History Main / PressXtoNotDie

18th Oct '17 2:32:09 PM Ominae
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* ''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.

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* ''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
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* ''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.

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* ''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
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[[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
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** ''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=].]]

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** ''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
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->''"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!"''

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->''"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.

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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.

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* ''[[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
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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.

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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
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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!"''
4th Jun '17 7:11:05 PM Hello83433
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* ''VideoGame/UntilDawn'' has a lot of [=QTEs=], and other such button prompts. Failing them usually results in something bad happening, but as the game itself tells you, [[PressXToDie sometimes the best course of action is to not do anything]]; deliberately letting the time run out during some button prompts may result in a better alternative than actually performing the prompt.


Added DiffLines:

* ''VideoGame/UntilDawn'' has a lot of [=QTEs=], and other such button prompts. Failing them usually results in something bad happening, but as the game itself tells you, [[PressXToDie sometimes the best course of action is to not do anything]]; deliberately letting the time run out during some button prompts may result in a better alternative than actually performing the prompt.
7th May '17 2:55:32 PM Ferot_Dreadnaught
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** In ''Other M'', they adapted this trope for use beyond a specific mechanic like Phazon corruption, instead working it into parts of normal gameplay for the first and, so far, only time in Metroid's history. In other words, being GenreSavvy won't save you if you fail to mash the control pad when the action slows down.

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** In ''Other M'', they adapted this trope for use beyond a specific mechanic like Phazon corruption, instead working it into parts of normal gameplay for the first and, so far, only time in Metroid's history. In other words, being GenreSavvy won't save you if you fail to mash the control pad when the action slows down.
8th Apr '17 9:18:48 AM nombretomado
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** The portions of the final boss where you control the [[spoiler:[[HumongousMecha Gaia Colossus]]]] against Dark Gaia plays out through these in the [=PS3=]/360 version. Hit the button right, and you slug the monster right in the face. The Wii/[=PS2=] version dispenses with them in that part, allowing you to ''really'' slug the guy in the face, a-la ''PunchOut''.

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** The portions of the final boss where you control the [[spoiler:[[HumongousMecha Gaia Colossus]]]] against Dark Gaia plays out through these in the [=PS3=]/360 version. Hit the button right, and you slug the monster right in the face. The Wii/[=PS2=] version dispenses with them in that part, allowing you to ''really'' slug the guy in the face, a-la ''PunchOut''.''VideoGame/PunchOut''.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PressXtoNotDie