At least the CoD wasn't totally out of the blue and she had some bangin' tits.
I don't know why folks are panicking about these supposed 'dark aeons' but are giving the kingdom hearts 2 'zomg mash button NAO' quicktime events a pass.
I thought the point of QTEs was the cool cinematic sequences mid-battle which don't really hurt anyone.
I really liked them in KH2, made lots of boss battles much more interesting.
QTEs are either damage avoidance or damage dealing, or finishing-moves... and possibly a push-the-enemy-back or get-pushed-back on the battlefield type of thing for alternate win/lose conditions.
Like this guy!
http://media.giantbomb.com/uploads/0...e_sm_super.jpg
Could be a matter of tastes, since lately I've trended towards RPGs that reward turn-based tactics and party setup rather than twitch-reflex. I'm sure if I went back to Mario & Luigi Superstar Saga I'd be equally frustrated. In a small way I'm kind of peeved that they literally flash 'PRESS BUTTON!' and 'MOVE STICK' like you're a fucking retard and can't read an animated icon that looks like the analog stick, or the X button.
QTE is just a distraction, it's a really horrible mechanic in most cases. I'd rather just watch the cut scene and possibly see numbers flying around than looking for a tiny part of the screen that tells me what to do. I can't remember many cut scenes that have QTEs, because I'm never watching the cut scene lol.
KH2 did it pretty badly. The conditions to get reaction commands were too simple and the reaction command does a stupid amount of damage for the effort you have to put in. I don't mind transition commands, ones that get you from area to area. But the ones that allow you to deal damage or avoid it just make an already easy game even easier. Most of the time I find it more satisfying to just do stuff, but certain battles in KH2 are designed with a lot of commands in mind.
You see green, you hit triangle, free damage or evasion. They give you so much time you'd have to be hitting the button with your forehead to miss. KH2 has the easiest type of QTE because all you really need is 1 button, 2 on rare occasions.
But when people told me DMC3 was insanely hard, I called bullshit too.
Shenmue: The QTE mechanics are lame.
God of War: omg so revolutionary!
QTE to me in a game is a fanboy litmus test to see who the fuck is talking out their asses. I think it's one of the dumbest concepts out there, might as well just let me watch the cutscene in peace.
I'm not gonna say QTE makes games better, because it really doesn't. But they don't really bother me either as they seem to a lot of people. I'm okay with or without them.
I can imagine what you thought of Heavy Rain.
I'm indifferent to them but I can acknowledge that they can be a simple way of breaking up the monotony in a long boss battle. The only thing I fucking hate about them is when they are required as a finishing move to kill an enemy or boss. I think they are at their best when they make some kind drastic alteration to the format of the fight instead of simply being bonus/penalty damage.
I just hate them when they are You Are Dead obligatory button presses during cutscenes, wherein you die more often than not by being caught off guard. The game is just looking like a dick at that point.
QTEs at their worst.
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QTEs at their... best?
http://www.polishtheconsole.com/wp-c...ailer-shot.jpg
"Interactive Drama" > "Frustration Incarnate"
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FFVI was the first RPG I played that had anything resembling QTEs, and it was clever because in the Serpent Trench case, you didn't really know either outcome, but choosing the path that didn't give you treasure/a save spot wasn't fatal. Turning the wrong way during the rafting sequence wasn't fatal either, and in fact was a pretty decent way to boost your group to level 99 an hour into the game.
Now that it's 'press button see numbers' it's a clunky, tacked-on experience to what is supposed to be the most advanced generation of console gaming we've ever seen. It has ceased being a clever maze implementation and more of a nuisance papering over a lack of real interactivity. If I'm pessimistic on QTEs it's not just because of KH's repetitive, dull implementation but because it's a sign of continuing laziness in SE's combat design.