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The Order:1886 "won't have QTE's every 3-4 minutes, will make them compelling"

I'm not a huge cutscene or QTE guy myself and hate it when people ignorantly infer that they are "cinematic" elements.


That said, everything ive seen and played for The Order has been satisfying and in line with my interests. Presentation wise it takes the Uncharted(3) approach of presenting you with moments that are framed so well you are unsure if they are gameplay or cutscenes(they're gameplay btw.) I came across a collectible in the demo I played, picked it up and thought it transitioned to a cutscene, realized I could move the note and that it was still gameplay. Suffice to say I was impressed they found a way to include lore/world building items that weren't obtrusive.


As for the QTE's, I believe I might have come across two in a 15 minute stretch.
 
I'm not a huge cutscene or QTE guy myself and hate it when people ignorantly infer that they are "cinematic" elements.


That said, everything ive seen and played for The Order has been satisfying and in line with my interests. Presentation wise it takes the Uncharted(3) approach of presenting you with moments that are framed so well you are unsure if they are gameplay or cutscenes(they're gameplay btw.) I came across a collectible in the demo I played, picked it up and thought it transitioned to a cutscene, realized I could move the note and that it was still gameplay. Suffice to say I was impressed they found a way to include lore/world building items that weren't obtrusive.


As for the QTE's, I believe I might have come across two in a 15 minute stretch.

How is the gunplay and how often were cutscenes played.
 
Care to explain why ?

Just read the thread.
This game has some.. "communication" problems since the beginning. At first it was just hating in my opinion cause personally I can't take in consideration complaints about the 21:9 aspect ratio, the 30fps or all the things they said about the visuals choices being similar to cinema's (chromatic aberration, camera lenses, dof, dirt etc..).
All these talks lead to some easy trolling like "I'll enjoy watching this game", I'm sure you know what I mean.
Now haters are still here talking about QTE, corridors, broken gunplay, cutscene all over the place and stuff but it's not like Sony or RAD have done anything to fix this mess with their short and confused presentations.

I wonder if they know that more and more people are going around saying this is Heavy Rain with guns, I've seen it in other communities as well and this is not the free marketing I'd like for my game.
It looks to me that right now everything they say can only make things worse, no matter how many interviews or previews they release.
There's just one solution: show the game. A good and long demo, like 10 minutes.
I know that 8 months are a lot but I also think they have to do something. Gamescom maybe?
 
IK9uq04.jpg

This is great. I have high hopes for this game. Looking forward to some substantial footage
leading up to the release.

Another poster pointed out that the devs are aiming for Uncharted 2 length (12-15 hours),
which is decent. Naturally, the more the better :D
 
Sooner or later we all fall under the Druckley curse, you will be no different.
I told him what's up. ;)

That I didn't care for Summer due to excessive filler combat and no standout moment and most importantly, too many cutscenes . He assured me the goal was to make as much playable as possible in order to strengthen the emotional aspect of script and gameplay. He acknowledged that the ending of TLoU was better with gameplay than it was as a cutscene. Bro knows what's up.

Seemed like a really cool guy.
 
If you don't wish to read discussion about a game until after it's released, I recommend only reading OTs.

And your point is weak for so many reasons I won't go into, ultimately though, people work hard on lots of things which are complete shit, it doesn't mean it's wrong to call those things shit.

If this game is good or not remains to be seen, but don't kid yourself, there's someone crunching for months on the next crappy tv licence game you turn your nose up at.

man,.,you must be the soul of any party
 
OMG!!!
  1. Dev gets accused of having too many QTEs in game
  2. Dev tries to allay fears by categorizing all the QTEs
If you have so many QTEs that you have to categorize them, then you have too many QTEs.
 
God of War is the lowest common denominator of action when it comes to depth.
Its combat is a lot of good things, but compelling? No.

Endless depth and ridiculous combos are a waste of time in a single player game. Go play a fighter or something.

This thread is about QTE's anyway. Bayonetta and the like are littered with those as well. And they're garbage compared to God of War's.
 
Weapons had weight to them. My only complaint would be that they work on enemy reactions.

Cutscenes weren't that frequent at all really.

I guess the complaints of too many interruptions from gameplay are because some of the scenes look like cutscenes but are actually gameplay.
 
This is the kind of game where I'm more interested in the universe and story than I am in actual gameplay, kind of like the first Mass Effect. As long as the story is compelling I'll be able to deal with mediocre shooting and the like.
 
Weapons had weight to them. My only complaint would be that they work on enemy reactions.

Cutscenes weren't that frequent at all really.

