Well that's the point. It's not interactive if you don't interact with the game. And if pushing the buttons doesn't make you interact with the game, it's not interactive.
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, i… moret'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.
Why is everyone criticizing David Cage? Heavy Rain was great and challenging. There was no game over but you could die and there was a real consequence to each QTE. Beyond: Two Souls is just ok though.
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!!!
The people that disagree with this must work for Telltale. Telltale has been getting very lazy and are turning into most companies as they … moregrow 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.
My biggest problem with the QTEs is that... there's too damn many of them! Too many QTEs and action cutscenes, not enough puzzles (there was only one and you couldn't NOT solve it even if you tried) or opportunities to just roam around, look at things, and talk to people.
its a narrative game i just rolled with it if i want real action id go play the arkham series for that.First episode and firstt ime with this update engine im sure it will roll out better.
I think they do matter. It's just like negative karma, you know. Game will remember your fails - episode 4 or 5; Bruce trips and falls down stairs. Game over.
Yeah why log David Cage in with this lazy form of gameplay?
In heavy rain you could have awesome fights, if you miss QTE your character will take a few hits, get hurt, and you know there was different types of animations and if you missed a QTE something actually happened.
The reason Telltale is getting worse is their hardcore fans just look the other way allowing them to get away with this kinda crap
Why is everyone criticizing David Cage? Heavy Rain was great and challenging. There was no game over but you could die and there was a real consequence to each QTE. Beyond: Two Souls is just ok though.
The reason Telltale is getting worse is their hardcore fans just look the other way allowing them to get away with this kinda crap
I'm glad someone is seeing things this way as far as game play the episode is a failure. You'd think because Batman is an action oriented series these kinds of things would matter but they don't. Their hardcore fans use the flimsy excuse of it being the first episode which to me is coated in ignorance. Almost every QTE in QD games had significance
Yeah why log David Cage in with this lazy form of gameplay?
In heavy rain you could have awesome fights, if you miss QTE your character w… moreill take a few hits, get hurt, and you know there was different types of animations and if you missed a QTE something actually happened.
The reason Telltale is getting worse is their hardcore fans just look the other way allowing them to get away with this kinda crap
I think they do matter. It's just like negative karma, you know. Game will remember your fails - episode 4 or 5; Bruce trips and falls down stairs. Game over.
I feel that failed QTEs should matter and have some impact on the animations and everything, but if you continue to game over from missing a QTE multiple times the game should automatically pass it for you. That would have saved Fiona from getting shot in the face about a billion times when I played TFTBL.
I'm really disappointed that there aren't any hub areas where you can choose who to talk to. The party at the beginning of the episode would have been perfect.
My biggest problem with the QTEs is that... there's too damn many of them! Too many QTEs and action cutscenes, not enough puzzles (there was… more only one and you couldn't NOT solve it even if you tried) or opportunities to just roam around, look at things, and talk to people.
I'm really disappointed that there aren't any hub areas where you can choose who to talk to. The party at the beginning of the episode would have been perfect.
They don't matter significantly because Telltale aren't trying to make a full fudged action Batman game, their main goal is to create a Bruce Wayne game and put the player in Bruce's shoes. Also, they do matter somewhat considering you can flat out get a game over in some sequences, I'm not looking the other way as much as I'm not throwing a complete fit over something that can easily be improved in upcoming episodes.
The reason Telltale is getting worse is their hardcore fans just look the other way allowing them to get away with this kinda crap
I… more'm glad someone is seeing things this way as far as game play the episode is a failure. You'd think because Batman is an action oriented series these kinds of things would matter but they don't. Their hardcore fans use the flimsy excuse of it being the first episode which to me is coated in ignorance. Almost every QTE in QD games had significance
There are three hub areas in the episode where you are given the option of walking around and looking at things and the narrative never really called for Bruce to walk around and talk to people aside from the party which didn't necessarily have to be a hub area considering it's more about setting up Harvey's character and Falcone.
