I couldn't agree more about QTE's. And you guys wanna know something? Tomb Raider Underworld found a new and better way for players to perform (what I would call) Specialized Action Sequences.
The problem with QTE's is what the instructional pop-ups (which button to press) does for the gameplay experience;
* interrupt the natural game play flow
* pulls the player out of the immersion of the experience
* boils down to hand-holding, the player is no longer in direct control of the action
So what TRU did, was find a much simpler solution for players to pull off timing critical action maneuvers that couldn't normally be done in normal gameplay - just slow down time. By slowing it down, the player can pull off the required maneuver, whether that's making a timing critical jump, avoiding colliding objects or enemy attacks, or getting that finshing head shot.
The difference of this from QTE's;
* no button queues, the player always relies on his knowledge of the main control scheme (punch, jump, shoot, etc..) so he has to execute the maneuvers himself
* no pop-ups also maintains the immersion, and is a styIe of slow-motion more akin to hollywood action scenes, giving the action a more immersive cinematic feel to them
* the player always remains in direct control of the character instead of pressing buttons just to keep the flow of a non-interactive cinematic
* flows more seamlessly between normal gameplay in real time
It's not like the PoP time manipulations either, as a power the player can activate. it's just a segment triggered by certain moments in the action of the game, again for timing critical moments that helps the player execute what he needs to do, but without holding his hand the entire time, even allowing him to pull off the moves he would want to, instead of the pre-scripted actions.
I said this in my review of TRU, but this, THIS is how all specialized action sequences in games should be done. This is the mechanic that should replace QTE's everywhere and let that be retired.
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