The Good Kind of Quick-time

Alec Meer of Rock, Paper, Shotgun has “a blind, silly prejudice” against quick-time events. Those are the reaction-testing interactive cutscenes that I discussed way back in Episode 001. A cutscene pops up, but (surprise!) you have to press a button or get eaten by a dinosaur.

I like the idea of quick-time events. Cutscenes usually feature the player character doing something interesting, and instead of taking that away from the player, quick-time events let you participate, even when the actions being performed are ones that aren’t part of your normal interface.

I’ll admit that the implementation of quick-time events can be a bit slipshod, but unlike Meer, I’m excited by their inclusion in a new game. In this case, it’s the FPS Aliens: Colonial Marines. There are events in FPSs that are cool, but don’t fit into the standard gameplay. Wrestling. Diving out of the way of things. Conversing. As long as the events don’t break the immersion – and I argue that it’s possible for them not to – I’m all for random button-presses to survive a cutscene. From Meer’s description of how A:CM is implementing them, I’m going to have to try this game out for myself.