This blog is a back blog of what was considered a quick look at the origin of what many gamers consider the gameplay mechanic know as the QTE or (quick time event). The moments in Resident Evil 4 or God of War when you had to input a button command accurately & quickly when it appeared on the screen, was found by many gamers & critics during release of those games, to be very ingenious & implemented in ways that impressed gamers all around, yes granted, I still never grow tired of this gameplay mechanic, but even now I find it so amazing how back in 2004 when RE4 was released, how both gamers & even profession critics found it to be such refreshing & new gameplay mechanic when I can draw it's origin & use back to 1983. Dragon's Lair, which was hand drawn & animated by Don Bluth, who once provided his talents for disney & Rick Dyer, it was a game that incredibley revolutionary foor it's time, but essentially, the entire game is in FMV & in my opinion, where the quick time button events were inspired if not vastly evolved upon, during crucial scenes though out the gameplay, at a specific moment in time, you needed to input a direction of either up, left down, or right on the joystick or press the action button & guide the game's protaganist Dirk the daring, through the castle, where Princess Daphne awaits rescue, though you did not completly see what direction or action you were supposed to input, you are given very discreet split-second clues into what action would be the correct one, most of the tiime any way, though frustrating & down right cheap at times, or unresponive, even on my home version for my Sega CD, it'd got an addictiing charm that you, just cant shake off because you want to know what's next.
The next game, that once again, I feel is completely overlooked for it's push into quick time events being pushed into the mainstream of gameplay is "Dynamite Deka" or Die Hard Arcade here in the states, was developed & produced by Am1, Sega's arcade division back 1996, which produced different cinematics though out the progress of the game in each stage, either during a cinematic, you would input the command illistrated in split seconds on the screeen, if you did not, there would be a consequence that would vary, anywhere between a disatvantage health decrease or even more enemies in the following portion of the stage that followed the QTE, this game signifies the first use of the mechanic, through an actual visual instruction telling the player exactly what to do, at the time that it does apear on the screen. The next game in which I also saw these events, & they were extremlley brief was Sword of Beserk: Gut's revenge for the Segaa Dreamcast, where once again during different cinematics in the flow of the story line. Shenmue, which also by Yu Suzuki & Am2, who used this mechanic throughout the game as well as one the game's focus points, soome scenes in Shenmue can range from 30 secoonds to almost a full minute with QTE scenes done there by this time QTE was getting recogonition, but through a small base of gamers as Shenmue is only revered by cult fans (including myself) & was overall considered a comercialn failure which didnt reach out to too many gamers in the long run, but overall was an awesome experience, & Finally. Resident Evil 4 is what capitalized The QTE mechanic to go outside the cinematic perspective, though it does use many QTE's in cinematics it also implemts them everywhere in the game from basic Combat, to performing an assortment of options in the game, everything from kicking Los Plaugos heads right off to just jumping across a specific platform. Now you see QTEs in just about every game, some lazily implemented, & some innovated upon, still, lets keep this in mind, it wasn't new folks, just forgotten & now perfected.