people have, and a lot of the hate towards quicktime events in this forum is driven by ZP. The idea that quicktime events are "mainstream" causes a single eyebrow to raise, the idea that this mainstream governs the hate causes the other one to furrow uncomfortably.

Fact is yahtzee makes a good point about quick time events in games, they are timed exercises with no mechanics other than "push button to keep game from ending" and while there are games that use that kind of mechanic well (I mentioned guitar hero the other day) arbitrarily tossing it into a game of Uncharted or Tomb Raider is contrary to the established game mechanics and rarely makes use of any sort of intuitive system.

Contrary to your assessment that quicktime events make games more interactive, I would say they distract from the game-play, and when I die four times every fucking cut-scene in Tomb Raider Legends (bear in mind I had died all of three other times in the rest of the game) I would also say they add frustration to the game and detract from the quality (no, they do not add "challenge" there is a distinct difference between challenge and not knowing that getting into the movie with jumping velociraptors is going to mess you up).

As for ZP being anti-quicktime events, he has never really complained about God of War, and that title is one of the establishing quicktime franchises (one of the few that handles it well, it is integrated into game-play from the beginning, carries on as a mechanic throughout, and except for the boss battles, it is an optional undertaking)
 

Nimbus

Token Irish Guy
Oct 22, 2008
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The only game I have ever seen do Quick Time Events right is the original Paper Mairo. It really added some fun to the turn-based combat system.
 

jebussaves88

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May 4, 2008
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I'm yet to play a game where they particularly bug me. Fahrenheit was better for them (the scene with the dissolving room flying at you was badass because of them) and Resident Evil 4 made good use. Maybe I'm just not playing the bad examples. For example, I'm yet to play the new PoP.
 

Vlane

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Sep 14, 2008
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jebussaves88 said:
I'm yet to play a game where they particularly bug me. Fahrenheit was better for them (the scene with the dissolving room flying at you was badass because of them) and Resident Evil 4 made good use. Maybe I'm just not playing the bad examples. For example, I'm yet to play the new PoP.
I think (and I'm sure that I'm not alone) that Resident Evil 4 had a bad QTE system because it really was a "Press X to not die" system. Sure it was one of the first games which brought the QTE's back but it also showed us how not to make them.

I think I died 5 times at the Krauser scene and about 12 times because I didn't push the right button. Sure it was fun to watch but also frustrating.

Edit: And I agree that Fahrenheit had a good QTE system because you used it in pretty much every scene.
 

Eclectic Dreck

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Sep 3, 2008
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I don't really dislike a quick time events or anything, it just seems to me that they are often out of place in games. In Mercenaries 2, quick time events do at least a passable job of making a vehicle hijack slightly more difficult than the instant kill if you get close move you had in the original game, and the frequency it's used in the game means it's never unexpected.

In many cases though, quick time events are used without warning and seem like an arbitrary method of killing me on the first go through some places.
 

Fanboy

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Oct 20, 2008
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Mash (X) repeatedly to shut me up!

I have no beef with QTE's, but in certain games they do seem a bit overused. It does feel like a bit of a lazy system though; Repeatedly mashing a button to perform complex actions just doesn't translate well.
 

Gormers1

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Apr 9, 2008
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To keep it short, I generally find them amusing, like in resident evil 4, and fahrenheit.
But It wasnt that cool in the new PoP or the newer tomb raider games.
 

PedroSteckecilo

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Feb 7, 2008
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I always figured the concept of Quick Time Events could work well if they were better integrated into gameplay say... like the Speed Kills in Prince of Persia Twin Thrones, a visual prompt for a button you expect to press (the "attack" button to attack etc) which made for some God of War esque cool looking attack bits that felt better.

A big problem with QTE's is that the button you press has no context it's just BAM! Hit the X button! NOW!

But normally, X is attack! Why is it suddenly "dodge" maybe if they had you using the analog stick or the arrows instead it would make more sense.