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Wish devs would stop relying on QTE in games.

As long as its not the primary or even common mechanic of the game. RE4 was mentioned. In that case, QTE makes an non interactive cutscene more interesting. It adds to the experience.
 
Speevy said:
I just don't get the appeal of "Press a button, watch the cutscene, press a button, watch the cutscene."

So you'd rather just watch the death cutscene outright without pressing anything?

In the past Boss' always had a cutscene after you kill and you just watch them, what God of War does in particular, it keeps the player playing the game with the finishing blow rather than them putting the controller down and watching it.
 
I am definitely getting sick of them. At the very least, if a developer is so creatively bankrupt that they have to rely on a "interactive" cutscene to allow the player to do something cool then don't randomize the buttons. Let me memorize your stupid Simon Says crap so I can continue through the game.
 
Since we are on the subject of QTEs, anyone have more example of this?

In Indigo Prophecy, there's a section where the button shows on screen, and obviously you press that button. It turns out you are supposed to skip *some* of them to pass the sequence. I was like @_@ since I kept dying and one time I chose not to press it, and voila...
 
Linkzg said:
play Spider-man 3, you will never want to do another QTE ever again

DMC4 knows where its a
t

QFT. Somebody post that one .gif where Nero uppercuts and knocks back the fire boss (bariel). It's cinematic, but there are no buttons, it's not long winded, and it's an existant extension of a move that you already know and use. That's how it should be done.
 
Troidal said:
Since we are on the subject of QTEs, anyone have more example of this?

In Indigo Prophecy, there's a section where the button shows on screen, and obviously you press that button. It turns out you are supposed to skip *some* of them to pass the sequence. I was like @_@ since I kept dying and one time I chose not to press it, and voila...

There's only one in Shenmue II when you're finding the Wude at the barber - if you press the button you lose the sequence and a day :p
 
It depends on the type of game, if MGS3 had them it would be extremely overdone, but for games like RE4 and GOW, it's perfect and I think Heavenly sword is doing it right as well.
 
It is acceptable if the game leads you into it and introduces that there will be sections like this in the game, half the time they just suddenly introduce it without explanation or even a tutorial on how it will work.
 
Pachael said:
There's only one in Shenmue II when you're finding the Wude at the barber - if you press the button you lose the sequence and a day :p

And I fell for it, too :lol

How was I supposed to know the old guy wasn't about to assassinate me?
 
tekneek2k6 said:
Even better. Let's get rid of all cutscenes!

That's it. That's all what I want. All the games should have realtime in-game played sequences like it happens in the Half Life series. They immerse tons more the player in the game, and done rightly it can be very spectacular.

BTW, I think that QTE in cutscenes can be cool if the action to perform match the action of the scene. Like in RE4 Wii edition, the figth with Krauser looks damm cool because you're swinging the knife in the same motion than happens in the scene, or so I think.
 
They immerse tons more the player in the game, and done rightly it can be very spectacular.

total opposite. I find it's only minimal immersion and makes the game totally underwhelming. imagine if MGS's cutscenes were all first person.
 
Good q, I have a general feeling based on the games. I'm thinking its like an action scene where you have to press a button and they show the cutscene or something
 
I liked them, they kind of disappeared for a while but came back in style with RE4. God of war and Tomb Raider Legend had good QTEs too.....


.....Then Spider-man 3 came along. It's like the game was actually trying to completely ruin the whole idea of them. QTE's are meant to be short, aside from RE4 where it lead up to a great big one. Spider-man just gives you a long one every couple of minutes though and the first new goblin fight was retarded. It's not like anything new or exciting happens in many of them either...you just watch spider-man zip about on screen like he does throughout the rest of the game.
 
Random button QTEs are lame, button presses should relate to what they do in the actual game. The complete randomness of some of the Spiderman 3 ones is ridiculous and frustrating as hell.
 
Zenith said:
total opposite. I find it's only minimal immersion and makes the game totally underwhelming. imagine if MGS's cutscenes were all first person.

Did you played Half Life 1&2? I guess that this is more about like or dislike a model.

I prefer to compare Half Life to Zelda Twilight Princess in therms of narrative. Meanwhile in Half Life you live all the happenings in the game, in Twilight Princess you're used to see cinema for some parts of the game.

In these cinemas you see Link acting or posing in ways you didn't performed, and this takes me out of the game. I would prefer to see the intros in a way where the player is in, can participate, but doesn't see their avatar reaction, because they will never match with all the player's feelings.

So, I'm in for intros were the player character isn't in the scene, or if it's that the player itself drive their avatar action. I think that Ocarina of Time/Majora's Mask performed this much better than Wind Waker or Twilight Princess. I think these fault are very damaging to the experience and that's why I prefer living the cinema than seeing Snake talking with someone. I would never speak as Snake so I never felt like him.

There's a lot to debate on this topic.
 
Just want to add that I've yet to see a QTE that makes it bearable to watch a cutscene a second time around. Given the choice, I would prefer to skip the scene altogether.
 
Failure of a QTE, as in Resident, should never result in death. If that is the design then a screen should just pop up saying "Live or Die" and you have to press the button that appears.
 
