I am speaking, of course, of Tomb Raider 2013, and I have found myself thinking about this often enough that I thought it might prove an interesting discussion.
Let me just start off by saying the only console I have ever owned is a Wii, and the only games I have ever played on it were the very motion-specific ones. QTE's are relatively new to the world of PC gaming, and Tomb Raider has been my first real experience with them (Mass Effect's Paragon/Renegade prompts aside, but they weren't particularly obnoxious).
I picked up Tomb Raider knowing it had received positive reviews generally and was supposed to be pretty engaging. I haven't been disappointed. You can very much see the Square Enix influence a la Batman Arkham Asylum in how this game is constructed, and that's not a bad thing. However, there are a couple nagging issues that are irritating me. Maybe I'm just old-fashioned.
Regardless, at a number of points in the game (I'm only 50% done), I have found myself prompted to mash certain buttons in a certain sequence - without warning! - in the middle of what appeared to be a cutscene in order to proceed (failure = death). If you fail, the game just takes you back to the beginning of said quasi-cutscene. The buttons sometimes make sense - fighting off a wolf I had to mash the left/right combination to simulate kicking and thrashing (I suppose), but often don't. The most irritating part is that there is nothing in the game that distinguishes a cutscene in which you do nothing except watch from a cutscene in which you will suddenly be told to mash some nonsensical keyboard combinations as all the scenes are rendered in-engine.
In that sense, this game is one of the more film-like I've played lately and it actually wears that well. But in another sense, I find this incredible frustration in the random happenstance of quick-time events interspersed in scenes where they are both unprompted and unnecessary. What really brought this to a point yesterday was watching Lara fall from height, pressing different buttons shortly after each other to deploy a parachute in-scene, then watching her float.... and then discovering that oh-ho, now its not a scene any longer but a moment of gameplay where I have to actually control her - which was discovered when I failed to control her and she instead impaled herself on a tree.
Is this the latest innovation in triple-A games? Developers can't railroad you into doing a series of precisely-animated and one-off actions, so instead they set it as a cutscene, but cutscenes are now soooo 1990s and so we instead have to hit the odd button now and then just to keep us awake? But, of course, we can't give hints as to what is gameplay and what is not (because the game never sticks to just one camera angle when the character is controlled by the player, so that hint is out), so you will find out when you need to press buttons either by a rapid and insulting on-screen prompt, or by nothing at all... depending on the mood of the programmer.
It's just such a jarring annoyance in an otherwise entertaining game. I know Yahtzee of ZP rages on about QTEs all the time, but I have to say that this is my first real experience with them. Do other people find this engaging, or does everyone find this as completely annoying as I do?
Gameplay is for the player to do as they will. Cutscenes are for essential bits the developer wants to force the player to experience or see. The two can be merged - Half-Life 2 did this well - but QTEs are not the way for it, IMHO. What do you folks think?