Tomb Raider developer downplays QTEs
Not Crystal Dynamics' "primary tool".
The creative director of the Tomb Raider reboot has downplayed the importance of quick-time events in the game.
Tomb Raider's E3 2011 showing left some fans concerned that it would rely heavily on scripted events and quick-time events, but according to creative director Noah Hughes, they're not Crystal Dynamics' "primary tool".
"Quick-time sequences is something we will leverage in the game," Hughes told Gamespot.
"One of the things which is absolutely important to us is to deliver an intense and cinematic experience. At very specific times, we feel we can do that best – while still delivering challenging gameplay – in a quick-time type event.
"Having said that, it really isn't the primary tool we use to deliver drama in the game."
Emotional impact, Hughes said, will be delivered in other ways.
"The idea of camera during normal gameplay experiences, and the animation systems and the audio and the big events in the world, these are all things that will deliver emotional impact in a different way."
Hughes admitted the E3 2011 demo, which saw a young Lara beaten and bruised as she frantically tried to escape murderous fanatics, "relies a little bit heavily on the quick time tools, but ultimately, that's a small sweep of our dramatic gameplay experience."
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Comments (24) Latest comment 10 months ago
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(maybe some footage with less grunting to!)
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Y = Like
B = Q
X = T
A = E
B = s
(as long as they aren't those insta-fail ones)
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Or did I dream it...
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Any developer who even thinks about using QTEs should be fired
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Or did I dream it...
I remember UC1 having a few QTEs but I don't recall UC2 having even one. I've finished the game two times, but I guess I could be wrong.
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This wont be the first TR to have them, Anniversary had them and they were not good to say the least.
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For me the only right way is to use them the same way as ingame. You have a jump button, a fight button. You're used to them. Then you have a cutscene and are chased towards a ravine. You press the jump button and jump over it. That's natural and you don't even have to be afraid of the next button press, because it is what you'd do anyway if you could play the whole scene yourself. But in most games QTEs are a mediocre mix of press ABYXAX and rapid LT/RT moves.
In any case, QTEs are just another step on the downwards spiral in making games more accessible. The CoD generation of today would be totally lost in an old school shooter like Doom or Serious Sam, where there are no marker pointing to the next waypoint in ten meter distance. Games, where you actually can get lost if you don't use the map. Today we rely so much on navigation systems and linear games, we'd be literally lost if GPS went down or a game would be an actual challenge.
I played UFO - Enemy Unknown recently, one of my favourite games of all time. And I got destroyed by those alien mofos in minutes. Because back then if you didn't read the fifty page manual you were lost, even on easy settings. That's something I miss from the old times. Alot of games these days pretty much play themselfs. There is no skill required, it's just a constant flow of 'do this here's' and 'do that there's'. QTEs are just that. You don't have to go exploring, you just do something to continue.
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And to top it off, one of the cornerstones of Lara's repertoire - underwater exploration - doesn't even exist in TR9. The official word on that? It apparently didn't fit with Crystal's vision of the game. An island surrounded by an ocean, and underwater swimming doesn't sit well with that? Seems like Crystal should try politics instead of making games, given the shit they shovel sometimes.
*Edited for grammar and an extra dig about the lack of swimming*
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But I can see those being less fun if you just have to push buttons (on the non-Wii versions).
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And I like to press 'X' to win - there is something really empowering about it! I always feel short changed when i've been having an epic battle with a boss, and a cutscene takes over and delivers the final blow.
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