Press X Not To Die.

Recommended Videos

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
15,489
0
0
Okay, so this is an odd thing that's been bugging me way back in my head for a while now and I think I'd like to speak my mind about it. Yes, I'm about to lob an opinion at you people. Please don't hurt me. I'd just like some honest feedback here (namely, your opinions), on this thought of mine.

Every time I hear about quicktime events from Yahtzee (the "Press X Not To Die" stuff), I get a laugh, naturally, but there was one review in which he actually put forth the question about whether they have ever been a good idea. It's a fairly simple answer, really. A decided NO. But the curious thing about it is that I can actually think of a game - a decent game, even - in which that sort of thing worked.

Fellow Escapists, I bid they to turn back your clocks to the game known as Dark Cloud. For those of you who are familiar with it, you already know what I'm getting at. For those who don't, brief explantion.

Dark Cloud is a dungeon-crawler RPG that combines the use of puzzles and strategy in character use. The six characters you use have abilities necessary to get through the various dungeons, and all have different styles of combat which are important for - at the very least - defeating the final boss. The central main character, though, IS responsible for putting the damn world back together, so let's here it for our hero.

Now then, this game is the first game which I can safely say I encountered quicktime events. Only, they're more or less blended seemlessly into the game in a way that is better than other games for three reasons. One, it's used more or less to further the story as cinematic events. Two, you can save before them and it will let you try again instead of busting you back to the beginning of the level or something anyway. And three, it damn well warns you beforehand when it's going to happen and how it works. This basically turns it into "Press X to be awesome and there's no downside to getting it wrong, seriously.", which is the proper use of such things.

Come to think of it, there's a number of elements that I've heard Yahtzee speak out about. Let's see now... Weapons that take damage are there, but I always found that it's fine because they can be repaired and even upgraded into better weapons. Of course, I always figured it was realistic to use that in a game for one fairly good reason. If your sword is about to break when fighting an enemy, maybe you shouldn't be swinging it as, oh say, a stone golem! But still, I found Dark Cloud to be unique, the breaker of the mold for RPGs that you can't really replicate (unless you're talking the sequel, but I never really got into that).

Anyway, I've had my say. Lemme hear yours.
 

PayNSprayBandit

New member
Dec 27, 2008
565
0
0
I've never played this Dark Cloud, but Mirror's Edge (as iffy as it may have been on the whole) had what I consider to be the only good application of a QTE that I've seen.

Someone attacks you during a cut scene and their weapon lights up, like it always does when you are attacked. When you see it happen, even the first time, you react out of instinct. You already know what button to press and when, because it is an established part of gameplay.
 

Logan Westbrook

Transform, Roll Out, Etc
Feb 21, 2008
17,672
0
0
Providing you ignore the entire last third of the game, Fahrenheit AKA Indigo Prophecy was an amazing game which featured a lot of QTE.

Unfortunately it went rubbish at the end, making the whole thing an exercise in frustration.
 

Logan Westbrook

Transform, Roll Out, Etc
Feb 21, 2008
17,672
0
0
Indigo_Dingo said:
nilcypher said:
Providing you ignore the entire last third of the game, Fahrenheit AKA Indigo Prophecy was an amazing game which featured a lot of QTE.

Unfortunately it went rubbish at the end, making the whole thing an exercise in frustration.
Even Cage said he had no idea what he was thinking at the last third. I somehow visualise him just doing word for word Dylan Morans french Stereotype.

"what was I zinking? Its fucking rubbish!"
I've always thought that the last part of the game represented a crisis for the design team. They had so many ideas and they loved them all so much, they couldn't bear to leave any of them out, much to the detriment of the game.
 

JakalMc

New member
Nov 26, 2008
173
0
0
Indigo_Dingo said:
nilcypher said:
Providing you ignore the entire last third of the game, Fahrenheit AKA Indigo Prophecy was an amazing game which featured a lot of QTE.

Unfortunately it went rubbish at the end, making the whole thing an exercise in frustration.
Even Cage said he had no idea what he was thinking at the last third. I somehow visualise him just doing word for word Dylan Morans french Stereotype.

"what was I zinking? Its fucking rubbish!"
"Stop slashing zings!"

Ahem...I'm of mixed feelings when it comes to QTE's. I feel, for the most part, they're unnecessary. Especially when shoe-horned into cut scenes and especially when there is no warning.

But in games like God of War they do feel like they belong and I've found that they're relatively easy to get through on your first go.

When developers flirt with the idea of putting QTE's into a game they are taking a big risk, but It's inevitable that they will keep on trying until they achieve a seamless merger with other aspects of the gameplay.
...At least I hope that's what the result will be.
 

9-liner

New member
Dec 19, 2008
74
0
0
Damn kids! You don't know nothin' 'bout no quick-time events! When I was your age, we had the real q.t.e. games! [a href="http://en.wikipedia.org/wiki/Sewer_Shark"]Sewer Shark[/a] was as q.t.e. as you could get at home, and the great [a href="http://en.wikipedia.org/wiki/Dragon%27s_Lair"]Don[/a] [a href="http://en.wikipedia.org/wiki/Space_Ace"]Bluth[/a] duo used to cost up to a dollar a game in the ritzier arcades!

