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> Strategy over button mashing!

That made me think of QTE. We never needed those things, but still they gave it to us. And keeps giving it to us. It's lazy gameplay, it's a "I'm a developer, I have a cutscene and I'm too bored to integrate real gameplay into it".



As always there's balance to be had: done right it gives a sense of urgency and involvement in what would otherwise be another "lean back and watch things happen" cutscene, whereas done wrong it annoyingly interrupts the flow at best. Personal experience: God of War QTEs feel entirely disconnected and over the top, whereas (Square's) Tomb Raider QTEs help in breaking the fourth wall and draws me into the scene.


Zero Punctuation's Tomb Raider review would disagree; not just the QTEs but the increasingly common scenes where 'you have control' but if you don't immediately head in the right direction you'll die. It's not just Tomb Raider, Uncharted is also repeatedly guilty of this.

http://www.escapistmagazine.com/videos/view/zero-punctuation...


I was thinking of Tomb Raider when I say it was lazy gameplay.


Agree with lloeki to some extent, but with a different game in mind: the Walking Dead. All of the action sequences are done with QTEs, but they are sprinkled through the game and are pretty varied in style. I think in the context of an otherwise slow-paced adventure game it works pretty well.


My particular pet peeve is not being able to replay a cutscene. "Wait, what did he say, I couldn't hear it." Or the phone rang and I got distracted. And it turns out to be an important plot detail that I missed. Aargh.




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