I'm not a huge cutscene or QTE guy myself and hate it when people ignorantly infer that they are "cinematic" elements.


That said, everything ive seen and played for The Order has been satisfying and in line with my interests. Presentation wise it takes the Uncharted(3) approach of presenting you with moments that are framed so well you are unsure if they are gameplay or cutscenes(they're gameplay btw.) I came across a collectible in the demo I played, picked it up and thought it transitioned to a cutscene, realized I could move the note and that it was still gameplay. Suffice to say I was impressed they found a way to include lore/world building items that weren't obtrusive.


As for the QTE's, I believe I might have come across two in a 15 minute stretch.

Thanks for the impressions... there looks like a lot of recoil on the standard assault rifle does this present a problem when aiming?
 
Weapons had weight to them. My only complaint would be that they work on enemy reactions.

Cutscenes weren't that frequent at all really.

I'm not a huge cutscene or QTE guy myself and hate it when people ignorantly infer that they are "cinematic" elements.


That said, everything ive seen and played for The Order has been satisfying and in line with my interests. Presentation wise it takes the Uncharted(3) approach of presenting you with moments that are framed so well you are unsure if they are gameplay or cutscenes(they're gameplay btw.) I came across a collectible in the demo I played, picked it up and thought it transitioned to a cutscene, realized I could move the note and that it was still gameplay. Suffice to say I was impressed they found a way to include lore/world building items that weren't obtrusive.


As for the QTE's, I believe I might have come across two in a 15 minute stretch.

This is all reassuring. Thanks for the input. Out of curiosity, does the gameplay switch
between the 4 main characters or is it Galahad the entire time?

I guess the complaints of too many interruptions from gameplay are because some of the scenes look like cutscenes but are actually gameplay.

LOL, if that were the case, then that would be amazing.
 
The gunplay in this looks excellent. The kickback on the standard assault rifle was serious, it was bucking like a bull. I think this game is going to surprise people with how good it plays. Plus there's going to be an arsenal of weird weapons available -- a thermite gun, a lightning gun, etc.

I feel like the main issue is that RAD misjudged that hardcore gamers were going to find the character/world/narrative elements compelling from the get-go. They're working with new hardware with enough muscle to tell an interesting story, and I think RAD is just excited about that so they focused on showing off the character/world/narrative elements first, rather than gameplay.
 
This is all reassuring. Thanks for the input. Out of curiosity, does the gameplay switch
between the 4 main characters or is it Galahad the entire time?



LOL, if that were the case, then that would be amazing.
It was all Galahad all the time.


There certainly seems to be moments that are significant that happen out of cutscene. For example, after carrying the injured Commodore inside the NPC's had this big exchange with themselves concerning him and the greater situation. You can either watch Lafayette tend to the injured man in this fairly decent sized exchange or you can ignore it and look for a way out.
 
I guess the complaints of too many interruptions from gameplay are because some of the scenes look like cutscenes but are actually gameplay.

The E3 stage demo was basically half cutscenes, and the show floor gameplay defered to cutscenes at least 3 times with small "interactive" moments peppered in between them. Ultimately it's still removal of player control to do things that could be easily accomplished without all the interruptions. But then you wouldn't get a close up to see all the skin and material shaders.

I get that these are just small sections of the game, possible intro sections, but this kind of design can easily build on itself and become the entire experience as we've seen time and time again. It's on them to turn that perception around. Or they don't have to, whatever, but that's all we have to judge at this point. And hell, that may be exactly what the full game is, they're allowed to make that. It doesn't mean people have to stop giving their opinion on it.
 
I don't even know what that is, damn. Hopefully a fitting thread appears in the near future.
He is the Lead Designer on UC4

Designed the collapsing building and truck alley chase in UC2, the plane crash and desert chapters in UC3, and the prologue for TLoU.
 
What is it with QTE's in games the last few years?. I remember the Sega CD getting destroyed because a lot of its games involved QTE's and now here we are 20 years later and we have games full of them.
QTE's weren't good then and they are not good now.
 
The gunplay in this looks excellent. The kickback on the standard assault rifle was serious, it was bucking like a bull. I think this game is going to surprise people with how good it plays. Plus there's going to be an arsenal of weird weapons available -- a thermite gun, a lightning gun, etc.

I feel like the main issue is that RAD misjudged that hardcore gamers were going to find the character/world/narrative elements compelling from the get-go. They're working with new hardware with enough muscle to tell an interesting story, and I think RAD is just excited about that so they focused on showing off the character/world/narrative elements first, rather than gameplay.