My biggest problem with the QTEs is that... there's too damn many of them! Too many QTEs and action cutscenes, not enough puzzles (there was… more only one and you couldn't NOT solve it even if you tried) or opportunities to just roam around, look at things, and talk to people.
I don't think it's throwing a fit if someone says they're showing flaws they've never had in their previous less advanced games. I'm sure they'll fix it in episodes to come though
They don't matter significantly because Telltale aren't trying to make a full fudged action Batman game, their main goal is to create a Bruc… moree Wayne game and put the player in Bruce's shoes. Also, they do matter somewhat considering you can flat out get a game over in some sequences, I'm not looking the other way as much as I'm not throwing a complete fit over something that can easily be improved in upcoming episodes.
Just because they are not making a action Batman game doesn't mean they should half ass that aspect of gameplay because "fudge it the hardcord fans will just make excuses for us anyways"
Nah that is a ridiculous reason. They use of mix of many game genres, just because it isn't a full fledged puzzle game doesn't mean I don;t want to see some actual puzzles in it that actually work and you need to solve. Like the big murder scene.
By your logic because it isn't a full fledged puzzle game either we should just watch a cutscene of Batman solving the big warehouse murder scene... ya know because it isn't a full on puzzle game.
That logic makes zero sense.
It's ok to point out problems with the game dude, it wont affect your fanboy status
They don't matter significantly because Telltale aren't trying to make a full fudged action Batman game, their main goal is to create a Bruc… moree Wayne game and put the player in Bruce's shoes. Also, they do matter somewhat considering you can flat out get a game over in some sequences, I'm not looking the other way as much as I'm not throwing a complete fit over something that can easily be improved in upcoming episodes.
In some ways, I think it would be best if the QTEs were taken out. In others, as it can make you feel involved like the chase sequence in episode 1 of Wolf (what would happen if you didn't chase the suspect down? Of course, it doesn't matter, but you don't know that at the time), I feel they're best left in.
As far as the actual QTEs go anyway, it would be nice if there were consequences for failiure (I'm sure there will be QTEs that can be failed later), and the consequences don't necessarily need to result in a game-over at all. Actually, this does raise a point. Isn't it possible to not get the item Catwoman stole at the start? I remember it being listed as a choice, but 99.9% or so retrieved it. So, has anyone actually failed that at the start? Unless I'm remembering wrong.
First of all, I'm trying to be more fair to this than some others who act like a serviceable QTE makes the entire thing a piece of shit so I'm not being some hardcore fanboy who can't look past flaws, the QTES definitely can use some refinement which is why I made a thread that was a suggestion of ideas to incorporate into a future action action sequence. No by my logic, you play a modern Telltale adventure to expect very light puzzles and little to no combat mechanics, you basically expect an interactive episode of a TV show, not a full fledged video game with complex mechanics and if they actually incorporate an intricate puzzle that's great but that comes rarely. I also disagree that thr QTEs were "half-assed" it was perfectly servixable like any other Telltale adventure and it can easily improve.
Just because they are not making a action Batman game doesn't mean they should half ass that aspect of gameplay because "fudge it the hardco… morerd fans will just make excuses for us anyways"
Nah that is a ridiculous reason. They use of mix of many game genres, just because it isn't a full fledged puzzle game doesn't mean I don;t want to see some actual puzzles in it that actually work and you need to solve. Like the big murder scene.
By your logic because it isn't a full fledged puzzle game either we should just watch a cutscene of Batman solving the big warehouse murder scene... ya know because it isn't a full on puzzle game.
That logic makes zero sense.
It's ok to point out problems with the game dude, it wont affect your fanboy status
I wouldn't say that. Choices have been getting better since TWD S1 and TWAU (in my opinion these game's choice mechanics were weak). The choice mechanics and consequences were good in TFTBL, GoT, and MCSM. I also believe that the combat system was really good for those games too.
The people that disagree with this must work for Telltale. Telltale has been getting very lazy and are turning into most companies as they … moregrow 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 play a Telltale game expecting little to no combat?
Yet near enough every Telltale game I have played involves combat with working QTEs that actually had work put into them.
So QTEs to you where pressing a button will actually make a difference = a full fledged video game with complex mechanics?
