I love you for mentioning Jude in MadWorld.
I had that satisfied grin on my face for an hour after this fight.
press [B] for total badassness!
FUK YEAR!
I had that satisfied grin on my face for an hour after this fight.
press [B] for total badassness!
FUK YEAR!
Strongly disagree. Its still a gimmick and here's why:
There are plenty of adventure genre games in which progressing an event is just as you think it should be. In Shadow of the Colossus, for example, we always know what our objective is, but we're never dropped into a QTE event to react to the things we know we need to do.
That is because the first colossi taught us everything we neede to know about how to climb them and find their weak points. You knew they would struggle and try to knock you off and you were given the means to combat that. You knew when you drew near to particular points with the sword, the runes would light up in context.
Zelda never needed these either. Not only is it impossible to walk into a dungeon and not have the items you need to solve the puzzles there, enemy attack patterns and weaknesses tend to be telegraphed.
Silent Hill:SM, Phoenix Wright and even GTA Chinatown Wars (on DS) and classic Resident Evil will have adventure-like instances where you observe a particular item and manipulate it to progress events. A cursor will change or a hint will be given when highlighting something important you can interact or learn something from. Jacking a car in GTA: CW is a straight forward logic puzzle - the fancier the car, the better car alarm the game has.
So, as you can see, there are plenty of ways to accomplish what QTE attempts to accomplish. Its been done without being extremely annoying, too.
There are plenty of adventure genre games in which progressing an event is just as you think it should be. In Shadow of the Colossus, for example, we always know what our objective is, but we're never dropped into a QTE event to react to the things we know we need to do.
That is because the first colossi taught us everything we neede to know about how to climb them and find their weak points. You knew they would struggle and try to knock you off and you were given the means to combat that. You knew when you drew near to particular points with the sword, the runes would light up in context.
Zelda never needed these either. Not only is it impossible to walk into a dungeon and not have the items you need to solve the puzzles there, enemy attack patterns and weaknesses tend to be telegraphed.
Silent Hill:SM, Phoenix Wright and even GTA Chinatown Wars (on DS) and classic Resident Evil will have adventure-like instances where you observe a particular item and manipulate it to progress events. A cursor will change or a hint will be given when highlighting something important you can interact or learn something from. Jacking a car in GTA: CW is a straight forward logic puzzle - the fancier the car, the better car alarm the game has.
So, as you can see, there are plenty of ways to accomplish what QTE attempts to accomplish. Its been done without being extremely annoying, too.
I welcome disagreement.
The thing for me is, several of those games you mentioned feature clunky controls, namely Shadow of the Colossus (even though I dearly love it), and classic Resident Evil (infamous for terrible control). Perhaps its just our personal preferences, but I'd rather take a smooth QTE over their at-times frustrating and unresponsive controls.
The thing for me is, several of those games you mentioned feature clunky controls, namely Shadow of the Colossus (even though I dearly love it), and classic Resident Evil (infamous for terrible control). Perhaps its just our personal preferences, but I'd rather take a smooth QTE over their at-times frustrating and unresponsive controls.
Fapped for great justice!
Man, makes me want to play through Madworld again. That game was an experience!
Man, makes me want to play through Madworld again. That game was an experience!

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