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I dislike cinematic experiences in general.
I remember awesome gameplay, and return to it again and again, but I'll forget cinematic games within minutes after completing them.
I enjoyed some of the QTE stuff in RE4. Maybe just because it was a new thing, but it seemed well implemented in some parts. Otherwise, I think they suck.
In moderation they are alright.. But I honestly would like multiple QTE choices that offer differing outcomes.. Instead of it being basically a miniature dance dance revolution of getting the input on time and correctly or die.. sSubZerOoyeah that would be nice to see something like that
I'm not sure why the QTE even exists in these cases because the illusion of agency is so unconvincingly thin that the sequence might as well be a cutscene to begin with. Articuno76Like I stated before about QTEs. They are used mostly in 2 different ways. The first way is adding them to cinematic events that wouldn't be possible using normal gameplay mechanics. They are used so that the player feels like they are responsible for the action happening on screen and it isn't just a movie playing. The second way that QTEs are typically used are in instances to try and create suspense. For example, a player locking swords with another and trying to tug of war back and forth to win the encounter. This is something else that is harder to pull off with normal gameplay where there is a back and forth suspense with you and an enemy.
So the reason why they exist is simply its a gameplay option that is used to immerse the player into the game.
Sometimes I do wish that they were just cutscenes though, because I would rather watch the action happening on screen rather than trying to pay attention to button prompts.
I'd say it's a bit more nebulous then that, especially when games like Heavy Rain insist on QTE contextualising utterly every action. You're right though, in that it's more often there to give some sense of agency while the designer plays director; the problem is when it just doesn't fit (Just Cause 2, Mercenaries 2 etc.) or is just obnoxious (Ninja Blade, woooooo).Like I stated before about QTEs. They are used mostly in 2 different ways. The first way is adding them to cinematic events that wouldn't be possible using normal gameplay mechanics. They are used so that the player feels like they are responsible for the action happening on screen and it isn't just a movie playing. The second way that QTEs are typically used are in instances to try and create suspense. For example, a player locking swords with another and trying to tug of war back and forth to win the encounter. This is something else that is harder to pull off with normal gameplay where there is a back and forth suspense with you and an enemy.
So the reason why they exist is simply its a gameplay option that is used to immerse the player into the game.
Sometimes I do wish that they were just cutscenes though, because I would rather watch the action happening on screen rather than trying to pay attention to button prompts.
CajunShooter
Why did this fad take off?
percech
It was never a fad. Ive been enjoying QTE's since the early 90's with Mortal Kombats FATALITY's!!!!!!!!!!!!
Then you got all the supers in 2D fighters when the meter is full.
[QUOTE="percech"]
Why did this fad take off?
SonySoldier-_-
It was never a fad. Ive been enjoying QTE's since the early 90's with Mortal Kombats FATALITY's!!!!!!!!!!!!
Then you got all the supers in 2D fighters when the meter is full.
Those aren't QTEs, rather it is when control is removed and replaced with Simon-Says 'contextual' button prompts. Dragon's Lair was the first game to actually give QTEs a shot; giving the illusion of control while pre recordings played. Hit the right sequence, next scene happens and so on. Shenmu could probably said to the best first game to really take a stab at what we know as the QTE today, and God of War sure as hell popularised it.Never liked QTEs either. Either give me a cinematic or give me good gameplay. You cannot have both.Hexagon_777
Why the hell not?
depends on how and how often it's used in a game, something like the chainsaw battles in gears is aaceptable because it doesn't happen as often but mostly all i see is hate fro QTE and quite rightly so, it's an overdone feature that nobody actually wanted in the first place.Why did this fad take off? It really is a lazy alternative to you know, doing something creative with gameplay elements. I blame Sony for this because it's present in almost every single one of their exclusives this gen. Sony is anti-gameplay.
percech
It's just filler for action/adventure games, can't say I like or hate it, but I certainly wouldn't mind not having to go through them.
They can be used effectively sometimes but their overuse in games where they're not needed is incredibly annoying.
Taking away control from a player is a step forward into realizing the potential of games. Games should emulate film after all. What's there to not understand? Why haven't you preordered the cinematicmasterpiece,the Last of Usyet?
Socijalistickamy sarcasm-meter is going crazy right now, but it depends what people want from their games, personally seeing asthough i'm the one playing the game i'd like to feel like i'm actually in control, if i just wanted to watch, i'd watch a movie.
The Last of Us seems to have taken the whole scripted/cinematic thing i didn't particularly like about Uncharted and then taken it to extremes, to the point where from watching the trailers i feel like all you're going to be doing is jumping through hoops; where they dangle an obvious or even unavoidable situation in front of you that you trigger seemingly just so they can show off a few animations, also its fairly obvious when watching the trailers they're deliberately triggering all these to show off as many of them as they can, giving the illusion of an incredibly polished/cinematic game, of course it fools some people into thinking just because its not always 100% scripted that makes it 100% dynamic.
I don't like them.
Instead of watching a cool battle scene, I have to worry about buttons to push. Id rather there be no buttons to worry about so I can just watch my character in action.
Well depends how it's made.. I think if the game had like proper buttom combinations the QTE's wouldn't be bad at all. Like for example you get grabed you can press let's say on the PC ( DDS SpaceBar ) to do some jumping counter attack or (DDAAS) let's say to toss the fool off of you but as if it was a game ability not really sequences like RE6 where it says press this button at this time.. no man.. just haduken everyone when they try to choke you.
Indeed. So I guess you should be blaming Capcom and not SonyBecause of how awesome they were in RE4 (aside from the boulder runs,) every publisher/developer tried to shoehorn them in after that.
ChubbyGuy40
[QUOTE="Hexagon_777"]Never liked QTEs either. Either give me a cinematic or give me good gameplay. You cannot have both.MLBknights58
Why the hell not?
When a cinematic comes on, I want to kick back, not press one random button over and over and over and over again. That's just lazy gameplay implementation.Please Log In to post.
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