Ah, wadda you damn young'uns know anyhoo?!
 

coldfrog

Can you feel around inside?
Dec 22, 2008
1,320
0
0
nilcypher said:
Providing you ignore the entire last third of the game, Fahrenheit AKA Indigo Prophecy was an amazing game which featured a lot of QTE.

Unfortunately it went rubbish at the end, making the whole thing an exercise in frustration.
I still think the absolute worst bit of that game was the part where you have to hit (on PS2 controller) the L1 and R1 button over and over super fast or you die. That almost convinced me to quit the game right then and there, but I'm pretty resilient and saw it through to the end.
 
Feb 13, 2008
19,430
0
0
9-liner said:
Damn kids! You don't know nothin' 'bout no quick-time events! When I was your age, we had the real q.t.e. games! [a href="http://en.wikipedia.org/wiki/Sewer_Shark"]Sewer Shark[/a] was as q.t.e. as you could get at home, and the great [a href="http://en.wikipedia.org/wiki/Dragon%27s_Lair"]Don[/a] [a href="http://en.wikipedia.org/wiki/Space_Ace"]Bluth[/a] duo used to cost up to a dollar a game in the ritzier arcades!

Ah, wadda you damn young'uns know anyhoo?!
TBF, Dragon's Lair and Space Ace were there as Interactive Movies, rather than actual games. You ploughed your coins in for the audience to watch rather than to play a game.
 

9-liner

New member
Dec 19, 2008
74
0
0
The_root_of_all_evil said:
TBF, Dragon's Lair and Space Ace were there as Interactive Movies, rather than actual games. You ploughed your coins in for the audience to watch rather than to play a game.
Aren't Interactive Movies / Quick-Time Events just the stove-top / microwave equivalents of each other?
 

shadow skill

New member
Oct 12, 2007
2,850
0
0
It amazes me how much hate something you implicitly do in just about every game genre in existence can get so much hate when it becomes explicit.
 

MrGFunk

New member
Oct 29, 2008
1,350
0
0
FalloutJack said:
Every time I hear about quicktime events -"Press X Not To Die" stuff.
From memory, the only QTEs I've enjoyed have been none invasive. the example I can think of is GOW series where it seemed natural.

I didn't enjoy Resi 4 QTE's, shoehorned in and awkward. *Flash* Press L1 & square & cir.. oh too late. Try again. It's like they wanted to take you out of the story and remind you it was a game.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
15,489
0
0
Hey, I like the discussion I'm hearing, but please don't quote me out of context. It's just what I see in ZP.
 

ROFLross

New member
Jan 8, 2009
226
0
0
I don't mind quick time events, aslong as when the game first gives you a sceneario to do it, they tell you what to do and don't just throw you in there.

Dark Cloud was one of the first games I got for my PS2 and I thought it was great, shame I never completed it; got to the end but failed.

The QTE in Prince of Persia, if you can call that QTE, got boreing and definatly got repeatative quickly.

Aslong as some games have QTE but at certain scenes through the game and not just in the combat every other fight, I think it would be alright.
 

9-liner

New member
Dec 19, 2008
74
0
0
Indigo_Dingo said:
...Which is why people are now split over what Heavy Rain will be.
[a href="http://www.youtube.com/watch?v=raPw9vNF7yk&feature=related"]Heavy Rain[/a], eh? I can see where there might be confusion.

"Kick! Punch! It's [a href="http://www.gametrailers.com/player/usermovies/295233.html"]all in the mind[/a]..."
 

mark_n_b

New member
Mar 24, 2008
729
0
0
FalloutJack said:
but there was one review in which he actually put forth the question about whether they have ever been a good idea. It's a fairly simple answer, really. A decided NO. But the curious thing about it is that I can actually think of a game - a decent game, even - in which that sort of thing worked.
1. Thank you for adding to the yahtzee-nation threads, it isn't like there aren't way too many of them as indicated by the locking of a good two thirds of them within ten posts. And there is no way this question could have been posed without mention of Ben Croshaw.

2. Although there is a lot of "no quicktime events" a prime example of a game in which they work would have to be Guitar Hero here is a game in which the user is asked to push buttons in a set sequence at a set time repetitively and to the exclusion of any other mechanic. So, let's end the "can they work?" discussion.

3. To bring it back to ZP for all the fans, if you have been paying attention you will note that Croshaw has gone so far as to say he doesn't have any problem with quick time mechanics, his problem is with their arbitrary inclusion to lengthen game-play, to make cut scenes seem like they are not cut-scenes, or for little more than shits & giggles.

Dark Cloud...I've had my say. Lemme hear yours.
Maybe Dark Cloud was awesome when it was released, but I find it a poor example to justify any game mechanic. It was a terribly uninteresting game, with dull level design / dungeon crawling, a Sim City type town building mechanic that served no conceivable purpose and was not very robust anyway, even the "quicktime events" and weapon system were watered down to the point where I wouldn't have even thought to mention them.

In the end, as a JRPG, it's story should have been it's saving grace, and while I liked the opening, it didn't hold up through the game (I mean the strong "cave man" kid... I hope that writer was fired).

I guess you're of a different opinion than me to use it as a contrary to ZP, but that's where I stand.

Dark Cloud II seemed to handle it much better, with the photography game thrown in and all, but I couldn't play very long before the Dungeon system put me off.