QTE discussion

I'm not far into the game, but so far there's been QTE after QTE. -_-
I thought this wasn't going to be another Jurassic Park. It only QTEs whenever the zombies are there.

Comments

  • edited April 2012
    Yes its another Jurassic Park, but it was REALLY annoing in JP, fortunately they seem to have learned from that game and changed a few things, its better now, but yah its still the same old concept that nobody liked back in the 90s
  • edited April 2012
    I had two QTE's and I'm way past the very beginning.....What is your definition of QTE?
  • edited April 2012
    what is qte?
  • edited April 2012
    tmfm2000 wrote: »
    what is qte?

    Quick time event
  • edited April 2012
    Jurassic Park was nothing but QTE. This is much, much better. I feel it adds to the tension.
  • edited April 2012
    hayabusa90 wrote: »
    Quick time event

    does it have something to do with quicktime? the apple app

    edit - nm i looked it up.
  • edited April 2012
    No, it's when you have to a press specific button in a timely fashion. Like press B as soon as it flashes.
  • edited April 2012
    Dameon2k wrote: »
    I had two QTE's and I'm way past the very beginning.....What is your definition of QTE?

    Nothing. I just didn't want it to be like Jurassic Park and be annoying with QTEs. After I posted this I'm way past the farm part
  • edited April 2012
    hardly any qte in it so stop your moaning. this is the telltale way now so get used to it. i like it personally.
  • edited April 2012
    No you
  • edited April 2012
    Personally, I didn't dislike the QTE content in Jurassic Park in and of itself -- the problem was that it felt like the whole game was QTEs, and exploration and interactivity was severely limited as a result. While playing JP I assumed that everything Telltale was learning about implementing tense, cinematic QTEs would play a part in The Walking Dead; I just hoped for a better balance this time around. I haven't played the whole of the first episode yet, but based on the first 45 minutes I like the blend -- tense and action-oriented when it should be, with plenty of room for conversation and discovery at other times.
  • edited April 2012
    Rasher wrote: »
    Jurassic Park was nothing but QTE. This is much, much better. I feel it adds to the tension.
    Fully agree with you, in JP it felt like you was watching a movie and kept having to press buttons to continue the movie, it just felt annoying as hell, in this title they made it much more fitting, and isnt annoing at all, it actually feels like your doing something.
    GavinUK86 wrote: »
    hardly any qte in it so stop your moaning. this is the telltale way now so get used to it. i like it personally.
    Everything in the game is qte smartass xD from the speech to the actions.
  • edited April 2012
    I'm goimg to make this brief because for some strange reason I've been jinxed twice for trying to send a thread. So here it goes... The game is nothing short of awesome the great detail gone into not only characters but also interaction with your surroundings is awe inspiring. But on a personal level the focus is too much on cut scenes. Don't get me wrong there is nothing wrong with movie clips playing now and again to interact with characters in the story or even the sudden emergence of zombies to signal danger. But there could be so much more intervention on the QTE's behalf. Not just with quick responses to certain remarks or comments the characters make that require a persuasive answer, but also the whole in-game experience as a whole. Now to get to the point I've used this example and it is a spoiler so don't read further if you haven't played already. For instance when sawing wood, it requires a specific range of motion to saw through the wood. It depends on the strenght you apply pushing down on the plank of wood and how repeatedly you saw over the same spot at any given time. I don't want to complicate the matter further but you use one hand to hold and stabilise the plank while repeatedly moving the other arm over the spot intended to be sawn. Here's another example. Pushing a car aside with a bunch of people. This involves gaining your composure and at the count of three throwing your weight into the intended direction to move the car bit by bit. This kind of spontaneous interaction is common and evident not only in arcade games, but also in the Wii console and nintendo DS. Now you may ask yourself what does sawing wood/moving cars and Nintendo DS etc. have to do with the roleplaying game the walking dead? Now this is where it gets to me, because instead of players being more actively involved in the game we pretty much just go by the decisions our character has to confront. And what I mean when saying this is you point the cursor over the expected area and click. Nothing more and nothing less. Instead of watching a movie about how the progress is made there's no option for critical thinking other than saying the right things at the right time or finding them for that matter; There's no elaboration to confront the situation head on. To sum it up I don't feel 100% part of the experience. More like maybe 75%. In this day and age you would clearly expect a whole lot of sapphires but only get trinkets. I used to play such games as a young teenager. Obviously not with such mainstream graphics but the concept remains the same. I feel this kind of concept should be reviewed and reapproached to allow for a more lasting impression in games. If you can read beween the lines I'd really appreciate if you could voice your opinions. I'm not saying you can't read because if you got to the end of this paragraph you surely can, but what I'm saying is if you feel let down and led to believe that this is the best roleplays have to offer then please let me know :D
  • edited April 2012
    Lol really wish I could be botherd to read this but im way to tired. "im to make this brief" lol
  • edited April 2012
    quack on or just dodge lol
  • edited April 2012
    If I'm reading you right you essentially want The Walking Dead to be more like Jurassic Park. Unforunately for you quite a lot of people don't enjoy QTE's, myself included, and didn't enjoy JP largely because of them. I'm quite certain Telltale decided to tone them down in TWD as much as possible because of this.