There's a ton of positive impressions about the gunplay, but many people are ignoring this. I can't even remember the amount of complaints about bad gunplay in other 3rd and 1st person shooters. Shouldn't information like that stand out? They nailed the core of the genre and now we have to wait for the next footage that showcases the other gameplay elements. I'm too lazy to find the tweet, but the RAD guy said they got the story stuff out of the way and the next videos will be all about the gameplay.
Why do I need a QTE for opening a door? Why is this so common in today's gaming age?
If the door is unlocked a button prompt comes up, does an animation, and you can go through it. This is what he means. We've seen this for over a decade. It seems like the "QTE' term now includes any button prompts that does an animation.
 
It will lessen quite a bit when decent gameplay footage hits. This situation
is pretty similar to Drive Club. First impressions are crucial in most facets
of life.
The weird thing is that they've shown off the game several times, yet each time people say "decent gameplay will come, you just wait".
 
Only if you are looking to nit pick ...... this comment has been twisted so harshly that I am surprised it hasn't snapped yet.

He specifically says they started with the story, which means they first had a story they thought was good enough to make a compelling game world. Also this is the part that is annoying me to no end "It's a game, we make games, we can’t get around it." They make games he is simply stating in no uncertain terms that "we make games" The hate this game gets is mind numbing. His latter statement was him saying he thought making a game for gameplays sake and then throwing a story on top of it would make for a bad story and possibly a bad game. Kind of like writing a movie with no character, which is done all too often in big budget films now days. Damn Man.

Why was there not a thread discussing how this games behind closed doors demo was stunning enough to get it multiple E3 awards? Or how the majority of people who played the game that had enough common sense to understand the thermite rifle found the game to be very enjoyable?

"My boy said if Ice could walk on water haters would say it's because he can't swim." Ice-T

Pretty good post, I was underwhelmed by what they showed during the e3 conference (perhaps becauase i wanted to see more), but reassured from all the awards and good impressions the game received from people who played the e3 showfloor demo.

I've now come to accept that Order threads here will always find a way to turn sour in some fashion, some of it was admittedly the fault Sony's poor marketing and the way the game has been shown so far, but other attempts to put this game down are grasping at straws.

On board for this hype train still! Can't wait to see more especially after Andrea said that the focus of the vidoes after the lycan reveal stuff would be all core gameplay.
 
The weird thing is that they've shown off the game several times, yet each time people say "decent gameplay will come, you just wait".

They have shown two demos. The awful e3 trailer and the one gameplay demo which people played at e3. That is not much at all.
 
You talking Max Payne 3?

That's one of the recent examples, sure. The Order's demos could be pulled right out of any of Max Payne 3 chapter. It's not just that though. For example, I downloaded the newest Sly Cooper game from PS+, and the intro level is so interruption heavy I almost put it down for another time. it frustrates me when I can't get a good flow going.
 
He is the Lead Designer on UC4

Designed the collapsing building and truck alley chase in UC2, the plane crash and desert chapters in UC3, and the prologue for TLoU.

hmmmmmm

loved the former and heard some great things about the latter (haven't played the game yet)

now slightly hyped for UC4
 
You press a button to open a door unless you know another way to open doors in games.
Run against a door like in Watch Dogs and open the door with your body.

They have shown two demos. The awful e3 trailer and the one gameplay demo which people played at e3. That is not much at all.
They had a February event where they showed 3 minutes of gameplay which the enthusiast press came away from very disappointed.
 
The weird thing is that they've shown off the game several times, yet each time people say "decent gameplay will come, you just wait".

We haven't seen extensive gameplay footage, but we've seen many positive gameplay impressions. Why wouldn't we expect the gameplay to be good if people say it's good?
 
Run against a door like in Watch Dogs and open the door with your body.


They had a February event where they showed 3 minutes of gameplay which the enthusiast press came away from very disappointed.

I thought that was the previews we generally decently received from journos unless we are talking about something else. It's was the same demo people played at e3
 
You press a button to open a door unless you know another way to open doors in games.

QTE means Quick Time Event meaning the whole slow down, let me press this button to do cool thing while it shows me the button on-screen. Opening a door is usually done by simply pressing the interact button. At least, that's how it is usually done.

I like QTEs, when done right. God of War series was great because it felt compelling to actually use QTEs to finish off enemies or for that cinematic feel that goes beyond the simple hack-and-slash abilities that your character can do. However, judging from the footage we've seen so far of The Order, it doesn't quite have that style and is instead just putting normal interaction behind QTEs for no real purpose. That werewolf scene at E3 was alright, but it just felt forced for an outcome that should have happened no matter the button press.
 
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