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Capcom Resident Evil 4 Remake - out now for PC/Playstation/Xbox

Tacgnol

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All the talk of QTEs reminds me of the frustration of playing the newer PC port of the original. The 60 fps mode broke the QTEs so you had to hit the button before the prompt actually appeared in most cases.

IIRC you had to switch it to 30 fps to do the mine cart section.

Be interested to see the remake anyway.
 
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All the talk of QTEs reminds me of the frustration of playing the newer PC port of the original. The 60 fps mode broke the QTEs so you had to hit the button before the prompt actually appeared in most cases.

IIRC you had to switch it to 30 fps to do the mine cart section.

Be interested to see the remake anyway.

Using RE4 Tweaks is pretty much a must. It has lots of fixes and you can even set it to auto complete QTEs.

  • 60 FPS fixes- Tries to fix some issues left by the people who created the 60 FPS mode in this port. Currently, it changes the following:
    • Fixes the speed of falling items, making them not fall at double speed. This issue was one of the first issues people noticed (when this port was still being teased in trailers), but Q-LOC never fixed it, even after releasing 6 patches.
    • Fixes the speed of opening compartments such as drawers, cabinets, chests, boxes, shelves, etc.
    • Fixes the speed of moving geometry such as: doors, passages, gates, ceilings, etc.
    • When running in 60 FPS, some QTEs require extremely fast button presses to work. This gets even worse in Professional difficulty, making it seem almost impossible to survive the minecart and the statue bridge QTEs. This fix makes QTEs that involve rapid button presses much more forgiving.
    • Makes Ashley's bust physics consistent between 30 and 60FPS
    • Makes backwards-turn speed consistent between 30 and 60FPS
 

LarryTyphoid

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QTEs are best for involving the player in scenes that would be impossible to put within the context of main gameplay, yet also would be unsatisfying to relegate to cutscenes. The best example is the game that pioneered QTEs, Shenmue. The QTE chase scenes are stylish and have more involved cinematography, which would be impossible with the game's default tank-control style movement, yet they also involve the player and would be pointless if they were just cutscenes. QTEs can also generate tons of hype, like the awesome mid-combat scenes from the later Yakuza games, and certain key fights within Shenmue (the QTE at the end of Shenmue 2 where you have to enter the input of the Counter Elbow Assault to land the final blow on Dou Niu is fucking ART).

RE4 has some gay QTEs, like the ones where you have to run away from a boulder or something, but it has good ones too, like when you have to dodge the Verdugo, or when fighting Saddler.
 

Cross

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Makes Ashley's bust physics consistent between 30 and 60FPS
:shredder:

QTEs are best for involving the player in scenes that would be impossible to put within the context of main gameplay, yet also would be unsatisfying to relegate to cutscenes. The best example is the game that pioneered QTEs, Shenmue.
Shenmue's QTE's are even more banal than the ones in RE4. Most of them are for combat and running. That is, instead of fighting enemies or chasing after them, you are treated to cutscenes of your character doing that and you are allowed the occasional QTE input. Riveting stuff.

It's almost like QTE's are an inherently terrible mechanic.
 

thesheeep

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All the talk of QTEs reminds me of the frustration of playing the newer PC port of the original. The 60 fps mode broke the QTEs so you had to hit the button before the prompt actually appeared in most cases.

IIRC you had to switch it to 30 fps to do the mine cart section.

Be interested to see the remake anyway.
Real gamers memorized the pattern from the original and just played through those sections blindly.
 

DJOGamer PT

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Most QTE's in RE4 involve either moving away from things, dodging things or even just stabbing things with your knife, i.e. things that could easily be handled through gameplay.
But that would require a serious change to the PC's controls and movement - therefore changing up the combat

Take Krauser's 2nd fight, without the dodge QTE's you would either have to - introduce a dodge mechanic, which would be a major change to the entire game's combat and so requiring a top to bottom redesign ; or you would have to make Krauser less agile, therefore less dangerous, therefore less exciting.
 

