You can literally sit there with the controller in your hand, not touch a single button and make it through most of the fighting sequences. Seems a bit extreme if they were just trying to ease players into the system.
There are actually some fail animations, not a lot, but I do remember getting at least one on my first playthrough. Plus, just the first episode, don't shit your pants just yet.
You can literally sit there with the controller in your hand, not touch a single button and make it through most of the fighting sequences. Seems a bit extreme if they were just trying to ease players into the system.
It's lazy. If you don't want every QTE to have you to die, but The Wolf Among Us gave you cuts and bruises.
The Walking Dead got Lee to g… moreet fucked up or die a lot.
Story Mode actually had scenes trigger when you failed prompts.
Tales... I actually don't know. I never did a fail all QTE run, nor watch someone do it. But I assuming it's like Game Of Thrones.
Game Of Thrones gave you extra wounds and scenes trigger.
Guess they're just going full Michonne now? Three death scenes is all you need!
Yeah, when I found this out it greatly lowered my opinion of the game. Keep in my that I originally had it at 7/10 and I'm gonna keep it the… morere because I like the story. Plus, if you can kiss Selina then all is forgiven on that front.
I don't see how they can't have it that if you miss a QTE that you get hit or something happens that leads to a fail sequence. The fact that I can go through the majority of the scene and not do anything is just amazing. I mean damn you wasn't kidding with a illusion of choice.
One big variation they could have had is that if you don't throw the BatShocker at Catwoman then she can escape without the saving sequence. Though, saving sequence can happen if you actually bust her eye up it impairs her ability to get away and you have the falling sequence. Then you still have the "original" where you hit her with that McShockerz and save her. So, three little variations with two that can end up giving the "same" … [view original content]
Yeah, certain, crucial actions should always have consequences if you fail their connected QTE.
As NotSoConcerned mentioned above, if Batman fails to hit Selina with the shocker during the rooftop battle, Selina should leap onto the helicopter, as intended, and escape, resulting in either a "game over" screen or a minor alteration to the scene where Bruce and Selina meet at the café, because now Bruce doesn't have three little scars on his face and Selina didn't steal his grappling gun.
Another instance is when Bruce jumps down to interrogate the sniper in the warehouse. If you fail to dodge his gunshot, you should either die, or the bullet should strike your armour, leaving a mark, and you should be given a second attempt to disarm the man in a different way, and then if you fail that you should die. There's absolutely no point in having a one-off QTE like that if it's impossible to fail.
I loved the episode, but, like everyone here, I find it disheartening to know how unnecessary our input in action sequences really is.
Or when your executing the plan and you miss the first prompt to attack the guy standing outside there should be an alternative sloppier method of getting rid of him. I still believe that episode 1 was simply testing the waters and that future sequences should see some improvement thanks to the feedback.
Yeah, certain, crucial actions should always have consequences if you fail their connected QTE.
As NotSoConcerned mentioned above, if Bat… moreman fails to hit Selina with the shocker during the rooftop battle, Selina should leap onto the helicopter, as intended, and escape, resulting in either a "game over" screen or a minor alteration to the scene where Bruce and Selina meet at the café, because now Bruce doesn't have three little scars on his face and Selina didn't steal his grappling gun.
Another instance is when Bruce jumps down to interrogate the sniper in the warehouse. If you fail to dodge his gunshot, you should either die, or the bullet should strike your armour, leaving a mark, and you should be given a second attempt to disarm the man in a different way, and then if you fail that you should die. There's absolutely no point in having a one-off QTE like that if it's impossible to fail.
I loved the episode, but, like everyone here… [view original content]
Some failed QTEs should also result an instant "game-over", no matter how well you've handled yourself in the rest of the fight. For example, in the battle against the mercenaries in City Hall, the guy with the electric saw, who rushes you from behind when you're looking at Catwoman, should kill you outright if you fail to dodge. The same goes for any time Batman fails to avoid an attack from a heavy machine gun or similar weapon that could tear through his armour.
