Put simply they aren't very interesting. I will ignore that I can't come up with any (new) way they could be used that would require thought, no situation where a player would need to think first about how to deal with that with situation and then come to this conclusion to use a quickstep or slide in a clever way, because in all situations I come up with the conclusion is already obvious. Instead, I will talk about the technical part of it, in which it also is not very interesting. There's nothing particularly precise about the manner in which these are used. You often wouldn't need to precisely time activation of a slide in the same way you'd time, for example, the insta shield to phase through an object. Or even the somersault attack to slide under barriers in SA2. You don't really need to release or deactivate the mechanic in any precise timing window either. There is little precision involved. In more cases then not, the quickstep is the same. Even in cases where it does need to be timed, the window is usually quite generous. No, the only "challenge" these mechanics bring is that of a reaction based one. WHich is fine, at least on an intial run, but when a level is memorized (and you do memorize levels after running through them enough times) the need for even this skill dissipates. Maybe if quickstep sections were randomized, rng every time you ran through a level. Hmm... In any case, I don't find them interesting. And rather than quickstep, I'd prefer a move that feels more similar to the how pressing left and right in the "Going down" section of the original Speed Highway in Sonic Adventure. That would allow for more precision. Instead of lanes to switch to, you have a wide radius along the x axis, and have to navigate to a specific point on that axis in time to pass through whatever obstacles are on the path. You could even put this strafing movement on L1/R1 as the quickstep currently is... ...that is, if the linear, straight away sections the quickstep usually comes up in absolutely HAVE to be included. I'd much rather just have a dodge/roll mechanic to be used in fights taking place in an area rather than a track. Also no. I don't agree that the wall running sections in those games are particularly great.