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* ''VideoGame/OtterIsland: After collecting the handgun in one pathway, when confronted by the creature you must complete a quick-time event, pressing the keys specified on the screen to fire the gun. Failing results in instant death and returns you to your last save point.
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** ''VideoGame/KirbysReturnToDreamLand'': At the end of [[spoiler:Magolor]]'s boss fight, the player needs to shake the Wii Remote to break the boss's BarehandedBladeBlock and deal the final blow with the [[{{BFS}} Ultra Sword]].

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** ''VideoGame/KirbysReturnToDreamLand'': At the end of [[spoiler:Magolor]]'s boss fight, the player needs to shake the Wii Remote to break the boss's BarehandedBladeBlock BareHandedBladeBlock and deal the final blow with the [[{{BFS}} Ultra Sword]].
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* Starting with ''VideoGame/KirbysReturnToDreamLand'', the ''Franchise/{{Kirby}}'' franchise has often used quick-time events against the game's FinalBoss.
** ''VideoGame/KirbysReturnToDreamLand'': At the end of [[spoiler:Magolor]]'s boss fight, the player needs to shake the Wii Remote to break the boss's BarehandedBladeBlock and deal the final blow with the [[{{BFS}} Ultra Sword]].
** ''VideoGame/KirbyTripleDeluxe'': In the final battle against [[spoiler:Queen Sectonia's flower form]], you have to do this to inhale her WaveMotionGun [[spoiler:with the Hypernova ability]] and send it back to her.
** ''VideoGame/KirbyPlanetRobobot'': One of the mini-bosses, Gigavolt, is defeated by rotating the joystick around to unscrew its head from its body. [[spoiler:At the end of the game, Kirby does the same thing to [[DeusEstMachina Star Dream]].]]
** ''VideoGame/KirbyStarAllies'': The absolute final phase of the FinalBoss battle is a BeamOWar against [[spoiler:Void Termina's core]]. To get through to the boss, much button-mashing ensues.
** ''VideoGame/KirbyAndTheForgottenLand'': The last sequence of the game, where Kirby [[spoiler:uses his [[DinnerDeformation Mouthful Mode]] on a ''truck'']], has several quick-time events, notably when dodging boulders thrown by the FinalBoss or when mashing the buttons to deal the final blow.
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* ''VideoGame/MetalGearSolid3: Snake Eater'' has one and precisely one such event, which also winds up being the most [[PlayerPunch emotionally]] [[TearJerker loaded]] event in the entire game: Press Square To Kill The Boss. [[note]]Or, for the more emotional, Press Square To Cry.[[/note]]

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* ''VideoGame/MetalGearSolid3: Snake Eater'' ''VideoGame/MetalGearSolid3SnakeEater'' has one and precisely one such event, which also winds up being the most [[PlayerPunch emotionally]] [[TearJerker loaded]] event in the entire game: Press Square To Kill The Boss. [[note]]Or, for the more emotional, Press Square To Cry.[[/note]]



** ''VideoGame/MetalGearSolid'', ''VideoGame/MetalGearSolid2'' and ''Metal Gear Solid: Peace Walker'' have these done horribly wrong: In harder, difficulties the scenes become [[ButtonMashing Mash]] X Until Your Fingers Fall Off To Not Die. At least ''[=MGS1=]'' gave an opt-out [[spoiler:leading to an [[MultipleEndings alternate ending]]]]. The exact same set-up was in ''VideoGame/MetalGearSolid4'', but it was so organic that most players don't realize they're in the "torture scene" until well after it's done.

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** ''VideoGame/MetalGearSolid'', ''VideoGame/MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''Metal Gear Solid: Peace Walker'' have these done horribly wrong: In harder, difficulties the scenes become [[ButtonMashing Mash]] X Until Your Fingers Fall Off To Not Die. At least ''[=MGS1=]'' gave an opt-out [[spoiler:leading to an [[MultipleEndings alternate ending]]]]. The exact same set-up was in ''VideoGame/MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', but it was so organic that most players don't realize they're in the "torture scene" until well after it's done.
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Bizarro Episode and Difficulty Spike are YMMV and don't belong on non-YMMV pages, and Trope Are Not Bad is not supposed to be linked to in examples.


*** Simon-Says style [=QTEs=] are also used to decide the outcomes for several one-time-only events (a boxing match, a basketball match, etc) for which developing an entire minigame would be a BizarroEpisode, a DifficultySpike and a waste of time, both the players' and the developers'. Administrivia/TropesAreNotBad!