It's not as if the penalty of dying is too tough; you only ever have to replay a few short sequences at most. And the good thing about having real consequences is that you feel like a much bigger badass if you actually succeed the first time. lol
Or when your executing the plan and you miss the first prompt to attack the guy standing outside there should be an alternative sloppier met… morehod of getting rid of him. I still believe that episode 1 was simply testing the waters and that future sequences should see some improvement thanks to the feedback.
Telltale just can't win. Critics criticized Tales for having missed QTE's kill you too easy and now this. Well I'm sure they'll figure out a solution to make everyone happy.
I really hope so.
Some failed QTEs should also result an instant "game-over", no matter how well you've handled yourself in the rest of t… morehe fight. For example, in the battle against the mercenaries in City Hall, the guy with the electric saw, who rushes you from behind when you're looking at Catwoman, should kill you outright if you fail to dodge. The same goes for any time Batman fails to avoid an attack from a heavy machine gun or similar weapon that could tear through his armour.
It's not as if the penalty of dying is too tough; you only ever have to replay a few short sequences at most. And the good thing about having real consequences is that you feel like a much bigger badass if you actually succeed the first time. lol
Well, I can only speak for myself. I've never criticized a QTE game for being too harsh; I like a challenge (a fair challenge). And I haven't played "Tales from the Borderlands".
Telltale just can't win. Critics criticized Tales for having missed QTE's kill you too easy and now this. Well I'm sure they'll figure out a solution to make everyone happy.
Did a last check and saw still no difference in "inactive" QTE, so here's a compilation of both
hitting every mark (red) and missing all but the key mark (Blue)
I really don't see the point in just sitting there with the controller in my hand and not pushing any buttons as the screen prompts me to, it's meant to be an interactive experience after all. I don't know TTG's reasoning behind this but I'm personally going to give them a pass since this is pretty much their most QTE-heavy Episode thus far, at least it seems like it.
You can literally sit there with the controller in your hand, not touch a single button and make it through most of the fighting sequences. Seems a bit extreme if they were just trying to ease players into the system.
Now I know we're all awesome and can pass the QTEs without ever getting a game over. Even if we do get a game over or fail a QTE it's no problem to keep going. But I think since these games benefit the most from Let's Plays done by the youtube community, failing a QTE and dying sucks for them. I've seen so many die to these stupidly easy parts and then they rant on and on about how much they want to skip everything leading up to the part they failed, but can't since the TT autosave function sucks. Perhaps TT made it incredibly easy for them and for themselves to program.
I think that there needs to be consequences to missing QTE's. Does that consequence need to be death every time? No. There are so many interesting things that you could do with the system that just removing the death and replacing it with nothing is very disappointing. That was the point that I was trying to get across...
Telltale just can't win. Critics criticized Tales for having missed QTE's kill you too easy and now this. Well I'm sure they'll figure out a solution to make everyone happy.
From what I can tell,
most notable differences is where you got prompt to (Shift + Q/E)
movements, Finishing moves (left + right), E/Q… more
don't make much differences
These are the moments i can see differences.
(Mayor Hill heist)
Merc cover door cutter's back
Shift + E
* Throw batterang at Merc's rifle
* He runs out of bullets and drops the rifle
Shift + E
* Slams Merc on door, throws on ground, gets up starts circling
* Merc breaks free, starts circling
Shift + Q
* Dodge kick, Merc breaks cubical wall
* Merc kicks Bat through cubical wall
Shift + Q
* Bat hits merc
* Merc hits Bat
Finishing Move (F.M.)
* Grappels door and kick merc through door
* Just run & kick merc through door
Staircase police
* Grapple away with style
* Stand there awkwardly as police stares at him
(Cat vs Bat)
First round
Shift + Q
* Grabs whip
* Gets whipped
Chopper round
Shift + E
… [view original content]
I think a large part of what it boils down to is that, after the success of Walking Dead: Season 1, Telltale has tried to further push their games towards being more cinematic focused, which in part could include things like pacing of the narrative. For example, I've also noticed that in hub areas of Telltale games after Season 1, they only allow you to click on so many things before the game automatically continues on with the story on top of there not being as many objects/characters to interact with in the first place. (And, it's also why they've shortened episodes to 90/120 minutes and treat that as a selling point..)