    I Actually joked with a friend of mine in the sawing wood scene you mentioned that if this was JP I'd be forced to press QEQEQEQEQEQEQEQEQE all the way through that scene.

    For me personally, QTE's actually stop me from being drawn into the game and connecting with the characters, I'm actually more drawn into it when i'm allowed to focus on what's going on in the scene instead of having to focus on a particular set of button presses for a QTE.
  • VainamoinenVainamoinen Moderator
    edited April 2012
    Thankfully, the two scenes where specific buttons had to be hammered (yeah, the QQQQQQQQQQQQE stuff) feel really out of place in TWD. I still assert the opinion that this feels like child's play, whatever the "difficulty", and is definitely not fit for a grownup video game. I was OK with the later timed hotspot-clicking somehow, it felt a little less QTE'd.
  • edited April 2012
    Thankfully, the two scenes where specific buttons had to be hammered (yeah, the QQQQQQQQQQQQE stuff) feel really out of place in TWD. I still assert the opinion that this feels like child's play, whatever the "difficulty", and is definitely not fit for a grownup video game. I was OK with the later timed hotspot-clicking somehow, it felt a little less QTE'd.

    Yeah, the "Find shotgun, find shell, reload, FIRE" type stuff was great, it was the... well the QQQQQQQQQQQQE that was lame.
  • edited April 2012
    Gman5852 wrote: »
    Yeah, the "Find shotgun, find shell, reload, FIRE" type stuff was great, it was the... well the QQQQQQQQQQQQE that was lame.
    I don't know if you guys are old enough or were around them, but there was an old arcade game called Track & Field. You had to press buttons in rapid succession to make your "athlete" run and perform certain events. The Q E presses reminded me heavily of that.
  • edited April 2012
    Gman5852 wrote: »
    Yeah, the "Find shotgun, find shell, reload, FIRE" type stuff was great, it was the... well the QQQQQQQQQQQQE that was lame.

