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Quick time event

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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.
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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
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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
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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;
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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
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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.
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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
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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
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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
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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
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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.
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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
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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
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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.
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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 1285: 288: 735: 105: 1152: 493:
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
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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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QTEs have received mixed reactions from players and journalists. They can be used effectively to enhance
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systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the
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had to defend his vision of the game from critics that were skeptical of the reliance on QTEs within
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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.
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player is only partially penalized for missing the necessary commands; these often take place in
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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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is credited with coining the term "quick-time event" and popularizing its use in
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and created an early stigma on the game's reception. Despite the integration,
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within the time limit or hitting the button with precise timing.
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recreates the experience of the pre-animated scenes from
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possibility of character death at some later point. In
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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: 1677: 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: 1255: 1254: 1245:. 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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 1751: 1750: 1746: 1745: 1744: 1742: 1741: 1740: 1726: 1725: 1724: 1719: 1673: 1620: 1599: 1524: 1374: 1343: 1307: 1298: 1292: 1262: 1261: 1252: 1250: 1233: 1229: 1220: 1218: 1201: 1197: 1188: 1186: 1174: 1170: 1161: 1159: 1149: 1142: 1135: 1117: 1113: 1104: 1102: 1090: 1086: 1077: 1075: 1063: 1059: 1050: 1048: 1038: 1034: 1025: 1023: 1011: 1007: 998: 996: 986: 982: 973: 971: 961: 957: 948: 946: 934: 930: 921: 919: 904: 897: 888: 886: 869: 862: 853: 851: 840: 839: 835: 826: 824: 815: 814: 810: 801: 799: 787: 783: 774: 772: 762: 758: 749: 747: 732: 728: 719: 717: 707: 703: 694: 692: 682: 659: 646: 642: 633: 631: 621: 614: 598:Indigo Prophecy 586: 584: 569: 565: 558: 540: 536: 518: 514: 509: 463: 427:Indigo Prophecy 328:Resident Evil 4 322:Resident Evil 4 305: 275: 244:Die Hard Arcade 145: 94: 24: 17: 12: 11: 5: 1749: 1739: 1738: 1721: 1720: 1718: 1717: 1712: 1707: 1702: 1697: 1692: 1687: 1681: 1679: 1675: 1674: 1672: 1671: 1666: 1661: 1660: 1659: 1654: 1644: 1639: 1634: 1628: 1626: 1622: 1621: 1619: 1618: 1613: 1611:Rocket jumping 1607: 1605: 1601: 1600: 1598: 1597: 1592: 1587: 1586: 1585: 1575: 1570: 1565: 1560: 1559: 1558: 