It seems like they are trying to put more authorial dictation on the cinematic pacing of the game outside of the player's control in order to make the games feel more like a typical movie/TV show, and that seems to be extending to Telltale being more forgiving of players flubbing QTEs.
However, in my personal opinion, Telltale needs to be okay with surrendering some of the cinematic pacing to the player and allow them to have more control of the story. Season 1 was famous not just because it played like an interactive TV show, but also because of its roleplaying elements in more intimate moments such as pushing Clem on the swing, fixing the radio, etc.
Well, I can only speak for myself. I've never criticized a QTE game for being too harsh; I like a challenge (a fair challenge). And I haven't played "Tales from the Borderlands".
I think it would be cool if they used the same mentality for fight scenes as they did with Episode 1 of Wolf, where you could at least tailor your fight scene by choosing one of multiple options to hurt bad guys and having your fight play out differently.
Yeah, certain, crucial actions should always have consequences if you fail their connected QTE.
As NotSoConcerned mentioned above, if Bat… moreman fails to hit Selina with the shocker during the rooftop battle, Selina should leap onto the helicopter, as intended, and escape, resulting in either a "game over" screen or a minor alteration to the scene where Bruce and Selina meet at the café, because now Bruce doesn't have three little scars on his face and Selina didn't steal his grappling gun.
Another instance is when Bruce jumps down to interrogate the sniper in the warehouse. If you fail to dodge his gunshot, you should either die, or the bullet should strike your armour, leaving a mark, and you should be given a second attempt to disarm the man in a different way, and then if you fail that you should die. There's absolutely no point in having a one-off QTE like that if it's impossible to fail.
I loved the episode, but, like everyone here… [view original content]
I'm actually downloading Episode 1 now! I've only heard good things about it, but I was reluctant to jump in because, as you might expect, I haven't played "Borderlands".
I understand it's set in a post-apocalyptic world with lots of lawlessness and strange creatures, but that's about it.
In fact ... just writing that makes me want a Fallout Telltale game! lol
I think that there needs to be consequences to missing QTE's. Does that consequence need to be death every time? No. There are so many inter… moreesting things that you could do with the system that just removing the death and replacing it with nothing is very disappointing. That was the point that I was trying to get across...
I'm actually downloading Episode 1 now! I've only heard good things about it, but I was reluctant to jump in because, as you might expect, I… more haven't played "Borderlands".
I understand it's set in a post-apocalyptic world with lots of lawlessness and strange creatures, but that's about it.
In fact ... just writing that makes me want a Fallout Telltale game! lol
If we want to fail half of the QTEs and play as angry drunk Batman, who's to tell us we're playing it wrong?
Telltale,
David Cage is not the role model you want. The man whom slowly took away choice and consequence got hammered for it on
sales and reviews in his last game.
There is such a thing as pushing the narrative too much.
I care because I enjoyed the game. If I didn't, I would have left.
don't remind me of Jurassic, loved the story but the first 2 playthrough I literally had to watch out for all the clicking stuff instead of watching the story and scenes, I would rather have a BTTF kind of gameplay where you can wait as long you want to to do actions, go to toilet, eat and drink meanwhile ,and enjoy the scene where Marty hangs on the car
I was a bit disappointed too. There were A LOT you could miss. In most whole scenes, there was only 1 you couldn't miss. Scenes of 10+ pr… moreompts. That was a bit depressing considering for all the flack Jurassic Park got, at least that game punished your mistakes. If you want your cake and to eat it too, why not have a menu option for "normal" and "cinematic" modes or something. I know it's a lot more work to animate more scenes, but it's a lot better in my opinion.
I was also dissapointed with the QTE, I found that basically as long as you only get the final one in a sequence you would be fine. I think (and hope) that TTG fix this as it is after all only the first episode, I would like it to be more punishing allowing for a bigger challenge.
Did a last check and saw still no difference in "inactive" QTE, so here's a compilation of both
hitting every mark (red) and missing all but the key mark (Blue)
Everything you need to know is explained in the first minute or so, you may not know a few in jokes or cameos but you don't really need to.
just writing that makes me want a Fallout Telltale game
That's one of my dreams
Yeah, this has been a frequent (and, I feel, valid) complaint.
