334:. The fight occurs during a late-game cutscene where the protagonist meets a major villain, who explains missing links in the game's story while periodically slashing at the protagonist and requiring the player to quickly press a button to parry him. As the action takes place during the major revelation of the game, the QTE serves to prevent the player from skipping over the cutscene. While this example is considered to use QTEs effectively, punctuating the heated discussion between the characters with rapid player reactions, it also demonstrates a common failing with the mechanism, in that if the player should miss a QTE, the protagonist will be killed, and the player must restart the cutscene and the fight from the start. Because of the likelihood of player death, the phrase "Press X to not die" has become synonymous with the use of QTEs in game. Furthermore, when a QTE is used during such a scene, the player's attention is drawn away from the animation and instead to the area of the screen where the button control indicator would appear, rendering the effort put into animating the scene meaningless.
148:
27:
316:
force the player to repeat such sections until they complete the QTE perfectly to move on. They are often considered a "bane of action games", as their presence breaks the standard flow of the game and reduce the control of the game for the player to a few buttons, distracting, and turning interactivity into a job. Also, QTEs may frustrate the player due to the fact that they might not have any sign that they are about to happen.
379:; during a special attack by the boss, the player can attempt a series of QTEs to minimize the distance that the protagonist is pushed back down a long hallway from the boss, reducing the amount of time and damage that the character would then take in rushing the boss at the conclusion of the attack. Other positive means of incorporating the QTE is for manipulating the environment to gain a tactical edge;
385:, for example, includes one area where the player character and his non-player character squad are on a circular elevator, fending off hordes of monsters engaging them on all sides. By temporarily abandoning the battle, the player can engage the elevator through a QTE at its control panel to gain the high ground, though this gain can be nullified if the monsters engage a second control panel.
401:, certain cutscenes contain dramatic moments where a QTE will appear for a short moment, indicating an action that will drive the character towards either extreme of a morality scale. In one case, the player is given the opportunity to stop ruffians from firing upon a weaker character, with the QTE provided helping to boost the player towards higher moral standing.
88:
While some uses of QTE have been considered as favorable additions to gameplay, the general use of QTE has been panned by journalists and players alike, as these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.
368:
series uses QTEs as finishing moves: by completing the maneuver successfully, the player can defeat larger beasts or bosses, but failure to complete only leads to being tossed away, upon which the player can move back into battle to continue to fight. Often these are progressive QTE systems where the
282:
is credited with coining the phrase "Quick Time Event", which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player. The game's manual called them "quick timer events", but the phrase became popularized as "quick time events" since its
206:
would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE. Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter;
134:
controller as input for the event. Such actions are either atypical of the normal controls during the game or in a different context from their assigned functions. Whilst most prompts simply require the player to push the appropriate button in time, some may require different types of actions, such
87:
which used the QTE feature (then called "quick timer events") to a great degree. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment.
358:
requires the player to navigate several narrow planks across a void in a disused building, every so often responding to a QTE to regain the character's balance, with each successive plank requiring more and quicker responses to QTEs. Failing to respond to the QTE leads to the character's death and
348:
for the soldier. Forcing this type of interaction has been considered a poor form of storytelling, as some have argued the scene could have been played out without requiring player action to make the same form of emotional connection to the protagonist, or with the player given more control of the
315:
is often praised, as "they seamlessly flow from cinema to the QTE sequence without any loading pauses at all", and sections which utilized the QTE were considered "some of the most thrilling in the whole game". At the same time, they also are considered to be a weak addition to gameplay, and often
388:
More recent use of QTEs have been within cutscenes themselves where failing to perform the QTE may alter or provide more details about the game's story and affect the character later in the game, though the changes are generally minimal, essentially boiling down to a "what if?" scenario. In
478:
was often criticized for use of QTEs in otherwise non-dramatic situations. In an early sequence in the game, the player has to control the lead character to find his son Jason in the mall, with the only available action of pressing the "X" button to shout "Jason" having no apparent effect.
