Okay hi, game designer here, doing another game designer explain-y thing!
I know QTE have a poor reputation but, if I may, I would like to argue that this particular instance does not fall under the criticism of what makes QTE so tedious. Let me explain... https://twitter.com/InternetSlug/status/1297242348540375044
QTE are criticized to be poor gameplay because the skill required to complete them seems arbitrary and purely reaction-based to a lot of players. Failing them feels frustrating and you don’t get a lot of satisfaction of overcoming a challenge out of it.
QTE have no learning curve attached to them - you can’t really get better at them in a satisfactory manner, there is no sense of progression or mastery involved, which is why people perceive them as both cheap and uninteresting as a mechanic. All fair criticisms.
Now, the video above may LOOK like a QTE because of its UI presentation but I think I can safely argue that it really isn’t one.

It’s a spectacle event with no intention of checking skill - it’s pausing the game and giving you a check for when to continue.
I don’t mind that at all to be honest. A superhero game seems very fitting for a mechanic like this since hero moments, awesome views and freezes like that suit the aesthetic quite well and giving you a chance to reel in an epic moment seems perfectly on brand.
I’d personally - as others have pointed out - like to see the audio not stop completely and maybe keep some visual effects, but I think this isn’t a QTE, it’s a pause for effect and spectacle and I genuinely don’t mind that within the context of that particular game.
Some voices feel like forced perspectives are patronizing but I think that’s not a strong argument. That’s like saying certain framing in a movie is patronizing because you’re choosing for the viewer. I think some games are spectacle and leaning into that isn’t patronizing.
Someone just said that it’s also part of a tutorial and that would justify the use of this even further. Some people don’t like tutorials that gate progress, sure, but it’s a one-time engagement throughout the game so the sacrifice isn’t super huge in my opinion.
Also, psssst.... side note.... QTEs implemented in a way that you can’t fail them and have enough time to press buttons is good accessibility.
This is clearly quite the topic so imma write an article about this for y’all, hey 🥰 Keep your eyes peeled!
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