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Quick-Time Events: Never The Right Solution

Allow me to impart one of the fundamental truths of modern gaming: Quick-time events are terrible, and only serve to make every game they appear in worse.

Remember when you saw the train pulling into Midgar for the first time, carrying Cloud and Barrett and his crew on their first insurgent mission together against the evil Shinra corporate empire, and you thought to yourself, "Man, I wish I had to hit left on the d-pad to open the door and jam on square to pull out my fake ID!"

Of course you don't. Because quick-time events as popularized by God of War add nothing to the gameplay experience. They mostly worked there because they were novel and primarily focused on the gory special kills Kratos inflicts on his enemies. When was the last time you were bummed out because you walked up to a locked door, pressed A, and your character automatically used the key from his inventory, opened the lock, and went through? I've never thought to myself that gosh, I'd be so much more invested in this world if I had to follow a series of onscreen prompts right now to heroically turn the key in this lock. Wailing on circle to turn the crank that opens the ancient temple door doesn't increase the connection between the player and Nathan Drake; it just wears out controllers and inflames repetitive stress injuries.

Even worse is when you have to perform an arbitrary series of inputs during a cinematic sequence that would probably look awesome if you were watching your awesome ninja lady's gravity-defying murder ballet instead of focusing on a tiny part of the screen so as to not miss the next button press.

Worse still are the profoundly stupid implementations where a player being either really good or exceptionally bad at QTEs breaks the game. Want to finish off this extremely difficult Castlevania boss you finally beat? Don't flub this stupid Simon Says minigame, or it comes back to life at half health! Gladius – a forgotten commercial disaster of a tactical RPG that also happens to be one of my absolute favorite games of the PS2 era – becomes stupidly easy once you never miss by reliably achieving critical successes on its frequent QTEs.

How dumb would it be to always hit aliens in heavy cover in XCOM because you're a PaRappa the Rapper savant? (Spoilers: Real, real dumb.)

Every single one of the games I brought up as examples of poor QTE use – Castlevania: Dawn of Sorrow, Uncharted, Gladius, Heavenly Sword – is near and dear to my heart. Even so, they'd be better still with the quick-time events ripped out entirely. I cannot think of a single example of a QTE that I would miss if it were deleted; heck, I jumped at the chance to disable them in The Witcher 2.

If you're going to draw inspiration from God of War, at least pick one of the (many, many) things it does exceptionally well. Leave the QTEs to Kratos.

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Comments
  • Adam, I simply can not agree more. Games like Half Life 2 are my favorite because they don't have things like constant cutscenes and "mash A to stay alive!". I feel games today are more like interactive movies then video games.
  • Agree fully, REsident Evil 6 was an all time low in QTE's. The hardest part about the max difficulty (tho there is a new one now) was the QTEs... worst QTEs ina game ive played. DOWN WITH QTE!

    Side Note: Literally 95% of my deaths on Professional were QTEs, and I played Professional before anything.
  • I agree QTEs suck. A lot of games now a days use QTEs WAYYYY too much.
  • I'm curious as to what you think of Heavy Rain and Fahrenheit, both of which adopted QTE's as an integral part of their gameplay. I dont have a personal opinion regarding this as they seem to purposefully separate themselves from 'video games' as we know them, but I'm wondering what you think of them, Mr. Biessener.
  • You make a valid point Adam.

  • Quick time events are my main annoyance in Resident Evil 6. One of the many reasons why I don't want to finish playing.
  • I agree for the most part, but I think Mass Effect is another series that does QTEs well, if you can consider the interrupts to be QTEs.
  • Staff
    Re: Heavy Rain/Fahrenheit -- Eh. They're really, really not my kind of game to start with and so the QTE focus is an unpleasant topping on a dish I was never going to order in the first place.
  • Completely agree. There's no point to them, they only test your patience and reaction time.

  • I thought I would miss GoW-style QTEs in Darksiders, but the first time I watched War eviscerate a boss without having to pseudo do it myself was great. I have to agree with you on this one.
  • It's interesting that you guys praise games like The Walking Dead and Heavy Rain, which are basically just one long QTE and then bash them at your convenience. I know this sounds kind of insensitive, but I've had enough of this "Gaming Availability" or whatever kick that you guys have been on lately. If a game has a sequence of events that you can't do because of a handicap, I'm sorry - that sucks, sure. But you shouldn't ask the writers or developers of a game to change their mindset to nurture to you. You sound like the ME3 nuts that complained because the ending wasn't what you wanted. This is an industry, not a camp or a playground or school - you are NOT entitled to play a game, it is a service they are providing you. Don't like it or can't do it? Don't complain. Move on.
  • Mod

    Man, I was about to say until you praised GOW at the end. Oh, and for the record, I loved the minigames in FF VII. Especially the scene with Scarlet and Tifa where they have a slapping contest. Classic.

  • I can't stand QTEs either, but I will say, the one game I think did it well (IF these are even considered QTEs) are the timing events during combat in Legend of Dragoon, in order to get combos. But are these necessarily QTEs?
  • The QTEs in Battlefield 3's campaign suck! It doesn't indicate precisely whether you have to press that button once, hold it down, or press it repeatedly. And if you press it incorrectly or just end up pressing the wrong button = Automatic death sequence. The QTEs in a game like Batman: Arkham City are a whole lot better.
  • I think the QTE events in Heavy Rain worked flawlessly. If you werent quick enough, the character you played reflected it, and it changed the outcome of the game.


    Hitting the same button repeatedly to wipe fingerprints off a phone before the cops came? Intense!



    Getting knocked out by a pimp because you didnt duck? Hilarious!

    I have platinum'd in that game and watched 2 of my friends do it because it plays like a movie.



    QTE evens either work or they dont. Its a mechanic that in the hands of a good developer can do wonders.



    In some platformers you have to hold the "jump" button and in some you have to hit it twice to do a double jump. Its the same thing...



    So stop crying about the mechanic. Cry about the crappy dev team that implemented it poorly.
  • Resident Evil 4 also popularized them, but sadly they popularized their use in cutscenes and not in gameplay like God of War (which I think is a way to do them right, one of the few ways you can do them right).

  • I don't understand the negativity around quick-time events, but, I never seem to run into them oftenly in games either, so my view is skewed.
  • I'm sure everyone got trolled when Resident Evil 4 did this on the GameCube lol.
  • I agree! These things are cheap excuses for interactivity. They add nothing except blind frustration and force you to be ultra-aware during cutscenes and afraid to put down the controller in fear of, oh wait, something stupid might happen and you're dead!

    Completely stupid. I do not need to jam A to open a door or dodge a knife. This is not gameplay and if your game depends on them then you have failed as a developer. Also, let me enjoy the cutscenes - or don't put them in the game.
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