454:
motion controls where the player could actually physically perform the moves that corresponded with character actions. In both games, players may miss certain QTEs, or may be given a choice of multiple QTEs they could perform; opting of which QTEs to perform would alter the story, with the
201:
at a time when video games were composed of simple, pixelated characters. Their gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life. Compared to modern titles, games like
292:, QTEs are used to save penalty shots and free kicks aimed towards the goal, or win possession of the ball after it is punted or corner-kicked. Failure to execute the quick time event in time would result in the opposing team scoring a goal or claiming possession of the ball.
207:
effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue. An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games
359:
requiring the player to restart the sequence. This sequence has been strongly criticized, as when the plank sequence is finished, the player is rejoined by another character who had used the elevator to bypass the floors, an option not given to the player.
325:
uses QTEs (described by cinematics lead
Yoshiaki Hirabayashi as an "action button system") to "facilitate a seamless transition between gameplay and the in-game movies" and prevent players from losing interest during cutscenes. One example in
65:
or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate
445:
are primarily presented as sequences of QTEs, integrating the mechanic as part of the core gameplay, and present controller actions that correlate directly with the character actions on the screen; this was emphasized further in
482:
With the onset of newer technology to improve graphics, controls, in-game physics, and artificial intelligence, gameplay elements previously simulated through QTEs can potentially be re-implemented as core game mechanics.
459:, for example, the player controls the fates of the game's four playable characters, leading to numerous different endings if the characters remained alive and if they had discovered critical information. Even prior to
283:
release. Since this period, several other games on modern console and game systems have included QTEs or similar mechanics, and are not limited to the action or adventure genre. For instance, in the Wii version of the
125:
and
Nunchuk, held in each hand, forward simultaneously to evade a dangerous situation in a cutscene). The prompts are often displayed as a graphical image of the physical controller button; for example, games on
415:
with non-player characters, failure to select the next choice of topic in a limited time may affect later events in the game. This "quick time conversation" mechanic is used in other
Telltale games as well.
337:
Another problem with the use of QTE during cutscenes is that it can dilute the emotion and importance of the scene to a single button press, trivializing the nature of the scene. This issue was raised from
352:
QTEs may be used to provide a limited control scheme for a scene within the game that would be otherwise difficult or impossible to perform with the game's standard controls. A second example from
61:
in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during
96:
QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. Games played on systems controlled with
907:
872:
299:, action games increasingly contain options to individually disable quick time events and other design elements that contribute to a game's difficulty.
790:
1204:
1507:
344:, in which during an early scene where the player character attends the funeral of a fallen fellow soldier, the player is given the option to
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288:
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gives the player full control of the vehicle and uses its game engine to create real-time crashes with other vehicles. Similarly,
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More recent games have used QTEs that occur more directly in gameplay and, when failed, do not end the game for the player. The
624:
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used QTEs to steer the car and ram other vehicles off the road in pre-rendered animated scenes, while a modern game like
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197:, 1985), these left little room for more advanced gameplay elements. These games had graphics on par with
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QTEs have received mixed reactions from players and journalists. They can be used effectively to enhance
35:
1093:
147:
130:
systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the
1318:
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had to defend his vision of the game from critics that were skeptical of the reliance on QTEs within
183:
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Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of
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as a platform game, allowing the player to react freely to the environmental traps and monsters.
369:
player is only partially penalized for missing the necessary commands; these often take place in
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117:
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30:
A hypothetical example of a quick time event in a video game. Pressing the X button can stop
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includes QTEs intermittently, creating tension throughout the game. Furthermore, during
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209:
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816:
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115:, may also implement QTEs with appropriate gestures (for example, the Wii version of
97:
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520:
489:
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686:"Full Reactive Eyes Entertainment: Incorporating Quick Time Events into Gameplay"
321:
243:
154:
is credited with coining the term "quick-time event" and popularizing its use in
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1379:
1359:
402:
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74:, with some games providing a lesser but significant penalty of sorts instead.
