QTEs can be a good thing

While it seems like QTEs are the Bane of gaming, there not. In fact they can be fun take this as an example warning the clip does have spoilers from the game vanquish.

Or in the X1 exclusive D4 which looks quite fun and also God of War during boss battles

The problem with halo 4’s QTEs is that:

  1. They didn’t make you feel like you were being involved enough, take the QTE from the part when you grab the elite. Using the right stick to thrash the elite around the room(I’m not talking about smacking the RS left and right as fast as you can) then you press him against the wall and press the melee button(everyone has different controls) as much as you want and finally pressing LT and throwing him into the abyss.

  2. Make them more dynamic, you could wait 40secs before you failed the QTE so rather than giving a large time to make sure anyone could pass it, make it more adaptable like heavy rain or beyond two souls were it isn’t the end of the world if you fail one QTE and can make up for it in the next few so you don’t need to repeat the same part unless you completely mess up and also creates less frustration because if you do fail you can watch the cutscene a bit differently as you may fail or pass in different QTEs than your previous try.

  3. Be more creative, master chief is incredibly fast so why do something around that.

Game mechanics have their limits on what the player can do but cutscenes don’t. The whole idea of QTEs is for the player to have some action without getting bored in a cutscene waiting to get back into the game

Edit:

If 343 want to make QTEs for halo X1, I hope they try to make them more fun, engaging and exciting

I agree 100% with this! I loved Heavy rain, and not all QTE are terrible. The only problem I’ve seen is when they are used too often and not well implemented (the latter being what Halo 4 suffered from). They can be great ways to let the player engage in actions that they might not otherwise be able to engage in.

> While it seems like QTEs are the Bane of gaming, <mark>there</mark> not.

They’re.

> > While it seems like QTEs are the Bane of gaming, <mark>there</mark> not.
>
> They’re.

I thought that I was safe from any grammar mistake corrections… I was wrong…

> I agree 100% with this! I loved Heavy rain, and not all QTE are terrible. The only problem I’ve seen is when they are used too often and not well implemented (the latter being what Halo 4 suffered from). They can be great ways to let the player engage in actions that they might not otherwise be able to engage in.

There has been a lot of moments in gaming were I watch a cutscene and wish I could be involved or do that cool thing you see and QTEs seem like the only way of doing that. To me QTEs can help fill that void to make the game fully interactive, 343 could have them well placed within the game but my worry is how well they can make them enjoyable. Having the war sphinx could promote some interesting ways of hijacking or destroying it rather than just “shoot weak point for massive damage” then boom.

> > > While it seems like QTEs are the Bane of gaming, <mark>there</mark> not.
> >
> > They’re.
>
> I thought that I was safe from any grammar mistake corrections… I was wrong…

Learn to grammar. The G-Police are er’where!

> > > > While it seems like QTEs are the Bane of gaming, <mark>there</mark> not.
> > >
> > > They’re.
> >
> > I thought that I was safe from any grammar mistake corrections… I was wrong…
>
> Learn to grammar. The G-Police are er’where!

How do me Grammar? I is scared of the G-Men coming to get me. D:

I agree completely, QTEs can be a really great addition to a Halo game, as long as they’re done correctly.

I must admit, I did enjoy the QTEs in the first level of Halo 4, since it allowed us to have an interesting experience that wouldn’t otherwise be possible. However, the battle with the Didact was a letdown, and I think that’s why people are mainly against the idea in a Halo game. As long as they’re well implemented, used sparingly, and a big boss battle isn’t based off of them, I would welcome quick time events into Halo 5 and beyond.

Laughing out loud at the video description. Either it contains a lethal dose of sarcasm, or someone needs to pick up a dictionary and look up “realistic” or “Over-the-top action”.

As for QTEs, I think a good rule of thumb to follow would be that they need to be made by game designers, not cinematic directors. When the ‘interaction mechanic’ is a simple binary choice, it’s not a part of the gameplay. It’s just a cutscene artist’s way of asking “Are you paying attention?”

Another QTE-like event that could be good if it was revamped is the shaft-climbing segment just before you encounter the first Elite. As it is, it’s a boring game of Simon Says, where you take the same path at the same rate each time you play the level. It would be better if there were multiple paths to climb up the shaft, and your goal was to avoid debris that is falling at random.

you might be on to something OP :slight_smile:

QTEs are only a bane because Capcom screwed the pooch in initial implementation and now everyone bandwagons about how QTEs are the bane of gaming and because no developer actually tries to do anything with them besides basic and route implementation of “Press X to punch this Elite in the face.”

Players like games because games give them choice. Similarly, players also like cutscenes in games. QTEs are a route to allow choice in cutscenes.

When I saw the footage at 2:30 I was overjoyed. Here was a developer actually pushing QTEs forward by allowing for a focused cinematic cutscene like moment while giving the player a choice in how to proceed.

Imagine if the rest of the cutscenes where like that and choices and options were seamless ingrained into the experience.

Edit: Video evidence used to find Capcom guilty of bestiality.

Not gonna lie, I didn’t really have a problem with either of the QTEs in Halo 4. As somebody who has played and loved games like Beyond: Two Souls, I really don’t mind and would actively encourage 343 to seek out new ways of telling the story in their game because if you don’t experiment with new things then experiences just start to feel a bit same-y on the whole.

Totally agree about making more dynamic, adaptable QTEs though. If you fail one button, you should go into an extended sequence where you have the opportunity to make up for it rather than immediately just die - it could be a really cool way to demonstrate the athletic abilities of a Spartan-II outside of cutscenes as well.