Quick time events are actually good, and I can prove it | PC Gamer
Ha! No, QTEs are still BS in my opinion, with no disrespect to the article's author, Joshua Wolens. But I found the article interesting for the examples he gave to support his point, especially Mass Effect 2. The issue there, for me, being the "conversation paragon/renegade choices" that are timed responses during certain conversations. Those choices are referred to, by Bioware/EA, as "conversation interrupts", which could technically be considered QTEs, as they require a certain keystroke within a certain timespan. Those are cool in my opinion, and actually add some drama to the game, without leading to "insta-death" if you don't click a certain key within a certain limited time frame.
One of my favorite "renegade interrupts", even though I always play a "paragon" Shepard:
View: https://youtu.be/Tw7A28ax7as
QTEs, in my opinion, are those scripted events that result in the player's death if he/she doesn't hit the exact key at the exact time and result in that insta-death scenario, forcing the player to replay that same scene over and over until he/she gets the exact timing down. A huge difference in my opinion, yet subtle in terms of QTE definition.
Ha! No, QTEs are still BS in my opinion, with no disrespect to the article's author, Joshua Wolens. But I found the article interesting for the examples he gave to support his point, especially Mass Effect 2. The issue there, for me, being the "conversation paragon/renegade choices" that are timed responses during certain conversations. Those choices are referred to, by Bioware/EA, as "conversation interrupts", which could technically be considered QTEs, as they require a certain keystroke within a certain timespan. Those are cool in my opinion, and actually add some drama to the game, without leading to "insta-death" if you don't click a certain key within a certain limited time frame.
One of my favorite "renegade interrupts", even though I always play a "paragon" Shepard:
QTEs, in my opinion, are those scripted events that result in the player's death if he/she doesn't hit the exact key at the exact time and result in that insta-death scenario, forcing the player to replay that same scene over and over until he/she gets the exact timing down. A huge difference in my opinion, yet subtle in terms of QTE definition.