原先发布于:Pure Gaming
Do you think they are ever justified?
Often they're hated and with good reason. However, I think there are some exceptions. I think the Dead Space series is fine using QTEs. They're used for intense "execution evasion" encounters which I think are a great mechanic of the game. At least, I think they're QTEs (could be wrong)
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1 回复They're okay if it's part of a cutscene, or the VERY end of an epic fight. Kind of like how God of War did it. You smash a boss with everything you have, and as it is dying, you slice its head off in epic fashion via QTE. However, it should never take up the entire fight.
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5 回复
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I finished [i]Farehnheit[/i] (or [i]Indigo Prophecy[/i] for US bros) just the other day, a game which was composed almost entirely of QTEs. I don't think they matter if the focus of the game is not on the gameplay, but on the story and presentation, as in QuanticDreams' games (the same folks who did [i]Heavy Rain[/i]). That said, Farehnheit's plot went from awesome to absurd about 3/4 of the way through the game, so maybe it's not the best example, but the first 2/3 or so is one of the best examples of game storytelling ever.
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I prefer context sensitive attacks, not true QTEs. Press X not to die is just annoying, but if attacks of opportunity open up that are optional and allow you to inflict big damage, that's cool. The Armstrong fight for instance, there are quick time sequences but almost all of them can be avoided if you prefer to fight straight up.
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1 回复I like them, but I don't want it to be over done. I'm glad Ryse will give an option to do QTE's.
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1 回复
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They aren't inherently bad, no. When gameplay begins to actually rely on them to function- that's where they start to get tedious. For instance, every finishing move shouldn't require it, or to kill simple enemies. As you say, Dead Space did it fine. They were basically just 'mash the button for 3 seconds' deals- they were exciting. Not only that, but they were hard to fail- there weren't any 'you have .03 seconds to hit Y follow by x' things. Just... mash a button. And it wasn't integral to gameplay since it only came into play when you were grabbed, really.