History Main / PressXToNotDie

15th Dec '17 2:41:05 PM Psyga315
Is there an issue? Send a Message


* The Early Access Steam game Press X To Not Die, [[https://www.youtube.com/watch?v=voF-p-jEzuw as demonstrated by MegaGWolf]], is basically a modern day VideoGame/DragonsLair when it comes to how much it adheres to this trope. It's the freaking title for crying out loud.

to:

* The Early Access Steam game Press X To Not Die, VideoGame/PressXToNotDie, [[https://www.youtube.com/watch?v=voF-p-jEzuw as demonstrated by MegaGWolf]], is basically a modern day VideoGame/DragonsLair when it comes to how much it adheres to this trope. It's the freaking title for crying out loud. [[spoiler:It's {{justified}} and even {{exploited}}, as the reason why the protagonist is able to see the buttons is because he is infected with a drug that hardwires his brain to tie even the most simplest of actions down to two button presses.]]
27th Nov '17 2:49:09 PM Ft763
Is there an issue? Send a Message

Added DiffLines:

* Syphon Filter: Logan's Shadow includes this, in sequences that range from hacking into a computer (which requires a random combination of fast button presses) to killing somebody with a specific action to stopping an interrogator from knocking Gabe out. Most of these don't result in deaths, but there IS a cutscene where Trinidad attempts to kill Gabe with a knife.
20th Nov '17 1:10:58 AM Cryoclaste
Is there an issue? Send a Message


* ''NintendoLand'' in its Zelda attraction. The archer receives quick-time event prompts for any enemy that can't be resonably disposed of before they can get an attack off ({{Giant Mook}}s and archers, basically). This is necessary because you have absolutely no control over your movement, and without it avoiding damage (and thus mastering the level) would be impossible. [[NintendoHard Depending on who you ask, it might be impossible anyway]].

to:

* ''NintendoLand'' ''VideoGame/NintendoLand'' in its Zelda attraction. The archer receives quick-time event prompts for any enemy that can't be resonably disposed of before they can get an attack off ({{Giant Mook}}s and archers, basically). This is necessary because you have absolutely no control over your movement, and without it avoiding damage (and thus mastering the level) would be impossible. [[NintendoHard Depending on who you ask, it might be impossible anyway]].
18th Oct '17 2:32:09 PM Ominae
Is there an issue? Send a Message


* ''VideoGame/DynamiteDeka'' might be one of the earliest games to do this. Failure meant extra enemies to fight, or taking a bit of damage. Occasionally the target is knocked out of the next fight too, if it involves you in physical-contact range with a mook.

to:

* ''VideoGame/DynamiteDeka'' ''VideoGame/DynamiteCop'' might be one of the earliest games to do this. Failure meant extra enemies to fight, or taking a bit of damage. Occasionally the target is knocked out of the next fight too, if it involves you in physical-contact range with a mook.
18th Oct '17 2:30:43 PM Ominae
Is there an issue? Send a Message


* ''VideoGame/DieHardArcade'' might be one of the earliest games to do this. Failure meant extra enemies to fight, or taking a bit of damage. Occasionally the target is knocked out of the next fight too, if it involves you in physical-contact range with a mook.

to:

* ''VideoGame/DieHardArcade'' ''VideoGame/DynamiteDeka'' might be one of the earliest games to do this. Failure meant extra enemies to fight, or taking a bit of damage. Occasionally the target is knocked out of the next fight too, if it involves you in physical-contact range with a mook.
19th Aug '17 6:18:15 PM craleigh318
Is there an issue? Send a Message


[[folder:Visual Novels]]
* ''VisualNovel/FleuretBlanc'' sometimes features these in cutscenes, though they're never vital. You're usually given multiple retries if you fail, and even if you completely screw up, all you'll get is some slightly changed dialogue afterwards. This is mainly practice for bouts, where they ''do'' matter -- you have to perform a quicktime event after every regular action for a chance at favor points. Techniques all have their own unique quicktime events, and you need to succeed at them for techniques to work at ''all''.
* ''VisualNovel/TheLetter'' has these whenever the StringyHairedGhostGirl attacks the player, though, thankfully, the player can retry them without having to load an earlier save. They're also skippable.
[[/folder]]



