- Joined
- Jun 11, 2019
Yeah, those were cool. The game adapting to your success or failure in S2 was a great idea and seemed like a natural evolution of the QTE premise. That's not what he describes tho in this video.I don’t agree with his example of execution but I would like a return of one off QTE’s like those found in Shenmue 2, which results in branching pathways i.e. chasing Wong or duck stand QTE.
His example is you're walking past a table, a QTE prompts of Ryo bumping into the table. If you're successful, Ryo catches a bottle that gets knocked off and places it back on the table. If you fail, you pay the person for their drink you ruined. It's a really terrible idea.
I like qtes that are relevant to a scenario, not completely random. I did not like that in S3 it boiled down to memorization by repetition.