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and created an early stigma on the game's reception. Despite the integration,
1729:
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791:"In the name of accessibility, Spider-Man offers toggleable puzzles and QTEs"
528:
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26:
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1015:"Press square to feel: The problems with 'Call of Duty's' funeral scene"
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within the time limit or hitting the button with precise timing.
1045:
769:
618:
616:
613:
766:"What Do You Know, All This Time And We've Got 'QTE' Wrong"
248:
1241:
1094:"'The Walking Dead' videogame review: A benign addiction"
820:
499:
recreates the experience of the pre-animated scenes from
108:
866:
864:
455:
possibility of character death at some later point. In
137:
repeatedly pressing a button a certain number of times
1067:"Review: Spin Your Own Space Opera in Mass Effect 2"
990:"Quick time events: tap "A" if you're tired of them"
861:
679:
677:
675:
673:
671:
669:
667:
665:
663:
661:
171:that showed video clips stored on a laserdisc like
164:Although the origin of QTE are often attributed to
1153:"The Verdict: Heavy Rain PlayStation Move Edition"
271:interludes in an otherwise more interactive game.
1146:
1144:
908:"The Top 7... Least-irritating quick time events"
901:
899:
1727:
658:
527:(Wii). Level/area: The Lost Valley, Peru: T-Rex
519:
1121:Well Played 2.0: Video Games, Value and Meaning
544:Level Up!: The Guide to Great Video Game Design
319:QTEs are often used during dramatic cutscenes.
1141:
1042:"Nothing Says Funeral Like a Quick Time Event"
896:
1279:
600:might like, but which we've been doing since
77:The term "quick time event" is attributed to
1119:Pearce, Celia (2010). Davidson, Drew (ed.).
373:. An example of this usage is from the game
302:
981:
535:
1286:
1272:
1178:"David Cage rants about quick-time events"
935:
711:"Yu Suzuki recounts the making of Shenmue"
450:by a game patch to support the use of the
311:and other actions. The use of QTEs within
1234:
19:For the software developed by Apple, see
1205:"'Press X to Jason' distills Heavy Rain"
1175:
1064:
1012:
763:
146:
25:
1293:
1202:
1091:
987:
905:
870:
541:
1728:
1508:Turns, rounds and time-keeping systems
1150:
1118:
962:
683:
570:
267:introduced QTEs in the modern form of
1267:
1039:
936:Hirabayshi, Yoshiaki (October 2005).
733:
708:
622:
496:Dragon's Lair 3D: Return to the Lair
121:requires players to thrust both the
788:
13:
14:
1747:
1013:Durnbush, Jonathan (2014-11-04).
1235:Goldstein, Hilary (2002-11-12).
289:2010 FIFA World Cup South Africa
254:Sword of the Berserk: Guts' Rage
1228:
1196:
1169:
1112:
1085:
1058:
1033:
1006:
956:
929:
834:
809:
782:
466:s release, the game's director
1203:McElroy, Justin (2010-03-17).
1092:Franich, Darren (2012-05-10).
757:
727:
702:
641:
564:
513:
341:Call of Duty: Advanced Warfare
1:
938:"Postmortem: Resident Evil 4"
906:Reparaz, Mikel (2010-02-10).
764:Hamilton, Kirk (2012-11-07).
506:
1305:Glossary of video game terms
1176:Bramwell, Tom (2009-08-09).
1065:Mastrapa, Gus (2010-01-26).
623:Main, Brendan (2010-06-08).
571:Mielke, James (2006-05-09).
91:
7:
1151:Vinson, Dana (2010-09-01).
988:Kuchera, Ben (2008-09-19).
871:Hoggins, Tom (2009-05-22).
734:Provo, Frank (2000-01-11).