1553: 1543: 1538: 1532: 1530: 1526: 1525: 1523: 1522: 1521: 1520: 1510: 1505: 1500: 1495: 1490: 1485: 1480: 1475: 1470: 1465: 1460: 1455: 1450: 1445: 1440: 1435: 1433:Loading screen 1430: 1425: 1420: 1418:Invisible wall 1415: 1410: 1405: 1400: 1395: 1390: 1384: 1382: 1376: 1375: 1373: 1372: 1367: 1362: 1357: 1351: 1349: 1345: 1344: 1342: 1341: 1336: 1331: 1326: 1321: 1315: 1313: 1309: 1308: 1303: 1300: 1299: 1291: 1290: 1283: 1276: 1268: 1260: 1259: 1227: 1195: 1168: 1140: 1133: 1111: 1084: 1057: 1032: 1005: 980: 955: 928: 895: 860: 833: 808: 796:Game Developer 781: 756: 726: 715:Game Developer 701: 690:Game Developer 657: 640: 612: 563: 556: 534: 511: 510: 508: 505: 403:Telltale Games 382:Gears of War 2 304: 301: 181:, June 1983), 144: 141: 93: 90: 15: 9: 6: 4: 3: 2: 1748: 1737: 1734: 1733: 1731: 1716: 1713: 1711: 1708: 1706: 1705:New Game Plus 1703: 1701: 1698: 1696: 1693: 1691: 1688: 1686: 1683: 1682: 1680: 1676: 1670: 1667: 1665: 1664:Single-player 1662: 1658: 1655: 1653: 1650: 1649: 1648: 1645: 1643: 1640: 1638: 1635: 1633: 1630: 1629: 1627: 1625:Forms of play 1623: 1617: 1614: 1612: 1609: 1608: 1606: 1602: 1596: 1593: 1591: 1588: 1584: 1581: 1580: 1579: 1576: 1574: 1571: 1569: 1566: 1564: 1561: 1557: 1554: 1552: 1549: 1548: 1547: 1544: 1542: 1539: 1537: 1534: 1533: 1531: 1527: 1519: 1516: 1515: 1514: 1511: 1509: 1506: 1504: 1503:Tank controls 1501: 1499: 1498:Status effect 1496: 1494: 1491: 1489: 1486: 1484: 1481: 1479: 1476: 1474: 1471: 1469: 1466: 1464: 1461: 1459: 1456: 1454: 1451: 1449: 1446: 1444: 1441: 1439: 1436: 1434: 1431: 1429: 1428:Line of sight 1426: 1424: 1421: 1419: 1416: 1414: 1411: 1409: 1406: 1404: 1401: 1399: 1398:Dialogue tree 1396: 1394: 1391: 1389: 1386: 1385: 1383: 1381: 1377: 1371: 1368: 1366: 1363: 1361: 1358: 1356: 1353: 1352: 1350: 1346: 1340: 1337: 1335: 1332: 1330: 1327: 1325: 1322: 1320: 1317: 1316: 1314: 1310: 1306: 1301: 1296: 1289: 1284: 1282: 1277: 1275: 1270: 1269: 1266: 1248: 1244: 1243: 1238: 1231: 1216: 1212: 1211: 1206: 1199: 1185: 1184: 1179: 1172: 1158: 1154: 1147: 1145: 1136: 1130: 1126: 1122: 1115: 1101: 1100: 1095: 1088: 1074: 1073: 1068: 1061: 1047: 1043: 1036: 1022: 1021: 1016: 1009: 995: 991: 984: 970: 966: 959: 945: 944: 939: 932: 918:on 2011-07-11 917: 913: 909: 902: 900: 885:on 2009-11-05 884: 880: 879: 874: 867: 865: 849: 848: 843: 837: 822: 818: 812: 798: 797: 792: 785: 771: 767: 760: 745: 741: 737: 730: 716: 712: 705: 691: 687: 680: 678: 676: 674: 672: 670: 668: 666: 664: 662: 655: 651: 650: 644: 630: 626: 619: 617: 609: 607: 603: 602:Dragon's Lair 599: 595: 583:on 2007-09-27 582: 578: 574: 567: 559: 553: 549: 545: 538: 530: 526: 522: 516: 512: 504: 502: 501:Dragon's Lair 498: 497: 492: 491: 486: 480: 477: 473: 469: 462: 458: 453: 449: 444: 443:Quantic Dream 440: 439: 434: 433: 428: 424: 423: 417: 414: 410: 409: 404: 400: 399: 398:Mass Effect 3 394: 393: 392:Mass Effect 2 386: 384: 383: 378: 377: 372: 367: 366: 360: 357: 356: 350: 347: 343: 342: 335: 333: 329: 324: 323: 317: 314: 310: 300: 298: 297:accessibility 293: 291: 290: 286: 281: 274: 270: 266: 262: 261: 256: 255: 250: 246: 245: 240: 238: 237: 232: 231: 226: 222: 221: 216: 212: 211: 205: 204:Dragon's Lair 200: 196: 192: 191: 186: 185: 180: 179:Cinematronics 176: 175: 174:Dragon's Lair 170: 167: 159: 158: 153: 149: 140: 138: 133: 129: 124: 120: 119: 114: 110: 107: 103: 99: 89: 86: 85: 80: 75: 73: 69: 64: 60: 57: 53: 49: 45: 37: 33: 28: 22: 1669:Speedrunning 1473:Replay value 1462: 1339:Critical hit 1251:. 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Retrieved 581:the original 566: 543: 537: 524: 515: 500: 494: 488: 485:Road Blaster 484: 481: 475: 471: 460: 456: 447: 436: 430: 426: 420: 418: 406: 396: 390: 387: 380: 374: 371:boss battles 363: 361: 353: 351: 339: 336: 327: 320: 318: 312: 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:. 1180:. 1155:. 1143:^ 1123:. 1096:. 1069:. 1044:. 1017:. 992:. 967:. 940:. 910:. 898:^ 875:. 863:^ 844:. 819:. 793:. 768:. 738:. 713:. 688:. 660:^ 627:. 615:^ 590:. 575:. 546:. 405:' 239:. 1287:e 1280:t 1273:v 1256:. 1224:. 1192:. 1165:. 1137:. 1108:. 1081:. 1054:. 1029:. 1002:. 977:. 952:. 925:. 892:. 857:. 830:. 805:. 778:. 753:. 723:. 698:. 637:. 560:. 425:( 247:( 223:( 213:( 193:( 177:( 160:. 50:( 38:. 23:.

Index

QuickTime

Wikipe-tan
football
video games
context-sensitive
gameplay
cut scenes
game over
life
Yu Suzuki
Shenmue
motion controllers
Nintendo
seventh-generation
Wii
Nintendo DS
Tomb Raider Anniversary
Wii Remote
PlayStation
DualShock
repeatedly pressing a button a certain number of times

Yu Suzuki
Shenmue
interactive movie
laserdisc video games
Dragon's Lair
Cinematronics
Cliff Hanger

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