sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
I define a QTE as "press X to not die" or something along those lines, i.e. a prompt that occurs during a normally non-interactive game sequence which is the barest interaction possible, and presents arbitrary rules (input, failure state, etc.) that isn't telegraphed in advance by the game or consistent with the rest of its mechanics and systems.What about all the QTEs in combat and while falling or trying to hang on not to fall (while screaming annoyingly the whole time)? If you mean to imply that after the 1/3 mark there were no moments like these, you must have been playing a different game. Not to even mention all the events where you have to tap Q to turn valves, open drawbridges and doors, some of which also had time limits.
A lot of the gameplay features where not exactly QTEs but equally shallow nonetheless. For instance the part where Lara is trying to navigate the rapids - press right -> get impaled by a log, press left -> you're safe.
But I still finished the game so it wasn't all bad.
Reducing something like pressing a button to grab a ledge during a more complex gameplay sequence like platforming, or pressing left or right on the stick while dodging oncoming obstacles (with analog movement, not digital, I should note) to a QTE is, in my opinion, not especially convincing.