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*** Simon-Says style [=QTEs=] are also used to decide the outcomes for several one-time-only events (a boxing match, a basketball match, etc) for which developing an entire minigame would be a BizarroEpisode, a DifficultySpike and a waste of time, both the players' and the developers'. Administrivia/TropesAreNotBad!etc).

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Had? Pal, it's still there. A work doesn't stop displaying the trope just because it's old


* ''VideoGame/MarioParty 3'' had a mild version of this: Losing the Action Time microgame would just put you at a predetermined space.
** It does give you some warning in advance so you know it's not just a cinematic, plus intentionally failing Action Time to get yourself moved is actually a viable strategy.

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* ''VideoGame/MarioParty 3'' had ''VideoGame/MarioParty3'' has a mild version of this: Losing the Action Time microgame would will just put you at a predetermined space.
**
space. It does give you some warning in advance so you know it's not just a cinematic, plus intentionally failing Action Time to get yourself moved is actually a viable strategy.

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* The very first ''VideoGame/SoulSeries'' game, ''Soul Edge'' had these for endings: if you didn't do... something at a certain point, you'd almost always get a bad ending. Most of the later games didn't do this.

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* ''VideoGame/SoulSeries'':
**
The very first ''VideoGame/SoulSeries'' game, ''Soul Edge'' had these for endings: if you didn't do... something at a certain point, you'd almost always get a bad ending. Most of the later games didn't do this.



*** In ''III'', it's possible to replay a cutscene over and over until you get the result, without having to beat the game with the character multiple times. Of course, this also means the player wouldn't see what the gameplay effect would be.
*** Many characters get a better ending by not inputting the command, making it more of a guessing game at times.

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*** ** In ''III'', it's possible to replay a cutscene over and over until you get the result, without having to beat the game with the character multiple times. Of course, this also means the player wouldn't see what the gameplay effect would be.
*** ** Many characters get a better ending by not inputting the command, making it more of a guessing game at times.



** YMMV, many players find Johnny Cage's failed events to be rather hilarious and some deliberately fail Jax's as he looks even more badass shrugging off hits from fireballs rather than dodging them.
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*** Same in 3, pressing R1 on opportune moments switched to Snake's POV, which could then be moved around. This was used a few times to help advance gameplay ([[spoiler:The Sorrow gives you the opening code for the cell during the torture scene R1 section]]) but it's best reserved to admiring [[AbsoluteCleavage EVA's]] physique as the default viewpoint in her introduction.

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*** Same in 3, pressing R1 on opportune moments switched to Snake's POV, which could then be moved around. This was used a few times to help advance gameplay ([[spoiler:The Sorrow gives you the opening code for the cell during the torture scene R1 section]]) but it's best reserved to admiring [[AbsoluteCleavage [[NavelDeepNeckline EVA's]] physique as the default viewpoint in her introduction.
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* ''VideoGame/DangerGirl'' have these popping out in a few missions, and failing any of them would lead to instant death and requiring the whole level to be restarted. The beginning of "Breaking Out" notably have JC being StrappedToAnOperatingTable and needing the players to press a series of buttons so she can steal a syringe and stab her tormentor before escaping.
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Up To Eleven is a defunct trope


* Played straight in [[Videogame/BatmanArkhamCity Arkham City]] and [[VideoGame/BatmanArkhamOrigins Origins]], but subverted during NewGamePlus when the counter button prompt will no longer appear, [[UptoEleven even during interactive cutscenes.]]

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* Played straight in [[Videogame/BatmanArkhamCity Arkham City]] and [[VideoGame/BatmanArkhamOrigins Origins]], but subverted during NewGamePlus when the counter button prompt will no longer appear, [[UptoEleven even during interactive cutscenes.]]
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* ''Franchise/ResidentEvil''

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* ''Franchise/ResidentEvil''''Franchise/ResidentEvil'' entries in the action-based era (from ''4'' to ''Revelations 2'') are full of this:



** ''VideoGame/ResidentEvilRevelations:'' If a monster grabs you, you will be prompted to waggle a thumb stick.

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** ''VideoGame/ResidentEvilRevelations:'' ''VideoGame/ResidentEvilRevelations'' and ''VideoGame/ResidentEvilRevelations2'': If a monster grabs you, you will be prompted to waggle a thumb stick.
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** The [=PS3=] exclusive ''VideoGame/HeavyRain'' is almost nothing but these, though instead of the Simon Says prompts ''Fahrenheit'' had, there are more standard prompts requiring precisely timed button presses and stick movements. Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers. As for the ones that do have penalties, they usually result in the player character's death.

