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QTE's in general aren't a bad thing. I'll take that over mandatory stealth missions in a non stealth game or escort missions any day. It works best when it's something to interact with what would normally be a cut scene like Kratos using his godlike strength to knock over a giant statue. It only sucks when the game makes you get every single button press right or you die, for example the RE4 knife fight.
That's exactly when QTEs are the WORST - when they're in what would otherwise be a cutscene. They mean that you cannot sit back and enjoy the cutscene, look at the detail, pay attention in general to it. You have to watch for a prompt to press the right friggin' button. They're the absolute worst gaming contrivance I can think of. I hate escort missions too, but I'll take either of the other two examples you gave over QTE in a heartbeat. QTE is absolutely awful.
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My favorite was in one of the Assassins Creed games. There's supposed to be this sad moment as a dear character has died. There's emotional music, a voice over, all sad, etc. with "press X to dig" plastered on the screen. Talk about ruining the moment.
On the other hand I found funny at the beginning of AC2 where it told me to move the control stick to wiggle my legs as baby Ezio.
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I failed every single QTE in Tomb Raider, usually multiple times.
you have nothing to blame but your hilarious incompetence as a gamer if you failed every single QTE in TR multiple times.
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Not all QTEs are bad. Ones that don't require an unfair amount of speed, don't take long to redo (if they can even be redone; see example later in post) and aren't around every corner can be cool. There are people that complain about cutscenes not being interactive, and that's one thing that QTEs could fix. Being able to make my own cutscene based on decisions I made within the cutscene would be cool (and by decisions, I don't mean wrong decisions that result in death shortly thereafter). It's just that a lot of developers don't use QTEs that way (they're probably lazy, not creative, or both).
QTEs are OK, but I would rather they design some actually gameplay within the cutscenes/tell the story alongside the gameplay. QTEs seem like an easy way for designers to avoid having to design and test more actual gameplay.
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SinisterSlay posted...I failed every single QTE in Tomb Raider, usually multiple times.
So what? I bought the game expecting puzzles, not QTE's.
Those are two entirely different skill sets, one I have, the other I don't.
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Lords of Shadow's QTEs are one of the least annoying. I hate them all, but for some reason they manage to be a bit... bearable. Just a bit. Maybe.
akuma634 posted...QTE's in general aren't a bad thing. I'll take that over mandatory stealth missions in a non stealth game or escort missions any day. It works best when it's something to interact with what would normally be a cut scene like Kratos using his godlike strength to knock over a giant statue. It only sucks when the game makes you get every single button press right or you die, for example the RE4 knife fight.
KillerTruffle wins the thread. The boss "fights" in Far Cry 3 for instance were a new level of anticlimactic thanks to this sort of thing. Couldn't participate in any meaningful way and couldn't get engrossed in it because I had to pay more attention to the flashing buttons on the screen.
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