What is so bad about quick time events?

Recommended Videos

migo

New member
Jun 27, 2010
2,698
0
0
Batman Arkham Asylum is a perfect example. Everything is context sensitive, you don't strictly have control of the character's movements but you can position yourself to make certain things more likely.
 

Vrach

New member
Jun 17, 2010
3,223
0
0
Sirch.Cajnos said:
that was quite a speech. however i am wondering how you expect developers to show that the characters are capable of something more than doing the same comboes and powers 5000000000000000 times (which in oh say the force unleashed is entirely possible) without QTEs?
Have you played Prototype? It's a case in point game, I played it and used literally every single move (for more than just trying it out) through the course of the game and I still had new moves to discover and use by the time I went through the single player mission campaign (which is by no measure short) and it offered enough gameplay to keep me interested in the game long after that for just screwing around fighting random monsters and military mixing combat styles (there's something incredibly entertaining about managing to do a spin-slice with an armblade on a chopper in the air or bulletdropping onto a tank :D ).

Also, it's not the point. As I said, quite simply, QTEs are the one of the most linear forms of gameplay (which is a fact and not an opinion), and I can't listen to you/read your post with a straight face telling me that addition of linear gameplay adds innovation and improves on repetitiveness.

If you want the characters to not use combo powers 5000000000000000 times - which btw, a forced-camera QTE cutscene does not improve upon - add more combos and make them as useful. More specifically, if you want to make the boss fights feel different in terms of combat, you can make certain conditions that make certain powers more useful to use in boss situations. That way, rather than using the same power on bosses you use on trash, you use certain powers far more often on bosses (and perhaps even different powers for different bosses).

Now, lightsaber locks and force locks are pretty cool, only problem I had with Force Unleashed is that they threw on a different camera that was pretty much a 'cutscene' with your character taken away, which broke the flow of the game for me. It also left a lot to be desired in terms of alternatives, but that's a different complaint I guess, even if it feels tied to the uninventiveness of QTEs for me.
 

nuba km

New member
Jun 7, 2010
5,052
0
0
WanderingFool said:
Anyone remember that QTE...

... when you're fighting Wesker in RE5, and while playing as Sheva, you jump and are hanging over a pit of lava, and had to press the button fast enough to not fall, which is impossible unless you lay the controller on the floor, and press the button with both hands practically? THE FUCK WAS THAT SHIT!?
I know this meant that me and my brother had do to the final boss twice even though we were playing together all the what through the game this was irritating and made me like the game less then all my save data got corrupted and I stopped playing the game all together.
 

Altar

New member
Apr 6, 2009
97
0
0
Personally I'm not a fan of QTE but overall I don't see the problem, mainly because, well games are essentially one giant QTE. I.e, Enemy sends out shock wave, press jump button to jump over. Enemy attacks via punch, press the block button... So overall... what's the difference between said QTEs?! and the hated QTEs?!