LarryTyphoid

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That is, instead of fighting enemies or chasing after them, you are treated to cutscenes of your character doing that and you are allowed the occasional QTE input.
Chasing people in Shenmue's normal gameplay would be shit and boring, so the QTEs are there to make them more dynamic. The dialogue, special animations, and camera shots make for a higher-energy action experience than the normal adventure game style gameplay. Most of the combat QTEs take place in areas that are too small to account for the normal Virtua Fighter combat; there's also a lot of normal combat, so it's not like the QTEs are stealing from the actual combat gameplay. Often, QTEs supplement the combat, like in the aforementioned Dou Niu boss fight; this is also true for RE4's Verdugo and Krauser boss fights, and many Yakuza boss fights.
It's almost like QTE's are an inherently terrible mechanic.
I don't see why there's so much hostility for QTEs. I think it's an artifact of 2000s/early 2010s game discussion. It's a really simple mechanic. Button shows up on screen, you press button, animation happens. I don't see the problem here. It's always used as a supplementary mechanic; even Shenmue's QTE segments are few and far between (which is part of what makes them interesting and fun when they do show up). I mean... do you guys actually have problems with QTEs? Do you ever actually FAIL a QTE? Are you like 80 years old?
 

hayst

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The only good QTE was in MGS1 because it was literally supposed to be torture.
 

DJOGamer PT

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I think the prevalence of QTE's in the action games of that time, were the attempts of game devs at trying to make cutscenes also "a part" of gameplay, to make them less passive
I think that's even why come the 7th generation, pre-rendered cutscenes fell in use in favor of real time cutscenes

I mean, take God of War 3
Unlike previous titles, there's no CGI cutscenes, everything is rendered in real time and you can't just skip them because you never know when an input prompt will show up to let you bang Aphrodite or tear off Apollo's head
And perhaps that's the point, the devs want a "seamless" experience (no loading screens between chapters) and/or don't want you skipping cutscenes
 
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They can't just cut out QTEs.

However bad they were, QTEs are still a big part of RE4's identity. First encounter with Krauser won't be the same without them.

If they add the melee and dodge mechanics of RE6, (or something like it) and a clash when yours and Krauser’s knives hit, Krauser’s intro could just be a boss fight.
 

Viata

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They can't just cut out QTEs.

However bad they were, QTEs are still a big part of RE4's identity. First encounter with Krauser won't be the same without them.

If they add the melee and dodge mechanics of RE6, (or something like it) and a clash when yours and Krauser’s knives hit, Krauser’s intro could just be a boss fight.
No, you don't understand. The Krauser's battle has to be a big QTE battle so that I can press a button, something awesome happens.
 

LarryTyphoid

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No, you don't understand. The Krauser's battle has to be a big QTE battle so that I can press a button, something awesome happens.
There's nothing wrong with a few awesome buttons if all they do is supplement the main gameplay.
 

Wunderbar

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RE4 was THE game that popularized QTEs. The remake should, at the very least, acknowledge their existence.
 

Tacgnol

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RE4 was THE game that popularized QTEs. The remake should, at the very least, acknowledge their existence.

They could always just make QTEs an optional setting separate to the main difficulty, since they seem to be super controversial.
 

Wunderbar

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RE4 was THE game that popularized QTEs. The remake should, at the very least, acknowledge their existence.
They could always just make QTEs an optional setting separate to the main difficulty, since they seem to be super controversial.
another solution would be to auto-skip them if player dies more than two times.
After all, RE4 was also THE game that popularized adaptive difficulty.
 

Ash

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Ash polluting the thread with pure unfiltered autism yet again.

Can't wait for this to release. 2023 survival horror baby! Dead space remake was nothing short of top notch amazing.

I'm ready.

Who programmed this worthless NPC to have an opinion?
 

Tacgnol

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RE4 was THE game that popularized QTEs. The remake should, at the very least, acknowledge their existence.
They could always just make QTEs an optional setting separate to the main difficulty, since they seem to be super controversial.
another solution would be to auto-skip them if player dies more than two times.
After all, RE4 was also THE game that popularized adaptive difficulty.

Certainly an option. I've never really struggled that much with QTEs, but then I also played RE5 coop with a friend many years previous.

My god coop QTEs are bad, especially when the person you are playing with apparently has the reflexes of a beached whale.
 

Ash

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I for one have fond memories of playfully picking on my ex for dragging down the team during the QTEs in RE5. As well as blaming her for the few times it was my fault :smug:
It doesn't reveal/make it obvious at times who fucked it up so it can result in hilarity.
 

Wunderbar

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Tbh QTEs in Resident Evil only started to bother me in RE6. I don't remember if they were optional when the game was released, or did the devs add that feature with patches, but i really struggled with timings during all those garbage setpiece moments. And as you all know, RE6 was composed entirely of setpiece moments.
 

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