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Talk about strange. The last few years I've been pondering writing a dynamic/context/skill sensitive Dragon Lair esque combat system(QTE). It wasn't until last week when I was looking into Shenmue that the command system recieved a name QTE.

Then I hear about the idea of a branching QTE. I'm thinking huh.

Ok heres my opinion. I know i'm late.

QTE as they are sorta suck. I understand them, but they serve little purpose than to force a restart of a scene or slow you down if you don't succeed. blarg. What a waste of time.

What I want to see is context sensitivity.
If my acrobatic character is backed against the wall a QTE can come up showing me a Motion Up(run up the wall and flip over the bad guy) or a Button Forward(strike at the enemy) or ....

As they are, ho hum



Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.