Quicktime Event of Telltale games - Inaction approach
When playing Episode 3, I noticed something about the quicktime events...
That u don't have to do anything for the story to continue.
Guess that's the benefit of having almost immortal characters...
Death is almost irrelevant, so I went back to Episodes 1 & 2 to try them out, to see if they changed it or not. As I recall, u can die by not doing anything...
In the Walking Dead however, being mortals vulnerable to almost everything, especially with one bite and its over... its not merely a matter of how you'd like it done, but survival.
Here's the compilation of quicktime events in all three parts of the Wolf Among Us,
This time I intentionally just do nothing and see what happens
Possible spoilers, if you haven't played any of these parts yet.
What do you think?
Personally, I don't mind not doing anything as a viable option, in order to show a different losing perspective.
I think its just a matter of how well you want ur character to look like during the action.
Standing strong, or down panting...
or preferably to have some consenquences, like what happens
Comments
Without watching the full 15 minute video just yet, are there any points where you DO die/get a game over from failing a QTE?
If I remember correctly, you can only get a Game Over if you do nothing when The Woodsman takes his axe out at the beginning of Episode 1 and when Grendel is shoulder-charging Bigby at the end of Episode 1.
After watching videos like these again, I sometimes wish that the Tweedle chase scene was actually 'failable', and if Jack actually got away if you just so happened to not press the corresponding action in time, whether on purpose or by accident, y'know?
Cut by the woodsman? DEAD, Slammed into a wall by Gren? DEAD! Hundreds of shotgun shells pumped into Bigby's chest? PERFECTLY FUCKIN' FINE!
The trouble with Jack getting away is that you wouldn't have a way to learn the witch's name, so it'd just be an insta-fail and replay the section. At least this way the story continues in a way that makes sense, events differ slightly, but it doesn't take you out of the action with a "game over" screen.
Sounds reasonable, I suppose it'd be more work for Telltale if they created more areas and dialogue choices if players just so happened to fail these certain events. Otherwise the season pass for these episodes would be around 50-60 dollars, and that they'd be bigger in size.
There's a third game over scene ... With Beast
I just like to see these kind of differences, but stuff like carrying the couch or just walking in the last part of ep 3... Kinda let down
...What the hell? At 14:33 did Dee get shot by his brother?
For sure, Bigby could have easily vaulted over the couch instead of lifting it, and as for the walking in the alleyway in episode 3? That part was honestly badass in my opinion, not gonna lie. Anyhow, we can hope that future fights will be amazingly awesome in the upcoming episodes, which I'm sure they will be!
Ya, was wondering who shot him...
Would it be nice if doing nothing means bigb badly humiliated?
without default winning against the deedum?
The interesting part is that Bigby wouldn't have died when the "game over" shows up either.
Perks of being almost immortal, I guess... And yeah, I wouldn't mind the QTE's to have more of an impact in case you fail.
I've noticed it, and the way they handled inaction and fails at QTE sucked. There clearly was a way they decided things to happen, period.
The way I think action sequences should have been designed, is that the more a beating Bigby takes, the more his instincts take over and consequently his true form and powers come out. It would have been very cool and work perfectly with the theme and story. To me, if you failed too much at QTE, Bigby would loose control to the point that for example killing Dum or not would no longer be an option, that killing would be a consequence of Bigby losing it. On the other hand, in unnecessary fights like against the Woodsman, Grendel or Beast, Bigby choosing not to continue beating them when they were down, choosing just to dodge their attacks, and to push them away or immobilize them, trying talk them down, taking a few hits in the process, instead of slashing their throats, sinking fingers in their eyes, etc. would end up with them calming down and reasoning with Bigby to progress the story in different ways, other than crashing through walls and falling to top of cars, doors to nightmarish murder scenes, etc. That would have given Telltale way more work, but player experience would've felt way more genuine and rewarding.
Bigby in the comics is known to try his best to avoid violence, specially because he knows how it affects him, how his real fights happen inside, against his own nature not others, however powerful creatures and dangerous situations he faces.
I agree. I think it's a good idea.
Agree, reminds me of Throne of Bhaal, like there's a consequence for using ur monster form often...