    I wonder if the QQQQQE bit would feel better if it was done as a series of left clicks and a right click on the mouse. For me it was jarring having some parts of action sequences done completely with the mouse (and i agree, done well) and then some done with the keyboard. It kinda feels like i'm trying to use the worlds largest console controller.
  • VainamoinenVainamoinen Moderator
    edited April 2012
    All things of the "click this button as fast as you can" sort have always annoyed me greatly. Controller or mouse, it doesn't matter. When these mechanics popped up in "Metal Gear Solid" (1998) in a torture scene, I thought that they were joking by implementing such anachronistic gameplay. But they too meant it. :(
  • edited April 2012
    All things of the "click this button as fast as you can" sort have always annoyed me greatly. Controller or mouse, it doesn't matter. When these mechanics popped up in "Metal Gear Solid" (1998) in a torture scene, I thought that they were joking by implementing such anachronistic gameplay. But they too meant it. :(
    OMG I so hated that! LOL
  • edited April 2012
    I haven't played Jurassic Park and from what I can tell it wasn't all to impressive. What I meant was that even if you have control over your character at times when solving puzzles and responding to others, at parts were there should be a so called QTE where you 'saw through the wood' hahaha or run from zombies to climb into a strangers backyard you get a cut scene or a video clip showing the event. And there are a lot of those moments. What I was proposing was something parallel where you have to pay attention for instance to what the person next to you says while still sawing through wood. And when the moment arises respond to the question at an interval point in time. This allows for more challenging gaming while still maintaining the integrity of gameplay. Hope this cleared things up a bit. But overall the walking dead is still an enjoyable experience
  • edited April 2012
    You might be doing something in the game and be more active in encounters and all that jazz but it's still like watching a movie. Playing it throughh a second time the cut scenes are also pretty frequent so it barely amounts to much except for a wait and see what happens next.
  • edited April 2012
    Instead of ragging on QTEs what would be a proper alternative for them in the context of the walking dead? You have to have actions somehow to simulate intensity when zombies grab you last minute and things of that nature that demand urgancy ( thus the button mashing)and i dont see a way to do it different in a game like this. Mouse and keyboards have zero alternative, and console controllers have the sticks you could use like resident evil, but ultimately the same kinda idea. The game doesnt have advanced battle mechanics so i dont see another alternative that makes sense. i think is done tastefully, and i personally am not a fan of qtes in general
  • edited May 2012
    well i hope telltale just remove or limit the qqqqqqe moments and change them if possible to multiple hotspots like the gun and single cartridge moment..

    still gives the moment of panic and hope your quick enough but less annoying an imo a better play style as on the pc at least we are always using the mouse..
  • edited May 2012
    cyclopst wrote: »
    I'm goimg to make this brief because for some strange reason I've been jinxed twice for trying to send a thread. So here it goes... The game is nothing short of awesome the great detail gone into not only characters but also interaction with your surroundings is awe inspiring. But on a personal level the focus is too much on cut scenes. Don't get me wrong there is nothing wrong with movie clips playing now and again to interact with characters in the story or even the sudden emergence of zombies to signal danger. But there could be so much more intervention on the QTE's behalf. Not just with quick responses to certain remarks or comments the characters make that require a persuasive answer, but also the whole in-game experience as a whole. Now to get to the point I've used this example and it is a spoiler so don't read further if you haven't played already. For instance when sawing wood, it requires a specific range of motion to saw through the wood. It depends on the strenght you apply pushing down on the plank of wood and how repeatedly you saw over the same spot at any given time. I don't want to complicate the matter further but you use one hand to hold and stabilise the plank while repeatedly moving the other arm over the spot intended to be sawn. Here's another example. Pushing a car aside with a bunch of people. This involves gaining your composure and at the count of three throwing your weight into the intended direction to move the car bit by bit. This kind of spontaneous interaction is common and evident not only in arcade games, but also in the Wii console and nintendo DS. Now you may ask yourself what does sawing wood/moving cars and Nintendo DS etc. have to do with the roleplaying game the walking dead? Now this is where it gets to me, because instead of players being more actively involved in the game we pretty much just go by the decisions our character has to confront. And what I mean when saying this is you point the cursor over the expected area and click. Nothing more and nothing less. Instead of watching a movie about how the progress is made there's no option for critical thinking other than saying the right things at the right time or finding them for that matter; There's no elaboration to confront the situation head on. To sum it up I don't feel 100% part of the experience. More like maybe 75%. In this day and age you would clearly expect a whole lot of sapphires but only get trinkets. I used to play such games as a young teenager. Obviously not with such mainstream graphics but the concept remains the same. I feel this kind of concept should be reviewed and reapproached to allow for a more lasting impression in games. If you can read beween the lines I'd really appreciate if you could voice your opinions. I'm not saying you can't read because if you got to the end of this paragraph you surely can, but what I'm saying is if you feel let down and led to believe that this is the best roleplays have to offer then please let me know :D

    Soo..you're pretty much complaining about the very core that makes this game unique and fun. It isn't another typical FPS or action-oriented games, it's mean't go for the game-movie hybrid feel to it. I actually feel that this game is pretty fun, and what with it being the first episode and all, it could be a precursor to slightly-longer, more in-depth episodes...such is the way of development, Young Padawan.