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** The [=PS3=] exclusive ''VideoGame/HeavyRain'' is almost nothing but these, though instead of the Simon Says prompts ''Fahrenheit'' had, there are more standard prompts requiring precisely timed button presses and stick movements. Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers. As for the ones that do have penalties, they usually result in the player character's death.



** ''VideoGame/DetroitBecomeHuman'' returns to ''Heavy Rain'''s formula of quick time events with onscreen prompts for button presses, which can likewise result in the player character's death in certain parts of the game.
* All of Telltale's games have this, to an extent. Some allow you a bit more flexibility in choosing how to deal with situations, especially in games based on more action-heavy properties such as ''VideoGame/TalesFromTheBorderlands'' and ''VideoGame/TheWolfAmongUs''; you will often get two options to choose from with very little time to decide what to go for. The end result is often the same, with slight variations.
** Creator/TelltaleGames' ''VideoGame/JurassicParkTheGame''. The ''entire'' game, minus some sections where you get to stop, take a breath and play with some puzzles, consists of this style of gameplay. Press X to Not Be Eaten by a Tyrannosaur indeed.
** Telltale's ''VideoGame/TheWalkingDead'' has a few points where Press X to Not Be Bitten are true, but also includes points where you have to make a split-second decision which can alter the game's story (such as which of two characters to save).
** ''VideoGame/MinecraftStoryMode'': A rather mild example compared to other ''[[Creator/TelltaleGames Telltale]]'' games, perhaps because of the young target audience. Many of the quick-time events can be failed without consequence.

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** ''VideoGame/DetroitBecomeHuman'' returns to ''Heavy Rain'''s formula of quick time events with onscreen prompts for button presses, which can likewise presses. Failing QTE sections may or may not result in the current player character's death death, though in certain parts of the game.
Kara's storyline it's almost a guarantee.
* All of Telltale's [[Creator/TelltaleGames Telltale's]] games have this, to an extent. Some allow you a bit more flexibility in choosing how to deal with situations, especially in games based on more action-heavy properties such as ''VideoGame/TalesFromTheBorderlands'' and ''VideoGame/TheWolfAmongUs''; you will often get two options to choose from with very little time to decide what to go for. The end result is often the same, with slight variations.
** Creator/TelltaleGames' ''VideoGame/JurassicParkTheGame''. The ''entire'' game, minus some sections where you get to stop, take a breath and play with some puzzles, consists of this style of gameplay. Press X to Not Be Eaten by a Tyrannosaur indeed.
** Telltale's ''VideoGame/TheWalkingDead'' has a few points where Press X to Not Be Bitten are true, but also includes points where you have to make a split-second decision which can alter the game's story (such as which of two characters to save).
** ''VideoGame/MinecraftStoryMode'': A rather mild example compared to other ''[[Creator/TelltaleGames Telltale]]'' Telltale games, perhaps because of the young target audience. Many of the quick-time events can be failed without consequence.

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* The [=PS3=] exclusive ''VideoGame/HeavyRain'' is ''almost nothing but these.'' Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers.
** As for the ones that do have penalties, they usually result in the player character's death.
** At one point, the player character is looking for his son Jason in a busy mall; besides movement, the only option the player can do is to press a button to make the character shout for Jason. This has been mocked on gamer forums as "[[https://www.youtube.com/watch?v=qetfKHFIPIg Press X to Jason]]".
* ''VideoGame/{{Fahrenheit}}'' is about 75-80% this trope. Irritating if you're one of those that tries to watch the action at the same time as the button prompts.
** Although it does play with the concept a little. There's one point where the little "Press this button" indicator goes absolutely nuts to indicate that your character is a state of completely blind panic. There's another where you have to fail a series of [=QTEs=] on purpose to ignore the invisible green ticks that try to distract Lucas while he's being questioned by the police. If you do beat the QTE, Lucas will freak the hell out and make the detective suspicious. It MakesJustAsMuchSenseInContext.
** Infamously, the European version of Indigo Prophecy has a QTE-controlled sex scene that was removed for the US release.
** Simon-Says style [=QTEs=] are also used to decide the outcomes for several one-time-only events (a boxing match, a basketball match, etc) for which developing an entire minigame would be a BizarroEpisode, a DifficultySpike and a waste of time, both the players' and the developers'. Administrivia/TropesAreNotBad!