* ''VisualNovel/FleuretBlanc'' sometimes features these in cutscenes, though they're never vital. You're usually given multiple retries if you fail, and even if you completely screw up, all you'll get is some slightly changed dialogue afterwards. This is mainly practice for bouts, where they ''do'' matter -- you have to perform a quicktime event after every regular action for a chance at favor points. Techniques all have their own unique quicktime events, and you need to succeed at them for techniques to work at ''all''.
10th Aug '17 2:04:34 PM xcountryguy
Is there an issue? Send a Message


** ''VideoGame/TombRaider2013'' included a few, mostly consisting of getting grabbed by enemies hanging over ledges or heading into incoming danger which can mean death if you're not fast enough to move Lara out of the way quickly. The most traditional examples were escaping the Scavenger Cave, a fight against a wolf that was performed entirely via a [=QTE=], and the controversial sequence where Lara must fend off an attempted sexual assault/rape early in the game. [[spoiler: The final confrontation with Mathias is also a [=QTE=].]]

to:

** ''VideoGame/TombRaider2013'' included a few, mostly consisting of getting grabbed by enemies hanging over ledges or heading into incoming danger which can mean death if you're not fast enough to move Lara out of the way quickly. The most traditional examples were escaping the Scavenger Cave, a fight against a wolf that was performed entirely via a [=QTE=], and the controversial sequence where Lara must fend off an attempted sexual assault/rape early in the game. [[spoiler: The [[spoiler:The final confrontation with Mathias is also a [=QTE=].]]
5th Aug '17 8:54:54 PM Luigifan
Is there an issue? Send a Message


->''"Meanwhile, you go back to Resident Evil 4, it's like, BITCH, THIS AIN'T A CUTSCENE! PRESS A! PRESS A! YOU DON'T GOT TIME TO SMOKE A BOWL! YOU STILL PLAYIN! JUMP, GYPSY! C'MON, JUMP!"''

to:

->''"Meanwhile, you go back to Resident Evil 4, it's like, BITCH, THIS AIN'T A CUTSCENE! PRESS A! PRESS A! YOU DON'T GOT TIME TO SMOKE A BOWL! YOU STILL PLAYIN! PLAYIN'! JUMP, GYPSY! C'MON, JUMP!"''



Not to be confused with Main/ForInconveniencePressOne. In games where this isn't a core mechanic, having failure lead to a game over is also a NonstandardGameOver.

to:

Not to be confused with Main/ForInconveniencePressOne. In games where this isn't a core mechanic, having failure lead to a game over is also a NonstandardGameOver.
NonStandardGameOver.



* ''[[VideoGame/JustCause Just Cause 2]]''. In the PC version, you have to press numbers from 1 to 4 to hijack vehicles, hack computers and generally do anything mission-relevant. It's particularly annoying when you're trying to jack a helicopter, because the sequence takes time, and all the while the cops are shooting at you and damaging the chopper.

to:

* ''[[VideoGame/JustCause Just Cause 2]]''. In the PC version, you have to press numbers from 1 to 4 to hijack vehicles, hack computers computers, and generally do anything mission-relevant. It's particularly annoying when you're trying to jack a helicopter, because the sequence takes time, and all the while the cops are shooting at you and damaging the chopper.
5th Aug '17 8:48:37 PM Luigifan
Is there an issue? Send a Message


Largely originating with ''VideoGame/DragonsLair'' (though pre-dated by the obscure ''The Driver''), the gameplay of which consisted entirely of these; It was pretty much a cartoon where you had to press buttons at the right time for the story to continue. (''Exactly'' the right time, [[TrialAndErrorGameplay often without any sort of prompt.]]) ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast game ''VideoGame/{{Shenmue}}'' as well as ''VideoGame/SwordOfTheBerserkGutsRage'' on the same console introduced them to the action genre.

to:

Largely originating with ''VideoGame/DragonsLair'' (though pre-dated by the obscure ''The Driver''), the gameplay of which consisted entirely of these; It it was pretty much a cartoon where you had to press buttons at the right time for the story to continue. (''Exactly'' the right time, [[TrialAndErrorGameplay often without any sort of prompt.]]) ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast game ''VideoGame/{{Shenmue}}'' as well as ''VideoGame/SwordOfTheBerserkGutsRage'' on the same console introduced them to the action genre.
10th Jul '17 2:00:20 PM Ulrik54
Is there an issue? Send a Message

Added DiffLines:

* WebVideo/JonTron, on the topic of games about the UsefulNotes/RMSTitanic, compares it to making a game about the Pompeii disaster.
--> ''"Tap A quickly to not die as fast!"''
This list shows the last 10 events of 408. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.PressXToNotDie