its insane how much outlast changed like, horror games forever, like would there even be hiding in locker mechanics without it and that section is mostly cinematography but its impact,,,

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its insane how much outlast changed like, horror games forever, like would there even be hiding in locker mechanics without it and that section is mostly cinematography but its impact,,,
bremen 2022
some days you’re wikipe-tan and life is a hurtling soccer ball ready to destroy you should you not press x in time
Bremen 2021
Bremen 2021
Q.TES project* 2013? #stickers #zaRo33 #rbclickzzz #qtes #qotes #qoter #qoterb's https://www.instagram.com/p/BqdR4nqFbxMvObHBaCFw6RQXUKnZ_HtX_BIkZs0/?utm_source=ig_tumblr_share&igshid=wnt2o1p79l26
QTEs aren’t inherently bad.
The reason most games with QTEs are such bullshit with their QTEs is that they’re not part of the core gameplay loop. Instead they’re rammed in artfiicially, like either action game action game action game press x not to die or cutscene cutscene cutscene press x not to die just in case you nipped to the bathroom during the cutscene the designers didn’t want you to miss. In the same way that experimental early 3d games would insert a random bad road rage clone to represent a motorbike chase into an otherwise turn based (Well, ATB), menu driven, combat RPG with a linear story progression. (Ah, FFVII. Remember when Square Soft had short cutscenes in their RPGs? I only do because I recently replayed the first disc of FFIX - 30 second to a minute cutscenes punctuating gameplay to heighten emotional impact of moments rather than driving the plot themselves. To be fair, I haven’t played FFXV yet, they might be back on form after the protracted, long, hideous cutscenes that take you out of the gameplay of XII and XIII), and we wouldn’t say that driving is inherrently bad because there are a remarkably high volume of PSX and PS2 era games that inserted random, badly implemented, driving minigames where they didn’t belong.
How do I know they’re not inherrently bad? Games that have them as the core part of their gameplay loop, is consistently how the game handles every bit of action in them (or every bit of a certain type of action, at least), see them work nicely - The Walking Dead, Until Dawn (Neither of which I’m not without criticism of, but it isn’t the QTEs in them)... PaRappa the Rapper.
Wait? PaRappa the Rapper? But that’s a rhythm action game, the same genre as DDR, or Donkey Konga, or Vib Ribbon, or Guitar Hero. What does that have to do with QTEs? It’s the exact same mechanic - hit the right input on the right timing to improve your situation, fail to your situation’s detriment. Sure is interesting that most games that don’t have that mechanic as their core mechanism implement it as ‘miss even one and you have to replay the segment from the beginning again’ while these games, built around that mechanic, are far more generous, with a healthbar you build as you get the inputs right and gradually goes down as you get the inputs wrong, with different levels of getting the input right ranging from OK to Perfect, and typically two levels of wrong - Bad (you hit the right button at the wrong time) and Miss (Either being so wrong with the timing it isn’t sure what command you were trying to input for, or pressing the wrong button), while those that just slap it in a couple of cutscenes or interrupting the flow of the core gameplay loop instantly fail you for not getting a single input right (or which merge it with other mechanics are less intricate in their grading even if getting it wrong isn’t necessarily instafailure...), by the by...
And that’s how I know, full stop, QTEs aren’t inherently bad. They’re the same mechanic that was the core mechanic of a genre that, at it’s height, was so popular people would buy custom controllers that could just be used to play the games in one specific franchise (...And a platformer, in the case of the Bongos. Donkey Kong: Jungle Beat was weird - a platform game controlled entirely by way of a pair of bongos...), not just for one franchise, but for many of these to be successful. And while the plastic instrument boom proved unsustainable in the long run... I still think the fact that people were willing to pay an extra £20 for a dance mat, or a toy pair of bongos, or a plastic toy guitar, in order to play specific games in the genre that revolved, entirely, around QTEs, as in there was nothing in the gameplay of these games that wasn’t a QTE, and people knew that going in because they’d played one of the simpler ones that instead tied their input to the numpad on a keyboard, or the shape buttons on the Dual shock, or whatever, and liked that so much they wanted to also mime playing guitar when playing it so shelled out an extra £20 or whatever for a plastic, toy, guitar to press the buttons on when the game told them to.
yr an edgelord its in yr genetics u cant escape yr fate
fuck..............................................forgive me father for i like mcr nd botdf