625:"Year of the Dragon's Lair"
187:(Stern, December 1983) and
10:
1752:
1040:Fahey, Mike (2014-11-04).
963:Martin, Joe (2010-03-12).
709:Graft, Kris (2014-03-19).
684:Waters, Tim (2011-02-08).
573:"Previews: Heavenly Sword"
142:
18:
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1624:
1603:
1528:
1378:
1347:
1311:
1302:
654:Killer List of Videogames
608:. Time to move on, gents.
419:More recently, the games
303:Use and critical reaction
1536:Destructible environment
847:Computer and Video Games
943:Game Developer Magazine
542:Rodgers, Scott (2010).
525:Tomb Raider Anniversary
346:press a button to mourn
118:Tomb Raider Anniversary
81:, director of the game
1736:Video game terminology
161:
39:
1578:Procedural generation
438:Detroit: Become Human
263:(Sega, 1999) for the
169:laserdisc video games
150:
29:
1365:Non-player character
1127:. pp. 170–173.
1099:Entertainment Weekly
1020:Entertainment Weekly
873:"Heavy Rain preview"
550:. pp. 183–184.
523:(13 November 2007).
1604:Movement techniques
1388:Collision detection
1249:on December 9, 2002
965:"Heavy Rain Review"
878:The Daily Telegraph
746:on December 8, 2014
548:John Wiley and Sons
429:in North America),
1685:Advance And Secure
1237:"Dragon's Lair 3D"
649:Super Don Quix-ote
413:conversation trees
233:(Taito, 1985) and
210:Super Don Quix-ote
162:
106:seventh-generation
98:motion controllers
40:
1723:
1722:
1700:Last man standing
1483:Scripted sequence
1134:978-0-557-84451-7
789:McAloon, Alissa.
557:978-0-470-68867-0
257:and most notably
199:animated cartoons
166:interactive movie
70:or the loss of a
56:context-sensitive
54:) is a method of
34:from missing the
1743:
1715:King of the hill
1690:Capture the flag
1573:Persistent world
1541:Instance dungeon
1468:Random encounter
1463:Quick time event
1370:Player character
1329:Experience point
1288:
1281:
1274:
1265:
1264:
1258:
1257:
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1254:
1245:. Archived from
1232:
1226:
1225:
1223:
1222:
1217:on June 29, 2011
1213:. Archived from
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914:. Archived from
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881:. Archived from
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859:
858:
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842:"Shenmue Review"
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742:. Archived from
736:"Shenmue Review"
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579:. Archived from
568:
562:
561:
539:
533:
532:
521:Crystal Dynamics
517:
490:Burnout Paradise
465:
452:PlayStation Move
408:The Walking Dead
295:To improve game
277:
48:quick time event
16:Gameplay element
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598:Indigo Prophecy
586:
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427:Indigo Prophecy
328:Resident Evil 4
322:Resident Evil 4
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244:Die Hard Arcade
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796:Game Developer
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715:Game Developer
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690:Game Developer
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403:Telltale Games
382:Gears of War 2
304:
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181:, June 1983),
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6:
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2:
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1705:New Game Plus
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1625:Forms of play
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918:on 2011-07-11
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885:on 2009-11-05
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602:Dragon's Lair
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583:on 2007-09-27
582:
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204:Dragon's Lair
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179:Cinematronics
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1669:Speedrunning
1473:Replay value
1462:
1339:Critical hit
1251:. Retrieved
1247:the original
1240:
1230:
1219:. Retrieved
1215:the original
1208:
1198:
1187:. Retrieved
1181:
1171:
1160:. Retrieved
1120:
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1103:. Retrieved
1097:
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1076:. Retrieved
1070:
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1049:. Retrieved
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1024:. Retrieved
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997:. Retrieved
994:Ars Technica
983:
972:. Retrieved
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947:. Retrieved
941:
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920:. Retrieved
916:the original
887:. Retrieved
883:the original
876:
852:. Retrieved
850:. 2001-08-08
845:
836:
825:. Retrieved
823:. 2000-11-03
811:
800:. Retrieved
794:
784:
773:. Retrieved
759:
748:. Retrieved
744:the original
729:
718:. Retrieved
704:
693:. Retrieved
648:
643:
632:. Retrieved
629:The Escapist
605:
601:
597:
593:
591:
585:. Retrieved
581:the original
566:
543:
537:
524:
515:
500:
494:
488:
485:Road Blaster
484:
481:
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390:
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371:boss battles
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306:
294:
287:
285:sports games
272:
258:
252:
242:
241:
236:Road Blaster
234:
228:
220:Ninja Hayate
218:
208:
203:
190:Road Blaster
188:
184:Cliff Hanger
182:
172:
163:
155:
116:
95:
82:
76:
51:
47:
41:
1657:Competitive
1652:Cooperative
1647:Multiplayer
1551:Bonus stage
1518:Fast travel
912:Games Radar
376:Ninja Blade
349:character.