Loooooools
But yeah ignore all the little things and animation changes that happened in TWAU, TWD, TWD 2, TWD spin offs if you miss a QTE event. Some = death some = a new animation but not death.
First of all, I'm trying to be more fair to this than some others who act like a serviceable QTE makes the entire thing a piece of shit so I… more'm not being some hardcore fanboy who can't look past flaws, the QTES definitely can use some refinement which is why I made a thread that was a suggestion of ideas to incorporate into a future action action sequence. No by my logic, you play a modern Telltale adventure to expect very light puzzles and little to no combat mechanics, you basically expect an interactive episode of a TV show, not a full fledged video game with complex mechanics and if they actually incorporate an intricate puzzle that's great but that comes rarely. I also disagree that thr QTEs were "half-assed" it was perfectly servixable like any other Telltale adventure and it can easily improve.
I don't see what's wrong with that. Black Isle had a similar design philosophy with Planescape: Torment, and it seems like inXile is going down the same path with Tides of Numenera. Personally, I find it really satisfying when a game actually reacts to my failures, e.g. by closing certain narrative paths and opening others, instead of just forcing me to hit reload every time I lose a fight.
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!!!
This is a part of a larger problem that Telltale games have. They feel more like movies where the player has a little impact in the way the story goes but ultimately it's on a set, linear track. I'd have less issue with this if Telltale didn't lie and pretend that our choices actually have impact
Isn't that pretty much how choices work in real life? :P
"What we want is not freedom but its appearances. It is for these simulacra that man has always striven. And since freedom, as has been said, is no more than a sensation, what difference is there between being free and believing ourselves free?"
This is a part of a larger problem that Telltale games have. They feel more like movies where the player has a little impact in the way the … morestory goes but ultimately it's on a set, linear track. I'd have less issue with this if Telltale didn't lie and pretend that our choices actually have impact
Comments
People keep referring to the Wolf, so I decided to check back an old video.
ah the nostalgia of bloody defeat and humiliation of not being the best.
Well that's the point. It's not interactive if you don't interact with the game. And if pushing the buttons doesn't make you interact with the game, it's not interactive.
Why is everyone criticizing David Cage? Heavy Rain was great and challenging. There was no game over but you could die and there was a real consequence to each QTE. Beyond: Two Souls is just ok though.
Yeah that was a bit disappointing, still overall the first episode was pretty good
You are full of it, TWAU and Borderlands were awesome and for me at least on part with TWD S1.
Just because people here still enjoy their games of course that means we work for them, typical silly & childish haters
My biggest problem with the QTEs is that... there's too damn many of them! Too many QTEs and action cutscenes, not enough puzzles (there was only one and you couldn't NOT solve it even if you tried) or opportunities to just roam around, look at things, and talk to people.
its a narrative game i just rolled with it if i want real action id go play the arkham series for that.First episode and firstt ime with this update engine im sure it will roll out better.
I think they do matter. It's just like negative karma, you know. Game will remember your fails - episode 4 or 5; Bruce trips and falls down stairs. Game over.
Yeah why log David Cage in with this lazy form of gameplay?
In heavy rain you could have awesome fights, if you miss QTE your character will take a few hits, get hurt, and you know there was different types of animations and if you missed a QTE something actually happened.
The reason Telltale is getting worse is their hardcore fans just look the other way allowing them to get away with this kinda crap
I'm glad someone is seeing things this way as far as game play the episode is a failure. You'd think because Batman is an action oriented series these kinds of things would matter but they don't. Their hardcore fans use the flimsy excuse of it being the first episode which to me is coated in ignorance. Almost every QTE in QD games had significance
it will be an instant goty for me if that happens.
I feel that failed QTEs should matter and have some impact on the animations and everything, but if you continue to game over from missing a QTE multiple times the game should automatically pass it for you. That would have saved Fiona from getting shot in the face about a billion times when I played TFTBL.
I'm really disappointed that there aren't any hub areas where you can choose who to talk to. The party at the beginning of the episode would have been perfect.
Exactly!
