Disappointing That Most QTE's Do Not Matter

2

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  • 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.

    prink34320 posted: »

    I kind of thought they might've done this so that new players or old players don't have to suffer too much from the faster-paced QTEs.

  • 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.

  • exactly. (about the other games) for me ,in Batman, even thoug i liked the game, it ruined the action sequence.

    RhysAndLee posted: »

    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

  • indeed. i did the Wolf, 3 times, and the same for GoT.

    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

  • edited August 2016

    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.

  • edited August 2016

    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.

    Achilles321 posted: »

    Yeah, certain, crucial actions should always have consequences if you fail their connected QTE. As NotSoConcerned mentioned above, if Bat

  • edited August 2016

    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

    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

  • edited August 2016

    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.

    Achilles321 posted: »

    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

  • edited August 2016

    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.

  • edited August 2016

    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

    • 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

    • Back throw cat, gets up slowly
    • Back throw cat, she lands smoothly and get up fast

    Shift + E

    • Counter Cat and throw her down
    • Kicked in the head

    Finishing Move (F.M.)

    • Bat get's stolen items
    • Bat get Slashed and kicked

    Escape round
    E

    • Uses cat's tool, both land softly but still sliding down
    • Both fell hard and separate direction but still sliding down

    (Punks)

    • Punch punk
    • Punk punch Bruce

    • Pushed punk down

    • Let punk fall down

    • Tackle incoming punk (hit statue)

    • Dodge incoming punk (hit statue)
    Vold posted: »

    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.

  • Interesting... Thanks for putting that list together.

    Vold posted: »

    From what I can tell, most notable differences is where you got prompt to (Shift + Q/E) movements, Finishing moves (left + right), E/Q

  • Blind SniperBlind Sniper Moderator
    edited August 2016

    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.

  • And I haven't played "Tales from the Borderlands".

    I'd HIGHLY recommend it.

    Achilles321 posted: »

    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.

    Achilles321 posted: »

    Yeah, certain, crucial actions should always have consequences if you fail their connected QTE. As NotSoConcerned mentioned above, if Bat

  • edited August 2016

    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

    dojo32161 posted: »

    And I haven't played "Tales from the Borderlands". I'd HIGHLY recommend it.

  • I agree; that would be interesting to see from Telltale.

    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

  • 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

    Achilles321 posted: »

    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

  • I love the game so far but its really obvious the developers got lazy when doing the QTES.

  • edited August 2016

    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

    Johro posted: »

    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

  • 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.

  • DeltinoDeltino Moderator

    Oh my god the stairwell part with the cops

    They just look at each other all confused like "what the fuck is he doing"

    Vold posted: »

    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)

  • to be honest, I would rather have Obsidian make games for the franchise and return to the top-down tactical combat

    dojo32161 posted: »

    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

  • Ya, that's my favourite part and hoped to see more.
    :)

    Deltino posted: »

    Oh my god the stairwell part with the cops They just look at each other all confused like "what the fuck is he doing"

  • No.

    joriandrake posted: »

    to be honest, I would rather have Obsidian make games for the franchise and return to the top-down tactical combat

  • edited August 2016

    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

  • edited August 2016

    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.

  • edited August 2016

    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...

    J-Master posted: »

    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

  • 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

    papai46 posted: »

    No.

  • edited August 2016

    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

    enter image description here

    OH GOD, PLEASE NO!!!

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