    Though if 100% immersion is also their goal, perhaps not this one but if they do a new Walking Dead game, they could add a character creation option. Rainbow Six Vegas and Vegas 2 did this spectacularly; they allowed creation of the player's character and plugged it into the storyline, and didn't alter or kill the story at all. But that's just me and my wishful thinking.

    I don't know if you guys are old enough or were around them, but there was an old arcade game called Track & Field. You had to press buttons in rapid succession to make your "athlete" run and perform certain events. The Q E presses reminded me heavily of that.

    Oh God, please don't remind me of that game! I literally got sores from the sheer button mashes I had to do just to be a high-level computer, much less someone else playing against me. X.x
  • VainamoinenVainamoinen Moderator
    edited May 2012
    acz6mo.jpg
  • JenniferJennifer Moderator
    edited May 2012
    Thankfully, the two scenes where specific buttons had to be hammered (yeah, the QQQQQQQQQQQQE stuff) feel really out of place in TWD. I still assert the opinion that this feels like child's play, whatever the "difficulty", and is definitely not fit for a grownup video game.
    I didn't feel that way, and I don't think it's out of place for The Walking Dead (or Metal Gear Solid as you mentioned). The button pressing scenes remind me of what I've actually felt that before in real life, where it feels like I can't move anymore, but I have to constantly push myself to go farther. It's like boosting yourself up with adrenaline in order to keep moving.
  • VainamoinenVainamoinen Moderator
    edited June 2012
    I felt the QTEs in episode 2 were particularly broken.
    Fighting the zombified teacher
    , I kept using the A and D keys for left and right, resulting in about five deaths in a row until I finally realized that you actually have to click the arrows on the screen. Hrrgggggggg.
    Being pushed towards the electric fence
    , I managed to hold myself quite well. But I could push Q all I want, the scene just didn't finish. It was only when I decided to try death instead out of boredom (after three minutes of frantically pushing Q) that I finally managed to complete this scene.

    I just don't warm up to that stuff. :(
  • edited June 2012
    The QQQQQQQQQQQQQQQQQQQQE games are a bit dumb, I agree. They do simulate *effort*, yes, but .... actually to be honest they're one of the better ones, because at least you know what you're supposed to do, and it's relatively seamless.

    I mean I feel a bit annoyed when I'm just mousing around randomly trying to find a 'hotspot' to click on during an action sequence, as if I have no clue how to move my own body.

    The QTE's I didn't like usually resulted in deaths that didn't feel like my fault. For instance I was only able to block the big brothers' punches by sheer luck on my 2nd try (after like two unblocked punches!). There was simply no clue what to do, and even though I did pretty much the exact same thing on my 2nd playthrough (madly clicking and mousing around) I somehow managed to catch a punch by sheer luck. The mouse got really jerky while reaching for Andy's gun as well, and I got killed simply because they cursor wouldn't go where I wanted it to.

    During the tractor-push scene, I got killed by the zombie torso because it wouldn't give me back control for the first few seconds after it went back to the 'playable' camera view. I was mashing the right WASD keys and nothing. Did okay the second try though.

    Basically I don't like the QTE's where you can only survive by memorizing what's going to happen.

    I think TTG is still getting a sense for what works and what doesn't, and hopefully their play-testers will serve us well in picking out what's fun and what isn't.

    Ideally I would like to see a more seamless and smooth transition from normal gameplay to QTE. It's really best when you can't even call it a QTE anymore. Sadly I think the QQQQQQQQQQQQQQE games is (some) the best they've done on that front so far, because at least you KNOW what to mash to push away. Clicking on zombie heads usually works like I expect it to, as well.

    I think the part in Episode 1 where you're clearing out the motor inn, and the part in Episode 2 where you're trying to figure out why the tractor won't move, are my favorite uses of action in these games so far. They dial up the tension while still giving you a chance to think, and you actually have a choice about what to look at and try next. Large parts of those sequences aren't really QTE's at all, and that's fine with me.
  • edited June 2012
    keyboards ain't built for qte imo...

    also vain i used the mouse pointer at the screen edge to move the teacher.. left or right..
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