SDCC: Asura’s Wrath dev defend QTE criticisms

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I’ve defended Asura’s Wrath before and I’m here to do it again, this time with some help from the folks making it. Many that saw our first preview of the game were quick to criticize, saying that the game looked like a bunch of Quick Time Events (QTE). 

CyberConnect2 president Hiroshi Matsuyama thinks he knows why the game might be seen that way: “These comments, a lot of the critisms of Asura’s Wrath, that it’s all just QTEs, we think that a lot of these are just based on people just seeing videos, not having played the demo.”

Face!

Matsuyama also says that he feels that the game’s events are more than just triggers to progress a cutscene.

“There are QTE events in the game but they’re not just QTEs, meaning that we’re not putting them into the game just to have them,” he explained to Destructoid. “We’re putting them in the game to get the player to connect more with Asura, to really become him. You’re really mimicking Asura’s actions with the controller.”

As our discussion continued, we talked about how they worked to make Asura’s Wrath seamless, so players would not sitting around watching cutscenes between action. He says that they wanted to blur the lines between action and cutscenes.

“We want people to know that it’s not just QTEs,” Matsuyama said. “And we’ve only shown a small portion of the game so far.”


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