Well, I said "rework the scene" for a reason. I knew it wouldn't be easy to directly control that, but I bet you could still do it with, say, Super Mario 64 controls. Zoom the camera back out a bit so you can see behind you and I'm sure you could predict when your car is about to be destroyed. Also remember that with a real control scheme you wouldn't be restricted to necessarily go with the planned path that you see in-game, so it's not completely necessary to, say, wall run the truck if you don't want to. Considering it's a third person shooter I doubt they'd go that route, but such a thing IS possible if the game designer is really intent on making it work. Direct control over a scene like that would be incredibly difficult but you WOULD feel utterly badass when you stopped screwing up and actually beat such a thing with manual control.
Another option that they could go with is the system used in Wind Waker (and sorta in Twilight Princess), where the A button is context sensitive. As a reminder, in Wind Waker, when you're attacked you have a certain time window (represented by a sound and a small onscreen prompt), to hit the context-sensitive A button to do a counterattack without getting hit. The major difference between this and QTEs is that unlike QTEs, if the player knows what the window is for the counterattack, they can ignore the prompt entirely and just hit the A button when they want to counter. In fact, by the end of the game it's almost necessary to watch the animations of the opponents instead of the prompt, because by the time you see the prompt your counterattack window will have already passed.
This is similar in USE to QTEs but drastically different in application, because unlike QTEs this does not remove the normal game's controls. The A button is always context-sensitive in Zelda, and pressing it at the proper time performs the counterattack. The player doesn't need the on-screen prompt, it simply aids in recognizing the timing. WET could implement a context-sensitive button and prompt the player to press it to jump. The advantage to this over QTEs is that the player can simply watch the scene in-game and does not need to look at the prompts to determine when to jump if he or she doesn't want to. They could also press the button early in an attempt to speedrun the section.
My argument is that any QTE could be done better with another method of control, and should be abolished. Since you guys seem to keep providing examples to try to push the idea that QTEs, how about you provide an example of something that could ONLY be done with a QTE that couldn't be improved by reworking the controls slightly to do away with the QTEs.
Another option that they could go with is the system used in Wind Waker (and sorta in Twilight Princess), where the A button is context sensitive. As a reminder, in Wind Waker, when you're attacked you have a certain time window (represented by a sound and a small onscreen prompt), to hit the context-sensitive A button to do a counterattack without getting hit. The major difference between this and QTEs is that unlike QTEs, if the player knows what the window is for the counterattack, they can ignore the prompt entirely and just hit the A button when they want to counter. In fact, by the end of the game it's almost necessary to watch the animations of the opponents instead of the prompt, because by the time you see the prompt your counterattack window will have already passed.
This is similar in USE to QTEs but drastically different in application, because unlike QTEs this does not remove the normal game's controls. The A button is always context-sensitive in Zelda, and pressing it at the proper time performs the counterattack. The player doesn't need the on-screen prompt, it simply aids in recognizing the timing. WET could implement a context-sensitive button and prompt the player to press it to jump. The advantage to this over QTEs is that the player can simply watch the scene in-game and does not need to look at the prompts to determine when to jump if he or she doesn't want to. They could also press the button early in an attempt to speedrun the section.
My argument is that any QTE could be done better with another method of control, and should be abolished. Since you guys seem to keep providing examples to try to push the idea that QTEs, how about you provide an example of something that could ONLY be done with a QTE that couldn't be improved by reworking the controls slightly to do away with the QTEs.