ABOUT THIS GAME The main character in the game is Mitchell leading the fight against a terrorist group named KVA that killed thousand...


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ABOUT THIS GAME The main character in the game is Mitchell leading the fight against a terrorist group named KVA that killed thousand...
Why does everyone in Cod: Advanced Warfare Ranked Play wanna play S&D. I'm so tired of search.
Hanz Nobe places on [@LVRD_Jones] Snipe Shot on 0 Video
Hanz Nobe places on Advanced Warfare Montage by Lvrd_Jones
Lvrd_Jones is an avid gamer and YouTuber with multiple videos on the new first person shooter Advanced Warfare. Check out the video. Music produced by Hanz Nobe
(via https://www.youtube.com/watch?v=ZsNkybau6rE) Just a quick glitch that happened on cod haha
Great Ghandi, trying to play advanced warefare after not playing it for a while is chaos.
Call of duty advanced warfare - multiplayer- funny moments - current events
The QTE.
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This was a subject that I really didn't have many second thoughts about. Quick Time Events have been around pretty much since the days of Dragon's Lair, released back in 1983. Since then, its been incorporated into a good number of video games since then, with varying results. However, what really got me thinking about this was how a friend of mine worded her criticism of a controversial, (to say the least) video game that's being released on Steam later this year.
"Of all the ways to approach a combat system, QTEs are the worst, because they diminish the player’s ability to play on their own terms. It’s just the game making predetermined choices for you, and relying on you to hit a button at the right time in order to activate them."
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One of the most common criticism of the QTE system is that the player is paying attention to the signs that tell them what button to press next, instead of the action that's happening on screen that represent the buttons being pressed. However, the single biggest complaint is the "Press X to Not Die" mentality that many QTEs are associated with. If you fail a QTE, you either die, or are forced to go though the cut scene again. And depending on how long these cut scenes last, if you fail three minuets in, then its always going to take at least three minuets to get back to the part that's giving you troubles regardless of how hard or sensitive the QTE was until that point.
In fact, only a few weeks ago, I was watching a friend's dad play Advance Warfare on their new One, and while he was able to understand the general game play, (new fancy sci-fi features aside) when we got to the highway chase scene, it quickly turned into a epic fail. Once you jumped from one car another, (QTE) it would quickly turn back to normal FPS game play for about 10~15 seconds before we had to jump back to the bus' roof, (QTE.) And he was just not getting the concept of pressing the button prompt in time so we ended up watching him jumping form car, shooting, jumping back, shooting, fail, going back to the jumping from car to car, etc for a good half hour or 45 min.
After awhile, it was exciting to see that slowly getting further and further in this scene, and it was all the more frustrating to get sent back to the start when we were having a good attempt. You have no idea how long it took to get to the 1:45 mark in the video...
However, after thinking back and doing a little research, I found a number of examples of games that do make the QTEs much more manageable and actually encourage you to fulfill them, not just doing them to pres onward. And oddly enough, the best example of my ideal QTE is from Final Fantasy XIII-2.
While I do admit that the button icons are a bit too large and the timing very forgiving, the general concept is something that I'd like to see more of. What they do (aside from the opening narration) is save them for either during boss fights, or right before them. The boss will either start a very powerful attack and your party has to use QTEs to either dodge or counter attack. If done successfully, the QTE will take out a sizable chunk of the boss' HP and or leave him in a weakened state. If you fail, then you have to see your party take a blunt hit or completely mess up in their teamwork. XIII-2 has the mentality of making you want to complete the QTE to get the benefits that you got during it, instead of making you want to do them to avoid the repercussions.
However, the timing needed to react to the QTE could also play a factor in how effective they are. Like in the Call of Duty example, I think the margin of error should be larger since you are trying to avoid a negative outcome, while in the Final Fantasy example, that margin of error should be much smaller since you're trying to get a positive outcome. On the Wikipedia page, they also cited the Renegade and Paragon actions from Mass Effect 2 and 3 as examples of QTEs too. But I believe that they also fall under the Final Fantasy mentality as in you're doing them to change the outcome of the cut scene, and not doing it to avoid death or a game over.
Overall, QTEs are just like any other tool at a developer's disposal, in and of itself its not a good or bad thing, it just depends on how its implemented into the gameplay. When done lazily, it'll just be like CoD where its used as a stand in for human emotion.
But when done right, it can be a positive reinforcement and really make a cut scene memorable or more rewarding.
If anyone has their own stories to tell, or have any ideas on how to expand on this, let me know, I'm curious about what you come up with.