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* The [=PS3=] exclusive ''VideoGame/HeavyRain'' is ''almost nothing but these.'' Unlike Quick time events are more or less a lot staple of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers.
Creator/QuanticDream games:
** As for the ones that do have penalties, they usually result in the player character's death.
** At one point, the player character is looking for his son Jason in a busy mall; besides movement, the only option the player can do is to press a button to make the character shout for Jason. This has been mocked on gamer forums as "[[https://www.youtube.com/watch?v=qetfKHFIPIg Press X to Jason]]".
*
''VideoGame/{{Fahrenheit}}'' is about 75-80% this trope. Irritating if you're one of those that tries to watch the action at the same time as the button prompts.
** *** Although it does play with the concept a little. There's one point where the little "Press this button" indicator goes absolutely nuts to indicate that your character is a state of completely blind panic. There's another where you have to fail a series of [=QTEs=] on purpose to ignore the invisible green ticks that try to distract Lucas while he's being questioned by the police. If you do beat the QTE, Lucas will freak the hell out and make the detective suspicious. It MakesJustAsMuchSenseInContext.
** *** Infamously, the European version of Indigo Prophecy has a QTE-controlled sex scene that was removed for the US release.
** *** Simon-Says style [=QTEs=] are also used to decide the outcomes for several one-time-only events (a boxing match, a basketball match, etc) for which developing an entire minigame would be a BizarroEpisode, a DifficultySpike and a waste of time, both the players' and the developers'. Administrivia/TropesAreNotBad!Administrivia/TropesAreNotBad!
** The [=PS3=] exclusive ''VideoGame/HeavyRain'' is almost nothing but these, though instead of the Simon Says prompts ''Fahrenheit'' had, there are more standard prompts requiring precisely timed button presses and stick movements. Unlike a lot of other examples, however, there is (usually) no penalty for failing an event; the game simply continues, albeit with some scenes or lines changed to reflect your clumsy fingers. As for the ones that do have penalties, they usually result in the player character's death.
** ''VideoGame/BeyondTwoSouls'' replaces most of the standard button prompts with slow motion sequences where the player is required to watch the direction Jodie is moving in and push the controller stick in the same direction. Very few, if any, of the game's QTE segments will actually kill her off if played poorly, but other characters may die as a result.
** ''VideoGame/DetroitBecomeHuman'' returns to ''Heavy Rain'''s formula of quick time events with onscreen prompts for button presses, which can likewise result in the player character's death in certain parts of the game.

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* ''VideoGame/MaxPayne 3'' has "Last Man Standing" events, where if Max is downed but has painkillers on hand, he gets one last chance to take out the enemy and recover. Subverted in that it's not always possible to win these because of CameraScrew. There are also some more conventional ones in cutscenes, including one infuriating example which requires you to watch Max get killed again and again until you realize you can only hit the right buttons ONCE and at exactly the right moment you hear a sound. And there's about five of them in a row, despite this being basically the first QTE in the game. Guide-dangit.

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* ''VideoGame/MaxPayne 3'' has ''VideoGame/MaxPayne3'':
** The
"Last Man Standing" events, where if Max is downed but has painkillers on hand, he gets one last chance to take out the enemy and recover. Subverted in that it's not always possible to win these because of CameraScrew.
**
There are also some more conventional ones in cutscenes, including one infuriating example where Max has to shoot the son of [[TheDon Anthony De Marco]] before he can shoot back, another where you're given several chances in a row to have Max throw dirt at the mafia goon forcing him to [[DigYourOwnGrave dig his own grave]], and a brief fight scene against Crachá Preto underboss Milo Rego, which requires you to watch Max get killed again and again until you realize you can only hit the right buttons ONCE and at exactly the right moment you hear a sound. And there's about five of them four precisely timed button presses in a row, despite this being basically row if you don't want Max to take a machete to the first QTE in the game. Guide-dangit.throat.
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* ''VideoGame/QuestArrest'': Whenever you bring out the handcuffs to arrest an opponent, you begin a small quick-time event in which you press buttons to move [[PlayerCharacter Detective Bennett]] close enough to the perp to slap the cuffs on them.
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With origins in the UsefulNotes/LaserDisc arcade game ''VideoGame/DragonsLair'' (though appearing earlier in the UsefulNotes/{{ArcadeGame}}s ''VideoGame/WildGunman'' and ''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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. The Creator/{{Sega}} arcade game ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast games ''VideoGame/{{Shenmue}}'' and ''VideoGame/SwordOfTheBerserkGutsRage'' introduced them to the action and action-adventure genres.