They don't matter significantly because Telltale aren't trying to make a full fudged action Batman game, their main goal is to create a Bruce Wayne game and put the player in Bruce's shoes. Also, they do matter somewhat considering you can flat out get a game over in some sequences, I'm not looking the other way as much as I'm not throwing a complete fit over something that can easily be improved in upcoming episodes.
There are three hub areas in the episode where you are given the option of walking around and looking at things and the narrative never really called for Bruce to walk around and talk to people aside from the party which didn't necessarily have to be a hub area considering it's more about setting up Harvey's character and Falcone.
I don't think it's throwing a fit if someone says they're showing flaws they've never had in their previous less advanced games. I'm sure they'll fix it in episodes to come though
Just because they are not making a action Batman game doesn't mean they should half ass that aspect of gameplay because "fudge it the hardcord fans will just make excuses for us anyways"
Nah that is a ridiculous reason. They use of mix of many game genres, just because it isn't a full fledged puzzle game doesn't mean I don;t want to see some actual puzzles in it that actually work and you need to solve. Like the big murder scene.
By your logic because it isn't a full fledged puzzle game either we should just watch a cutscene of Batman solving the big warehouse murder scene... ya know because it isn't a full on puzzle game.
That logic makes zero sense.
It's ok to point out problems with the game dude, it wont affect your fanboy status
In some ways, I think it would be best if the QTEs were taken out. In others, as it can make you feel involved like the chase sequence in episode 1 of Wolf (what would happen if you didn't chase the suspect down? Of course, it doesn't matter, but you don't know that at the time), I feel they're best left in.
As far as the actual QTEs go anyway, it would be nice if there were consequences for failiure (I'm sure there will be QTEs that can be failed later), and the consequences don't necessarily need to result in a game-over at all. Actually, this does raise a point. Isn't it possible to not get the item Catwoman stole at the start? I remember it being listed as a choice, but 99.9% or so retrieved it. So, has anyone actually failed that at the start? Unless I'm remembering wrong.
First of all, I'm trying to be more fair to this than some others who act like a serviceable QTE makes the entire thing a piece of shit so I'm not being some hardcore fanboy who can't look past flaws, the QTES definitely can use some refinement which is why I made a thread that was a suggestion of ideas to incorporate into a future action action sequence. No by my logic, you play a modern Telltale adventure to expect very light puzzles and little to no combat mechanics, you basically expect an interactive episode of a TV show, not a full fledged video game with complex mechanics and if they actually incorporate an intricate puzzle that's great but that comes rarely. I also disagree that thr QTEs were "half-assed" it was perfectly servixable like any other Telltale adventure and it can easily improve.
I wouldn't say that. Choices have been getting better since TWD S1 and TWAU (in my opinion these game's choice mechanics were weak). The choice mechanics and consequences were good in TFTBL, GoT, and MCSM. I also believe that the combat system was really good for those games too.
I play a Telltale game expecting little to no combat?
Yet near enough every Telltale game I have played involves combat with working QTEs that actually had work put into them.
So QTEs to you where pressing a button will actually make a difference = a full fledged video game with complex mechanics?
Loooooools
But yeah ignore all the little things and animation changes that happened in TWAU, TWD, TWD 2, TWD spin offs if you miss a QTE event. Some = death some = a new animation but not death.
I don't see what's wrong with that. Black Isle had a similar design philosophy with Planescape: Torment, and it seems like inXile is going down the same path with Tides of Numenera. Personally, I find it really satisfying when a game actually reacts to my failures, e.g. by closing certain narrative paths and opening others, instead of just forcing me to hit reload every time I lose a fight.
This is a part of a larger problem that Telltale games have. They feel more like movies where the player has a little impact in the way the story goes but ultimately it's on a set, linear track. I'd have less issue with this if Telltale didn't lie and pretend that our choices actually have impact
Isn't that pretty much how choices work in real life? :P
"What we want is not freedom but its appearances. It is for these simulacra that man has always striven. And since freedom, as has been said, is no more than a sensation, what difference is there between being free and believing ourselves free?"