It’s a modern Resident Evil game. There are QTEs. But like everything in Resident Evil 6, while on first glance they appear to be business as usual, in practice the button-prompt action is very different this time. As already discussed, the enemy-execution QTEs are not the cut-and-dried insta-kills they used to be, but there’s a similar refinement to a lot of the stand-out set-piece versions too. This stuff isn’t about hammering a button to punch a rock or run away from a giant robo-statue. It’s more layered and intimate than that.
You might, for instance, be over-run by zombies, and find yourself struggling to force back and barricade the door. Rather than giving you a "Mash to push door" prompt, the game will switch to a special close-up camera angle, from which you'll one-handedly struggle to shoot back the grasping hands and leering faces that splay around the half-open doorway before you lose control of the situation. It's a smartly directed and very tense way of dropping in a cinematic mini set-piece while maintaining immersion and control.
A bigger, more stand-out instance of this approach occurs when Leon makes it to an abandoned car after escaping a street teeming with far too many zombies to engage. A QTE begins as huge swathes of the undead catch up with him and start to envelop the vehicle, hammering on doors and cracking windows. Press A to lock the door, then pull a trigger to drive off ? No. Instead you have to use an analogue stick to manually look around the car to find where the key is hidden, hitting a button to check each possible hiding spot in turn. If you're unlucky then by the time it turns up the zombies are almost through the windscreen. And with the whole thing playing out through a near Leon’s-eye-view camera angle, the sense of claustrophobia, panic and impending doom are immense.
And speaking of abandoned cars…