Sentences with phrase «quick time events»

As stellar as the storytelling is, it is dragged down by poor gameplay, which at it's worse becomes a series of quick time events.
Game mechanics ranging from stealth to free flow melee combat are displayed, along with quick time events during more cinematic moments.
There's definitely shooting involved, but rather than pulling the trigger you're tapping along to various quick time events in order to get rid of the bad guys.
The developers relied heavily on quick time events during some crucial moments.
Now, the game itself can best be described as «quick time events as core gameplay», which surprisingly doesn't play like a bad thing.
During the E3 2017 demo, fans quickly noticed that there were Quick Time Events during a pivotal action sequence.
They use the exact same quick time events for basically everything.
I do not generally like quick time events, but I did not mind them in this demo.
It didn't necessarily reinvent the wheel when it came to combat, and it most certainly didn't shy away from using quick time events to convey some of its most graphic content.
Do quick time events make a game inaccessible for you?
The first problem is that the entire boss fights are done through quick time events.
What comes as a pleasant surprise is that this action isn't handled solely via quick time events.
It is easy to get the blood pumping during these fights even if they are carefully designed around quick time events.
The cutscenes between bouts are nearly painfully long and, for some strange reason, incorporate Quick Time Events.
Player input feels for the most part like you're playing a three - minute long quick time event.
The battles play out like little quick time events; you will hit your opponent repeatedly creating a combo.
The trick behind quick time events is context and action.
The combat is very satisfying to look at and simple to learn, featuring scripted Quick Time Events.
The concept of sex scenes in video games without quick time events is really intriguing.
Also surprisingly enjoyable are the title's numerous Quick Time Events.
Throughout the game, there are several quick time events and live - action cutscenes.
After defeating a boss, there would be a small quick time event, so the actual execution of the enemy would feel more cinematic.
Quick time events etc are fine but it all depends how frequently they are used and for what!
Quick time events unfortunately are present and is one specific area that can be surprisingly frustrating.
I will say that if you dislike Quick Time Events with a passion you may not enjoy the game.
They could have just used regular quick time events and the game would feel exactly the same.
Great I guess I work a job that is basically a 5 step quick time event until I have enough cash to buy some real estate.
See, there were concerns raised about the length of the game considering the limited knowledge of the title, combined with the apparently heavy reliance upon quick time events.
The 4th installment in the series featured all the insane Quick Time Events and boss battles the series is known for.
It has been very well established that quick time events pose problems with disabled gamers.
Rare chase moments and quick time events hardly do the job to make things more interesting.
The game was unique as it performed through a series of quick time events.
While the controls and reliance on quick time events might deter some players, Heavy Rain is a game that must be experienced.
The best fight scenes are told with quick time events, which I don't overly mind as much as most people, but Beyond Two Souls uses them a bit too much.
There are still too many jumping and quick time events for my tastes.
Players work together to solve puzzles, mainly through quick time events and simple button prompts.
It is easy to get the blood pumping during these fights even if they are carefully designed around quick time events.
Instead, I walked away feeling concerned and wondering just how much of the game is made up of heavily scripted quick time events.
The bigger, important fights often end in flashy quick time event sequences that made me prefer watching the story play out in the game rather than the anime because of how awesome these sequences are.
Sadly, they devolve too often into quick time event fuelled tedium.
4 x 100m Relay takes the simple running gameplay and adds quick time events in order to pass the baton which I thought was rather enjoyable.
Excessive quick time events result in lots of trial and error, the game chugs along during certain boss fights and monsters have a nasty habit of scoring cheap hits that often put players at a disadvantage.
As you progress from chapter to chapter what the game asks of you never really changes, in that you will interview witnesses to pick up clues from their testimony, overcome the odd quick time event here and there, and start to piece everything together in your case notes.
Everything about Jettomero: Hero of the Universe is incredibly simple in design though, and the battles themselves are exactly the same — they just consist of button - mashing quick time events where you fire eye lasers at the enemy robot until they die.
The action is essentially long strings of Quick Time Events which fill a bat - shaped meter in the bottom left.
Is it going to be all about quick time events and gorgeous graphics or will Ready At Dawn actually mix up some great gameplay along with a strong narrative?
Indeed, running through the carriage was controlled by the left thumbstick, with quick time events appearing intuitively in order to trigger optional events like knocking over a cart or delivering a swift kick to a police officer's undercarriage.
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