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With It has origins in the UsefulNotes/LaserDisc arcade game ''VideoGame/DragonsLair'' (though appearing earlier in the UsefulNotes/{{ArcadeGame}}s ''VideoGame/WildGunman'' and ''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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. The Creator/{{Sega}} arcade game ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast games ''VideoGame/{{Shenmue}}'' and ''VideoGame/SwordOfTheBerserkGutsRage'' introduced them to the action and action-adventure genres.
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Largely originating with the UsefulNotes/ArcadeGame ''VideoGame/DragonsLair'' (though appearing earlier in 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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. The Creator/{{Sega}} arcade game ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast games ''VideoGame/{{Shenmue}}'' and ''VideoGame/SwordOfTheBerserkGutsRage'' introduced them to the action and action-adventure genres.

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Largely originating with With origins in the UsefulNotes/ArcadeGame UsefulNotes/LaserDisc arcade game ''VideoGame/DragonsLair'' (though appearing earlier in the obscure UsefulNotes/{{ArcadeGame}}s ''VideoGame/WildGunman'' and ''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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. The Creator/{{Sega}} arcade game ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast games ''VideoGame/{{Shenmue}}'' and ''VideoGame/SwordOfTheBerserkGutsRage'' introduced them to the action and action-adventure genres.
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Largely originating with ''VideoGame/DragonsLair'' (though appearing earlier in 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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. ''[[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 and action-adventure genres.

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Largely originating with the UsefulNotes/ArcadeGame ''VideoGame/DragonsLair'' (though appearing earlier in 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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. The Creator/{{Sega}} arcade game ''[[Franchise/DieHard Die Hard Arcade]]'' and the UsefulNotes/SegaDreamcast game games ''VideoGame/{{Shenmue}}'' as well as and ''VideoGame/SwordOfTheBerserkGutsRage'' on the same console introduced them to the action and action-adventure genres.
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None


Largely originating with ''VideoGame/DragonsLair'' (though appearing earlier in 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 appearing earlier in 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.]]) The following year, ''VideoGame/NinjaHayate'' improved on this formula by introducing on-screen button prompts. ''[[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.
and action-adventure genres.
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* ''VideoGame/{{KOJOUJI}}'': There will be times where you will need to push a button to avoid being attacked.

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As they don't take place during cutscenes, those are Action Commands, not this.


* ''VideoGame/TheLegendOfSpyroDawnOfTheDragon'' features several, both in the form of "Press X to Not Die" and "Button Mash X To Not Die." Some of them come during boss fights, meaning if you fail, you'll have to do a portion of the boss all over again.



* ''VideoGame/SpiderMan3'' was filled with these, usually unexpectedly popping up during a dramatic cut-scene after the button flashes for a 1-0.5 sec warning. Or between twitchroid Simon-says exercises, just when enough action has passed that you can believe it's over and you can just enjoy the rest of the show--whoop, there's another one! Fortunately, you don't die; you simply reload to slog through the prior crap for another iteration.

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* ''VideoGame/SpiderMan3'' was filled with these, usually unexpectedly popping up during a dramatic cut-scene after the button flashes for a 1-0.5 sec warning. Or between twitchroid Simon-says exercises, just when enough action has passed that you can believe it's over and you can just enjoy the rest of the show--whoop, show -- whoop, there's another one! Fortunately, you don't die; you simply reload to slog through the prior crap for another iteration.

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* The ''VideoGame/TimeCrisis'' series has many moments where you must press or release the pedal to avoid losing a life to an environmental hazard, such as hooks hanging over a cargo elevator, machinery in a factory, a falling tree, or signal posts alongside a train.



* The ''VideoGame/TimeCrisis'' series has many moments where you must press or release the pedal to avoid losing a life to an environmental hazard, such as hooks hanging over a cargo elevator, machinery in a factory, a falling tree, or signal posts alongside a train.
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* ''VideoGame/NeedForSpeed: The Run'' peppers in moments like this during the main storyline to spice things up.

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* ''VideoGame/NeedForSpeed: The Run'' peppers in moments like this during the main storyline to spice things up. In fact, if you're playing on the Xbox 360, or on PC with a 360 or Xbox One controller, the very first button prompt in the game's first QuickTimeEvent will require the mashing of the X button.
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** Unlike previous games, there are mandatory QTEs in ''Dread''. Chozo Soldiers and Raven Beak have Finish Counters, which automatically initiate when they are low on health. During this interactive cutscene, the player must correctly time two Melee Counters to end the boss fight; if they fail either input, Samus takes damage and the battle resumes until another Finish Counter is triggered.

