Marvel's Avengers ser ganske interessant ud, men de fleste kan vist blive enige om at selve præsentationen var ret mangelfuld, og det skyldes særligt at de små gameplay-bidder der blev fremvist var fyldt med såkaldte "QTE"-sekvenser, altså lineære sekvenser hvor spilleren ikke skal gøre andet end at trykke forudbestemte knapper på det rigtige tidspunkt.
Spørger du dog Crystal Dynamics, så vil det endelige spil kun gøre sparsomt brug af disse, da de ønsker at spilleren skal have så meget styring som muligt. I et interview med WCCFTech siger instruktør Noah Hughes følgende:
"They're much more prevalent here than they are anywhere else in the game. This is an opening sequence. And we actually use in some cases what looks like a quick time event to train the player. So in the case where we see Thor smash down in the opening of the level, we're really introducing you to those heavy attack buttons, and then onboarding you with that."
"And generally, there are a few exotic moments where you may have to express the effort of the hero or something like that. But it isn't a core part of our gameplay, and it's one that we don't want to overuse, I think that we use them for both training and exotic moments. But we use them sparingly. And because I think they can be useful for us. But again, I think it's like any of the tools in game design, which is we tried to do the best we can for our experience, we want the players to have them."
Det efterlader os dog stadig med spørgsmålet om hvorfor de dog viste denne sektion frem, når den nu som den eneste bid af spillet er fyldt med disse QTE's.