Which Games Do QTEs Right?

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CleverCover

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Nov 17, 2010
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Akihiko said:
Shenmue games and Heavy Rain for me probably. Both of which are games that you know there will be QTE's in. Unlike other genres where you don't expect them, and consequently you are completely caught off guard.
That was it. Shenmue was the game that I enjoyed the QTE's in them.

And now brings the sad feelings....
 

Flishiz

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It may be kind of strange hearing this, but I honestly think the best QTE implementation was in Lair, because it felt like you were really kicking ass on the back of a giant firebreathing dragon, and the controls felt pretty intuitive there too, as if to make up for the rest of the bullshit the game forced through
 

Dexiro

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I thought Bayonetta did QTE's fairly well. They were few and far between, and the important ones were really easy/predictable. Their were just a few exceptions though where one would jump out of nowhere during a cutscene and give you an instakill or 2.

This is in contrast to Castlevania which I bought shortly afterwards, that game has QTE's every 10 seconds and they're all annoying as hell.
 

suitepee7

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Dec 6, 2010
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i'm sorry but i gotta say, GOW did do them pretty well, maybe not so much the boss fights, but the stronger mobs. ones where they aren't forced. so killing a minotour normally is fine, but killing with a QTE will grant you a health bonus and usually gets the job done quicker.

some of the worst used of them are dead rising 2, not when you get grabbed and shake the analogue stick, but when you get taken down to the floor and have to press a button at the right time to get out of it. also the ones in resident evil cutscenes. combat ones kinda made sense, i could go with them, but in the middle of a cutscene? fuck off...

EDIT: after looking at other comments, i think i should mention the hacking QTE in bioshock 2 was an improvement, and i liked bayonettas too ^^
 

dakorok

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QTE's contribute nothing to gameplay. Therefore, the games that do it right are the ones that omit them completely.
 

Kiltguy

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sketchesformysweet said:
Akihiko said:
Shenmue games and Heavy Rain for me probably. Both of which are games that you know there will be QTE's in. Unlike other genres where you don't expect them, and consequently you are completely caught off guard.
I agree with you. Heavy Rain and Shenmue are the only games I've come across where they work really well. I think that they work so well because they're quite cinematic, and the QTE manage to keep a game's cinematic qualities while making it interactive and immersive at the same time to hold up interest.
Agreed on Shenmue. Haven't played Heavy Rain though, so no opinion there.

If Rock Band and GH, counts as QTE, then YES, if they don't counts as them, well still YES.

Otherwise, I can't really care for QTE, the mess up the immersion.
 

Alakaizer

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Onyx Oblivion said:
Alakaizer said:
Misadventures of Tron Bonne (speed increase minigame for Servbots)
Someone else played that hilarious game?!
Played it, own it, loaned it do one of my D&D buddies, and will never sell it no matter how strapped for cash I am.

OT: I've actually started playing God of War, I've gotten to Hades, but had to return the rental, and I'm not adding it to my list of games that do them right, for a few reasons.
1. Randomized patterns for all but the bosses breaks the flow and increases aggravation at an inopportune moment.
2. Kratos seems to only have one special death move for most species, which makes them largely uninteresting and unlikely to continue to use them. The only ones I regularly use are Minotaurs (shlorp health) and Gorgons (shlorp mana).
3. Use of the Blade of Artemis blocks most, if not all, uses with no warning that it will do so. Really sucks when you're up against a minotaur, you're low on health, and the circle appears above its head and all you do is lop the head off for a few more XP.
Any cohesive arguments against that, I'll listen, but I'm not impressed with the quick time events there, and not likely to change my mind.
 

Aris Khandr

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I liked the way they were done in Marvel Ultimate Alliance. As far as I know, failing didn't really hurt you, and they seemed to flow into the battle against giant bosses like Galactus and Ymir rather well.
 

Chimpzy_v1legacy

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Jun 21, 2009
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Heavy Rain, but not all of it. I find the Bear Trial in particular to be a good example of QTEs done right.

Other scenes? Not so much.
 

migo

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Jun 27, 2010
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dakorok said:
QTE's contribute nothing to gameplay. Therefore, the games that do it right are the ones that omit them completely.
Honestly, I think in Shenmue they're probably justified. It tried mixing so many different gameplay styles together that QTEs were a good solution.

In general I agree though, and those insta-kill ones in Bayonetta were also pretty shitty, especially since logically you should just be able to jump but they make you hit X instead.
 

Jaime_Wolf

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I thought RE4 did it well. Quick reflexes required, sense of danger, yet you usually knew they were coming if you were paying attention. Kept you tense through some parts of the game.

Also I'm a BIG fan of the ME-style QTEs. You never NEED to do them, so it's no big deal if you miss them, they're just a little bonus. Using QTEs for things like interrupting people and punching them in the face when they get uppity is MUCH more satisfying than just having it be an option in the dialogue. It makes it less "I choose to have Shepard punch him in the face" and more of a "HELL YES, I JUST PUNCHED HIM IN THE FACE" sort of thing. It helps to add the "I" into the equation. It also helps by making these moments more snappy. There's a big difference between knowing the punch is coming because you choose to do it and hitting a Renegade interrupt and suddenly getting an awesome reward.

When they're used to do things you're already capable of doing, but in a cinematic way, it's a little more awkward. It might look cool, but I'd rather just have regular gameplay or a simple cinemantic with no QTEs. QTEs should enhance a situation in a game, not substitute for regular gameplay.
 
Mar 9, 2010
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I prefer to have to just press the normal buttons to do what I'm doing. If I'm trying to grab a ledge then I want a button for grab, not an overly dramatic cinematic with random button flashes.

I don't think I've ever seen a quick time event done right because of this. Apart from AC:B at the very end; no prompts and it doesn't break the cinematic, just a moral question and a flick of the stick.
 

pat34us

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Sep 18, 2010
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thecodemaster said:
With games like Heavy Rain, which is essentially one massive QTE, it would be nice if the buttons you pressed bore some resemblance as to the action you were doing - unfortunately I don't think that's possible on a DualShock. I don't think PlayStation Move compatibility will improve it, either.

I don't really approve of QTEs, but I guess they're more interesting than watching cutscenes.
Agreed about Heavy Rain, and disaproval of QTEs. I like the ones that failure doesn't result in a game over screen, the only two that come to mind are Heavy Rain, and Mass Effect 2 (during conversations)