332:knife fight
278:s director
128:PlayStation
113:Nintendo DS
44:video games
1695:Deathmatch
1678:Game modes
1568:Open world
1478:Saved game
1448:Permadeath
1438:Paper doll
1403:Fog of war
1348:Characters
1312:Attributes
1295:Video game
1253:2011-02-09
1221:2011-02-09
1189:2011-02-09
1162:2011-02-09
1105:2012-09-10
1078:2011-03-11
1051:2014-11-04
1026:2014-11-04
999:2011-02-09
974:2011-02-09
949:2013-06-28
922:2011-02-09
889:2011-02-09
854:2011-03-06
827:2011-03-06
802:2018-09-09
775:2014-12-05
750:2014-12-05
720:2014-03-22
695:2011-02-08
634:2011-03-06
587:2007-12-19
507:References
476:Heavy Rain
472:Heavy Rain
468:David Cage
461:Heavy Rain
457:Heavy Rain
448:Heavy Rain
432:Heavy Rain
422:Fahrenheit
365:God of War
355:Shenmue II
123:Wii Remote
100:, such as
63:cut scenes
32:Wikipe-tan
1637:Nonlinear
1590:Overworld
1408:Game over
1380:Mechanics
1183:Eurogamer
1125:ETC Press
817:"Shenmue"
606:Space Ace
309:cutscenes
280:Yu Suzuki
265:Dreamcast
251:, 1996),
227:, 1984),
217:, 1984),
215:Universal
195:Data East
152:Yu Suzuki
132:DualShock
92:Mechanics
79:Yu Suzuki
68:game over
21:QuickTime
1730:Category
1710:Survival
1632:Emergent
1616:Strafing
1583:Map seed
1563:Mini-map
1556:Minigame
1488:Spawning
1453:Power-up
1443:Password
1393:Cutscene
1297:concepts
969:Bit-tech
740:GameSpot
269:cutscene
230:Time Gal
102:Nintendo
59:gameplay
36:football
1529:Scenery
1210:Joystiq
652:at the
594:Shenmue
577:1UP.com
313:Shenmue
273:Shenmue
260:Shenmue
157:Shenmue
143:History
84:Shenmue
1642:Twitch
1595:Skybox
1319:Health
1131:
1046:Kotaku
770:Kotaku
554:
531:intro.
435:, and
1546:Level
1493:Stats
1458:Quest
1334:Magic
1157:G4 TV
1072:Wired
464:'
441:from
330:is a
276:'
225:Taito
1513:Warp
1423:Item
1355:Boss
1324:Life
1129:ISBN
604:and
596:and
552:ISBN
529:boss
395:and
249:Sega
111:and
72:life
46:, a
1413:HUD
1360:Bot
1242:IGN
821:IGN
135:as
109:Wii
104:'s
52:QTE
42:In
1732::
1239:.
1207:.
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.