Warm Machine said:
Failure of a QTE, as in Resident, should never result in death. If that is the design then a screen should just pop up saying "Live or Die" and you have to press the button that appears.

Eh, I don't know about that. But certainly don't make the player replay a segment to get back to the QTE scene over and over.

The threat of a "Game Over" would still be there, lending tension to the game, but you'd have the option to jump right back to the beginning of the sequence if you died. I think that's fair.
 
Demigod Mac said:
God of War. Resident Evil 4.

and now Lair and Heavenly Sword.

I didn't like them in Shenmue, and I don't like them still. What a cheesy way of making cutscenes "interactive" - stop it already!

I don't see a problem when it makes games MORE interactive. In the past you had to sit through cut-scenes and wait. Now there can even be gameplay in cut-scenes. It's ok.
As with everything it's good at a reasonnable dose.
 
C- Warrior said:
QFT. Somebody post that one .gif where Nero uppercuts and knocks back the fire boss (bariel). It's cinematic, but there are no buttons, it's not long winded, and it's an existant extension of a move that you already know and use. That's how it should be done.

Exactly. QTE, at least in my opinion, was always a sort of cop-out that tried to make a game "cooler" because you get to have "interactive cutscenes", but you really don't have that much interaction at all.

So, far as I'm concerned, DMC, and even God Hand (in a sense) were probably more on point. You had to be on point with button presses, but there was never a sense, at least to me, that the game was more about taking control away from you with a flux of interactive scenes, instead of actual gameplay.
 
Personally, I like QTE where the buttons are mapped to what you normally use in the game. Tomb Raider: Legend is a good example. When it wanted you to jump, it looked like you should jump, and you hit the jump button. Same for duck and shoot.

And yeah, please don't randomize them. Or, worse yet, make them completely detached from what you're actually doing in the game (Indigo Prophecy).
 
Speevy said:
I just don't get the appeal of "Press a button, watch the cutscene, press a button, watch the cutscene."
Yeah - I agree - I'm not a fan of Final Fantasy games either.



Do people here realise that with the exception of DS/Wii ALL YOU EVER DO IN GAMES IS PRESS A BUTTON OR MOVE A STICK which then translates into an abstract event on screen? Pressing B,A,B or whatever to beat the knife fight, or waggling the sticks in time to the flashing lights in Indigo prophecy isn't all that far removed from pressing A to make Mario jump at the right time to kill something or pressing A at the right time to get a headshot in Halo. QTE just make this process that little more explicit by (usually) telling you what to press or when to press it.

Dragon's Lair's 'multiple choice gaming' was an attempt to mainstream arcade gaming by making it look like something familiar and simplifying the choices that a player could take. Modern QTE seem to be used to combat the arguments by players like me that all the best action scenes in some games happens completely out of your control (hello Metal Gear Solid's boss fights). Both of these can be avoided by including more immersive gameplay - if the cutscene is the emotional part, the story telling, the crucial plot you will watch it regardless of having to mash buttons - just keep the players attention. If it's just FMV filler the controller goes on the floor and I go make some tea.
 
A series of intresting choices doesn't apply to the QTEs. It's not gameplay, it's forced. RE4 does it rather well, but remember that it doesn't add anything at all to the gameplay.

Comparing it with Halo a headshot is stupid. In Halo you can choose not to use the sniper rifle. BIG difference.

If the QTEs are good or not is obviously a very subjective matter.
 
QTE are terrible hack game design that eschew mechanics for presentation. No they are not headshots or platform timing as thouse require skill and practice, all QTEs require is a cutscene that is interesting enough to keep your attention so that you don't miss the button prompt. RE4 and GoW are great games only because the core elements of the game are solid enough to erase any bad taste that "interactive cinema" or whatever shitty phrase you come up with leaves in your mouth.
 
it really sucks that in god of war 2 the really cool moves are done with QTEs while everything else is borderline button mashing. Seems like a lazy design choice IMO and does not give you a sense of acomplishment at all.
 
The only kind of interaction cinematics needs are skip and pause features. QTE in cut scenes, means you can't skip them, and this hurt hurt replay value and it sucks.

Anyway, QTE in the middle of fight like in God of War or RE4 can be are pretty good. They're also not very fun gameplay wise, if they're a lot of command, they disctract you from what's actually happening (like in Fahrenheit(europe)/Indigo Prophecy(US), or in most rhythms games), and when there's not enough of them, they're just boring.

QTE are like 30fps and random battle, you can deal with them, they're not terribly annoying, but shit, thing would be much better without them.
 
Demigod Mac said:
God of War. Resident Evil 4.

and now Lair and Heavenly Sword.

I didn't like them in Shenmue, and I don't like them still. What a cheesy way of making cutscenes "interactive" - stop it already!

I came in to agree (thinking about Tomb Raider Legend), but to say that RE4 did it good and GoW did it better. Then the first post already shoots me down :lol
 
I don't know about you guys but my most anticipated game is Excite QTE 2: The Revenge!

Now if Shenmue 3 would get released I'd be able to go to the arcade and play it :(
 
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