I don't need earth-shattering changes to the narrative every time I miss a button prompt, but I do need something -- some small, immediate penalty for failure, like having my punch blocked, or like getting hit -- to show me that my input matters. Batman continuing to execute his fighting moves to perfection, while I sit with my controller in my lap, drinking tea and nibbling a fairy cake, is taking things too far in a game whose selling point is choices and "consequences".
I'll reiterate that I loved the first episode for its story, its dialogue, and the way combat looked, but this one thing was a definite downer.
I do hope it gets more serious in ep. 2. It might just've been so that Selina would see the cut on hos face, but still. Hope it does more cuts to ye in episode 2.
one of the prompts was off screen, and I hit several before they disappeared but got a sound like i missed it. batman will start to do stuff, then when he is almost done there will be the prompt. all in all if they want to go the action route, then they need to fix these issues as well as fixing the consequences.
the prompts need to be there when batman starts to make his move, and it needs to accept inputs until it disappears from the screen, which needs to synchronize with the transition of success and failure animations. the prompts need to be consistent with the action taking place (something like 'E' for everything to do with his right arm, 'Q' for the left, etc.), and you need to be able to see the prompts on screen to know that you need to hit the button.
the current saving grace of the QTEs is that for the most part they don't matter, which ultimately means what work has already gone into them has been wasted. if they overhaul it so that it works right and the consequences matter then I think it would be a nice feature for this series.
Yeah it's really annoying. I can understand them not wanting to be too strict on it and ruin immersion, but being too loose on it makes it feel pointless and also ruins the immersion in my opinion.
I went back and did some more testing. Turns out, you get the finishing/special move regardless of whether or not you fill the Bat symbol. Some of the finishing moves will be missing a few minor details but most are identical.
Again, the QTE's and the filling Bat Symbol give you the feeling that you are actually accomplishing something but when you peel back the curtain, you find that it is empty and meaningless...
It's only the first episode considering Wolf Among Us didn't have instant Game Over screens in fight sequences if you didn't press every QTE… more prompt in it's first couple of episodes. Also I think the main point by doing the prompts is to fill up the bat symbol to do a finishing move and if you don't fill up the symbol Batman will get knocked out.
The people that disagree with this must work for Telltale. Telltale has been getting very lazy and are turning into most companies as they grow and only care about the money. After TWD season 1 this franchise has sold out. I am getting frustrated with the lack of work towards the games of late.
i talked about the bit when i did not beat the thug , and Alfred said that i almost beeat him to death. but forgot to say almost the same thing happened with Falcone. I was super nice to him the whole time, and he decide to leave saying i was acting like a dick! i said..'WHAT!?''
Comments
You can literally sit there with the controller in your hand, not touch a single button and make it through most of the fighting sequences. Seems a bit extreme if they were just trying to ease players into the system.
There are actually some fail animations, not a lot, but I do remember getting at least one on my first playthrough. Plus, just the first episode, don't shit your pants just yet.
exactly. (about the other games) for me ,in Batman, even thoug i liked the game, it ruined the action sequence.
indeed. i did the Wolf, 3 times, and the same for GoT.
Yeah, certain, crucial actions should always have consequences if you fail their connected QTE.
As NotSoConcerned mentioned above, if Batman fails to hit Selina with the shocker during the rooftop battle, Selina should leap onto the helicopter, as intended, and escape, resulting in either a "game over" screen or a minor alteration to the scene where Bruce and Selina meet at the café, because now Bruce doesn't have three little scars on his face and Selina didn't steal his grappling gun.
Another instance is when Bruce jumps down to interrogate the sniper in the warehouse. If you fail to dodge his gunshot, you should either die, or the bullet should strike your armour, leaving a mark, and you should be given a second attempt to disarm the man in a different way, and then if you fail that you should die. There's absolutely no point in having a one-off QTE like that if it's impossible to fail.
I loved the episode, but, like everyone here, I find it disheartening to know how unnecessary our input in action sequences really is.
Or when your executing the plan and you miss the first prompt to attack the guy standing outside there should be an alternative sloppier method of getting rid of him. I still believe that episode 1 was simply testing the waters and that future sequences should see some improvement thanks to the feedback.
I really hope so.