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** Unlike previous games, there are mandatory QTEs [=QTEs=] in ''Dread''. Chozo Soldiers and Raven Beak have Finish Counters, which automatically initiate when they are low on health. During this interactive cutscene, the player must correctly time two Melee Counters to end the boss fight; if they fail either input, Samus takes damage and the battle resumes until another Finish Counter is triggered.

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** ''VideoGame/MetroidDread'': If Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over]]. It's also a literal example, as the button Samus has to press to escape is the Melee Counter button, which is indeed X.

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** ''VideoGame/MetroidDread'': ''VideoGame/MetroidDread'':
**
If Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over]]. However, the timing of this counter is very tight (and the amount of time between getting caught and the E.M.M.I. attacking you is randomized to keep you from relying on it); the given tutorial for the situation says this is a "last resort, at best". It's also a literal example, as the button Samus has to press to escape is the Melee Counter button, which is indeed X.X.
** Unlike previous games, there are mandatory QTEs in ''Dread''. Chozo Soldiers and Raven Beak have Finish Counters, which automatically initiate when they are low on health. During this interactive cutscene, the player must correctly time two Melee Counters to end the boss fight; if they fail either input, Samus takes damage and the battle resumes until another Finish Counter is triggered.

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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=].]]
*** The reboot makes far more use of Action Commands than [=QTEs=], particularly for performing more complex kills during melee fights.

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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=].]]
***
]] The reboot makes far more use of Action Commands than [=QTEs=], particularly for performing more complex kills during melee fights.



* ''VideoGame/MetroidOtherM'' will often end a cutscene with a monster charging towards Samus, which she must dodge with the sense move to avoid taking extra damage before the fight proper.
* Speaking of Metroid, it was revealed that in the upcoming ''VideoGame/MetroidDread'', if Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over.]] It's also a literal example, as the button Samus has to press to escape is the Melee Counter button, which is indeed X.

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* ''Franchise/{{Metroid}}'':
**
''VideoGame/MetroidOtherM'' will often end a cutscene ends cutscenes with a monster charging towards Samus, which she must dodge with the sense move to avoid taking extra damage before the fight proper.
* Speaking of Metroid, it was revealed that in the upcoming ''VideoGame/MetroidDread'', if ** ''VideoGame/MetroidDread'': If Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over.]] Over]]. It's also a literal example, as the button Samus has to press to escape is the Melee Counter button, which is indeed X.



* ''Dyscourse'' has a variant where at certain points you have to pick from a menu before the timer bar runs out. Depending on your choices, this can result in anything from winning a fight to losing body parts or even other group members.

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* ''Dyscourse'' ''VideoGame/{{Dyscourse}}'' has a variant where at certain points you have to pick from a menu before the timer bar runs out. Depending on your choices, this can result in anything from winning a fight to losing body parts or even other group members.
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[[folder:Light Gun Game]]
* ''VideoGame/GunfighterTheLegendOfJesseJames'': The second level starts with a QuickTimeEvent where, from a distance, your ally, Cole, is strung with a noose around his neck while seated on a horse. You must ShootTheRope in 5 seconds using ''one'' bullet, lest the horse panics and runs off leaving Cole to die by hanging.
[[/folder]]
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* ''VideoGame/BeautyAndTheBeastABoardGameAdventure'': In the "Beast's Battle" mini-game, Beast has to quickly press the right direction on the D-pad to dodge the [[SavageWolves wolves]] as they try to attack him, jumping over the low ones, ducking under the high ones, and punching the ones that come from either the left or right sides.
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* Speaking of Metroid, it was revealed that in the upcoming ''VideoGame/MetroidDread'', if Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over.]]

to:

* Speaking of Metroid, it was revealed that in the upcoming ''VideoGame/MetroidDread'', if Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over.]]]] It's also a literal example, as the button Samus has to press to escape is the Melee Counter button, which is indeed X.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Speaking of Metroid, it was revealed that in the upcoming ''VideoGame/MetroidDread'', if Samus gets caught by an E.M.M.I., a cutscene will occur where you have to time a button press to when the E.M.M.I.'s eye flashes in order to counter its attack and escape. Failure to do so spells [[OneHitKill an instant Game Over.]]

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