The tension of a
Quick Time Event fight scene instantly deflates when the woman you save barely changes expression.
The 3840x1440 resolution and 1800R curvature bring just about any PvE, PvP, quest or
quick time event to life.
This is mandatory as far as bosses are concerned, where once weakened, a prolonged
quick time event will lead to Kratos gutting the said foe in an excellently gruesome manner.
Those divisive
Quick Time Event finishing moves still abound, of course, but gloriously gory, gut-spilling payoffs justify the means.
Having actually played the level and succeeded in killing the would-be assailant with his own gun via the means of a
Quick Time Event, it's easier to empathise with creators Crystal Dynamics' explanation that it is essential to Lara's character.
The rest of the gameplay is a series of
quick time events mixed with button prompts to get you from sequence A to sequence B - just like we've seen in Telltale's games.
Anyone who has played a game in the Souls series will immediately sense its influence on the control layout (the game seems to pay homage to the From Software series by throwing an occasional giant-sword wielding, fully armored knight at you to fight.) The new game also drops the series' heavy use of
Quick Time Events, or timed on-screen button prompts, in an apparent concession to those of us who've grown weary of them.
If we're not shooting things, we're timing things via
quick time events. Cutscenes are long and cannot be skipped, and often by the time players get to control Galahad, it's just hallway after hallway with little to explore, and then the shooting starts, and more hallways, more cutscenes.
Stealth kills involved some well-timed
quick time events which resulted in bloody knife takedowns.
The game provides intensive dungeon battles and
quick time events optimized for multi-platforms which make the action controls more fun and dynamic.
As for the few misguided
Quick Time Events - driven out-of-car segments - the less said about them the better.