Some failed QTEs should also result an instant "game-over", no matter how well you've handled yourself in the rest of the fight. For example, in the battle against the mercenaries in City Hall, the guy with the electric saw, who rushes you from behind when you're looking at Catwoman, should kill you outright if you fail to dodge. The same goes for any time Batman fails to avoid an attack from a heavy machine gun or similar weapon that could tear through his armour.
It's not as if the penalty of dying is too tough; you only ever have to replay a few short sequences at most. And the good thing about having real consequences is that you feel like a much bigger badass if you actually succeed the first time. lol
Telltale just can't win. Critics criticized Tales for having missed QTE's kill you too easy and now this. Well I'm sure they'll figure out a solution to make everyone happy.
Well, I can only speak for myself. I've never criticized a QTE game for being too harsh; I like a challenge (a fair challenge). And I haven't played "Tales from the Borderlands".
From what I can tell,
most notable differences is where you got prompt to (Shift + Q/E)
movements, Finishing moves (left + right), E/Q
don't make much differences
These are the moments i can see differences.
(Mayor Hill heist)
Merc cover door cutter's back
Shift + E
Shift + E
Shift + Q
Shift + Q
Finishing Move (F.M.)
Staircase police
(Cat vs Bat)
First round
Shift + Q
Chopper round
Shift + E
Shift + E
Finishing Move (F.M.)
Escape round
E
(Punks)
Punk punch Bruce
Pushed punk down
Let punk fall down
Tackle incoming punk (hit statue)
I really don't see the point in just sitting there with the controller in my hand and not pushing any buttons as the screen prompts me to, it's meant to be an interactive experience after all. I don't know TTG's reasoning behind this but I'm personally going to give them a pass since this is pretty much their most QTE-heavy Episode thus far, at least it seems like it.
Now I know we're all awesome and can pass the QTEs without ever getting a game over. Even if we do get a game over or fail a QTE it's no problem to keep going. But I think since these games benefit the most from Let's Plays done by the youtube community, failing a QTE and dying sucks for them. I've seen so many die to these stupidly easy parts and then they rant on and on about how much they want to skip everything leading up to the part they failed, but can't since the TT autosave function sucks. Perhaps TT made it incredibly easy for them and for themselves to program.
I think that there needs to be consequences to missing QTE's. Does that consequence need to be death every time? No. There are so many interesting things that you could do with the system that just removing the death and replacing it with nothing is very disappointing. That was the point that I was trying to get across...
Interesting... Thanks for putting that list together.
I think a large part of what it boils down to is that, after the success of Walking Dead: Season 1, Telltale has tried to further push their games towards being more cinematic focused, which in part could include things like pacing of the narrative. For example, I've also noticed that in hub areas of Telltale games after Season 1, they only allow you to click on so many things before the game automatically continues on with the story on top of there not being as many objects/characters to interact with in the first place. (And, it's also why they've shortened episodes to 90/120 minutes and treat that as a selling point..)
It seems like they are trying to put more authorial dictation on the cinematic pacing of the game outside of the player's control in order to make the games feel more like a typical movie/TV show, and that seems to be extending to Telltale being more forgiving of players flubbing QTEs.
However, in my personal opinion, Telltale needs to be okay with surrendering some of the cinematic pacing to the player and allow them to have more control of the story. Season 1 was famous not just because it played like an interactive TV show, but also because of its roleplaying elements in more intimate moments such as pushing Clem on the swing, fixing the radio, etc.
I'd HIGHLY recommend it.
I think it would be cool if they used the same mentality for fight scenes as they did with Episode 1 of Wolf, where you could at least tailor your fight scene by choosing one of multiple options to hurt bad guys and having your fight play out differently.
I'm actually downloading Episode 1 now! I've only heard good things about it, but I was reluctant to jump in because, as you might expect, I haven't played "Borderlands".
I understand it's set in a post-apocalyptic world with lots of lawlessness and strange creatures, but that's about it.
In fact ... just writing that makes me want a Fallout Telltale game! lol
I agree; that would be interesting to see from Telltale.
Everything you need to know is explained in the first minute or so, you may not know a few in jokes or cameos but you don't really need to.
