Across the internet QTEs(Quick Time Events) seem to get a really bad rap for some reason. They are seen as glorified cinematic cutscenes by some. I think QTEs can enrich a game and that they are here to stay.

Since God of War back on PS2, many Developers have decided to mimic the once popularized method of displaying high octane action scenes. I still believe that when these are done right, you feel very much so fullfilled by them. When that Circle button comes up on the screen in GoW3, you jump on a minataur's back and start mashing the prompts away to execute devestating carnage against it. There is something Satisfying about that.
There are some games that are deemed as one long drawn out QTE event........and I say to those who think that, SO?

Heavy Rain is a big offender of this. The game strays from traditional control schemes and instead implements an ever changing one, giving you varying screen prompts to perform actions. I must say that for a game that doesn't have an official "shoot out" button , the chase and fight scenes in the game are some of the most intense heart thumping experiences I have had in gaming. There is something to be said, when you have a button prompt thrown at you so fast, and you know you need to react, it perfectly mimics the ingame's action. Like when you are in a car which can't brake and you are trying to not die, the hasty decision making makes it feel all the more real.

This is very much akin to a game like Telltale's Walking Dead. I was fairly suprised at how much praise this game got......when it has basically all the same tropes that had Heavy Rain being panned by reviewers. The game gives you a never ending cycle of "Choose A,B, or C.... you have 5 seconds" and the game shines in it's execution for it. It firmly keeps it's foot on the gas that way and you find yourself feeling more like you are in the same situation as the characters.

Then comes a game like Beyond:Two Souls. This game has it's issues... but QTEs are not one of them. The game's only crime in that regard is that they remind you what to press at times simply because you go thru so many play styles that you might be confused at what to do. Most of the game it opts to not give you button prompts but signals that should lead to certain reactions from you. Like combat, you don't press button X, rather you pay attention to the movement of the combat and access. This was a skillful way of putting the player in Jodie(Main Character)'s shoes. Just as in real life, you are not told how to react to a fist coming towards you as it is happening, you must remember your training.

No one seems to question games like Uncharted or The Last of Us that also use the technique. They have a more evolved version that are spacially aware and or context sensitive(Such as When fighting in a kitchen in Uncharted Using a Pot to knock out enemies). The Last of Us has many situations such as these to give that same feeling of ergency as you fight for your life.

I bring this up mainly due to some games get demonized for it and others get a free pass, even if their methods of execution are relatively the same. "Generic" is a quick term usually thrown out but it has the connotation of meaning its a bad thing that bothers me. Games like Ryse actually use it sort of well to make you feel like a total bad ass(Game's only issue is that this concept does not evolve as time goes on). We also have The Order which have branching reaction trees. Has it been done before? Sure, but if done correctly it can be a lot of fun.


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Greatness Awaits
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