Well, this thread is a mixture of venting some anger and really looking for opinions as I am quite confused at the moment...
Quick backstory, I try to make it short:
After having rediscovered my love for Castlevania thanks to the PS1 emulation console version of Symphony of the night on my PS3 (I finally gave in, as I could only play the japanese version in '97), and having aquired the classical Super Castlevania for my SNES, I figured I would give newer Castlevanias a chance again (Lament of sorrow on the PS2 made me stop playing Castlevania for almost 10 years... it was just so boring and crap IMO)...
Having read lots of good reviews of Lords of Shadows, I choose to use this years Steam Sale to get the PC Version cheap.
Now when I fired the game up, I was at first really hyped... this game looked good! And the story sounded dark and brooding, as in the good old days.
First downer was the really linear level design, but well... that is kinda classical. SotN is rather exceptional here for a Castlevania...
What I was NOT prepared for was the extremly annoying amount of quicktime events! Granted, I usually avoid brawlers like god of war (and I am a little bit pissed Castlevania has evolved into another such brawler), but as if Quicktime events in 2010 wouldn't be bad enough, the developers filled the game to the brim with it! No boss battle without annoying Quicktime Fiesta... often you don't even use your whip anymore besides swinging up a ledge, instead you watch the Boss battle as a movie waiting for that random button press to flash up.
Now, I know tastes differ, but seeing how gamers usually despise quicktime events, what could make a developer force players through lengthy quicktime events when the whole history of games show that QT Events are NOT needed at all for a good game.
I totally understand that the devs where not happy anymore to have players whip holes in walls and uproot trees with throwing knives... it looked okay in pixely 2D, but would look just funny in HD 3D (Still, even then I am not 100% I need more than a short hint what I need to do, instead of the constant "Press X Now!").
But Boss battles? Common! I don't care how spectacularly big and cool your boss is, if it looks off whipping the beast to death, how about giving players the chance to just jump up to the beasty and whip his weakspot, instead of forcing him to climb and jump with random QT button mashing galore?
Puzzles me really. Cut the cutscenes to the minimum (a good story does not need cutscenes), leave out the QT crap, and concentrate on interesting, non-linear levels. Without invisible walls and stuff. And just let the player decide how he tackles the boss, as long as he is able to hit the weakspots. This could have been a good game, but I don't think I will finish this QT helll.
TL; DR (yes, I failed with the short part):
Why do devs still choose QT Events over better forms of game design? Do they think players expect a (not so) interactive movie? Do they think its the only way to make things look good when the best free running system fails because the climbing target is moving?
Or does it just relieve them from proper game and level design, because they can skip a complex free running system, and make an extremly simple collision handling, and just force the player into a narrow corridor and binary (hit the button or die) choices?
Is there a different reason I am ignorant to?