That's one of my dreams
I love the game so far but its really obvious the developers got lazy when doing the QTES.
If we want to fail half of the QTEs and play as angry drunk Batman, who's to tell us we're playing it wrong?
Telltale,
David Cage is not the role model you want. The man whom slowly took away choice and consequence got hammered for it on
sales and reviews in his last game.
There is such a thing as pushing the narrative too much.
I care because I enjoyed the game. If I didn't, I would have left.
ugh
don't remind me of Jurassic, loved the story but the first 2 playthrough I literally had to watch out for all the clicking stuff instead of watching the story and scenes, I would rather have a BTTF kind of gameplay where you can wait as long you want to to do actions, go to toilet, eat and drink meanwhile ,and enjoy the scene where Marty hangs on the car
I was also dissapointed with the QTE, I found that basically as long as you only get the final one in a sequence you would be fine. I think (and hope) that TTG fix this as it is after all only the first episode, I would like it to be more punishing allowing for a bigger challenge.
Oh my god the stairwell part with the cops
They just look at each other all confused like "what the fuck is he doing"
to be honest, I would rather have Obsidian make games for the franchise and return to the top-down tactical combat
Ya, that's my favourite part and hoped to see more.
No.
Thread: What the heck is up with QTE in this...
I thought the fights would be like The Wolf Among us - you miss a prompt you get hit, cut, hurt etc
In this you miss a prompt and he still does the exact same animation.
seems so lazy
Yeah, this has been a frequent (and, I feel, valid) complaint.
I don't need earth-shattering changes to the narrative every time I miss a button prompt, but I do need something -- some small, immediate penalty for failure, like having my punch blocked, or like getting hit -- to show me that my input matters. Batman continuing to execute his fighting moves to perfection, while I sit with my controller in my lap, drinking tea and nibbling a fairy cake, is taking things too far in a game whose selling point is choices and "consequences".
I'll reiterate that I loved the first episode for its story, its dialogue, and the way combat looked, but this one thing was a definite downer.
ikr, that's bs, they need to fix it
Yeah what was wrong with the qte in TWAU.
I do hope it gets more serious in ep. 2. It might just've been so that Selina would see the cut on hos face, but still. Hope it does more cuts to ye in episode 2.
one of the prompts was off screen, and I hit several before they disappeared but got a sound like i missed it. batman will start to do stuff, then when he is almost done there will be the prompt. all in all if they want to go the action route, then they need to fix these issues as well as fixing the consequences.
the prompts need to be there when batman starts to make his move, and it needs to accept inputs until it disappears from the screen, which needs to synchronize with the transition of success and failure animations. the prompts need to be consistent with the action taking place (something like 'E' for everything to do with his right arm, 'Q' for the left, etc.), and you need to be able to see the prompts on screen to know that you need to hit the button.
the current saving grace of the QTEs is that for the most part they don't matter, which ultimately means what work has already gone into them has been wasted. if they overhaul it so that it works right and the consequences matter then I think it would be a nice feature for this series.
Yeah it's really annoying. I can understand them not wanting to be too strict on it and ruin immersion, but being too loose on it makes it feel pointless and also ruins the immersion in my opinion.
I went back and did some more testing. Turns out, you get the finishing/special move regardless of whether or not you fill the Bat symbol. Some of the finishing moves will be missing a few minor details but most are identical.
Again, the QTE's and the filling Bat Symbol give you the feeling that you are actually accomplishing something but when you peel back the curtain, you find that it is empty and meaningless...
The people that disagree with this must work for Telltale. Telltale has been getting very lazy and are turning into most companies as they grow and only care about the money. After TWD season 1 this franchise has sold out. I am getting frustrated with the lack of work towards the games of late.
i talked about the bit when i did not beat the thug , and Alfred said that i almost beeat him to death. but forgot to say almost the same thing happened with Falcone. I was super nice to him the whole time, and he decide to leave saying i was acting like a dick! i said..'WHAT!?''
Yes...return to the real Fallout with great stories and cultural references...say no to FINO 3 and 4
I'm starting to think Telltale have been taking notes from David Cage...
"Game over is a failure of the game designer." -David Cage's butthole
OH GOD, PLEASE NO!!!