Thief won’t have quick time events after all

thief

By on November 16, 2013 at 10:09 am

Whatever they were pumping through the air conditioning at Eidos Montreal seems to have been cleared out, as the developer is finally starting to talk sense about the upcoming Thief reboot. In the latest community Q&A, web content manager Valerie Bourdeau revealed the team has given quick time events – the subject of much loathing – the flick.

“We’re not implementing them,” she wrote.

“Given the strong reactions it evoked in the press and the community, it was an easy decision to do away with them entirely. So we’re not doing it. No quick time.”

It doesn’t sound like it was terribly hard to remove them, either.

“To begin with, there were very few instances of QTEs in the game; in fact there was only one in that whole hour-long E3 demo,” she added.

This isn’t the first time Eidos Montreal has seen the light – or perhaps, the handy, concealing shadows. It also removed an XP system which rewarded players for kills following fan feedback.

Source: Eidos Blog via Rock, Paper, Shotgun

Tags:
16 comments (Leave your own)
Artful-dodgeR

So, there is a Spaghetti Monster after all.

 

Getting there.
Now just give me the bare bones basic ability to… you know.. *jump* and about the only thing left I’ll be annoyed about this reboot is the entire butchering of the established lore.

 

I know that fans can often have good suggestions but really, the first rule of business is take what they say with truck loads of salt as they do NOT say what they want (let alone a minority of people who will buy this game that are labelled as gaming news and gaming news readers do not represent the average) and quite often what they say is bad business e.g. people want rich coffee in focus groups when they go out and buy the exact opposite. People believe that something being labelled as a QTE = the spawn of the devil before they even try it. I saw people complain about DE:HR melee (understandable) yet no one batted an eyelid at Dishonored.

 

rapid101,

Nobody ever wants quicktime events. Except if it’s a game from Quantic Dream in which case they just make Quicktime event: the game and everybody hails it as the second coming for some reason.

I’m not sure why devs keep trying to cram QTEs into games, they’re god awful and should just not exist. I do not like the idea of insta-failing because I didn’t press the right buttons in the right sequence at the right time, it just isn’t fun.

 

vcatkiller: Nobody ever wants quicktime events.

^ this

vcatkiller: I do not like the idea of insta-failing because I didn’t press the right buttons in the right sequence at the right time, it just isn’t fun.

Worse is the times you’re not sure if something is a cutscene or something you have to take part in … Tomb raider got many a cheap kill out of me because i was simply unprepared to press x to survive the cutscene or something equally idiotic

 

rapid101:
I saw people complain about DE:HR melee (understandable) yet no one batted an eyelid at Dishonored.

I’m confused – what QTEs are we talking about? When I think of quick-time events, I think of the ones in Tomb Raider where you have to press a specific button/key at the right time or you die. What DX:HR had were takedown sequences that you’d initiate with a single key at will when in the right place. They weren’t mandatory “press E to live” sequences. So what was Thief supposed to have?

 

rapid101:
I know that fans can often have good suggestions but really, the first rule of business is take what they say with truck loads of salt as they do NOT say what they want…

While vcatkiller has the right of QTE’s in my view, there is validity in your wider point. If devs just blindly follow all the vocal fan feedback then they’ll end up with a game that isn’t much different and subsequently have it panned (possibly by those very same fans) on release for not innovating or doing anything different to the previous game.

 

I’m a fan of quick times events if:
1) They are done by choice of player
2) They are kill or knock out moves

 

Bit of a two edged sword unfortunately. While cutting the features that do not fit into the style of game is being touted as is a good thing. Taking every single thing the fans say as the right thing to do is, of course, the other edge and can be very damaging.

The Thief series is about all about stealth – that includes both successful and unsuccessful attempts. In the old Thief games at the lower/mid levels you could Rambo your way through so the inclusion of a more refined combat system in this version isn’t exactly at loggerheads with how many used to experience the game – ie the Thug over Thief experience.

That said the XP system shown at E3 rewarded violence over stealth which, I find, to be counter-intuitive to the whole “Thief” experience.

In terms of QTE events we aren’t talking – “Press Q to knock out now!” things we are talking rather rapid fire sequences of button pressing that are mandatory to progression – think the recent Tomb Raider as a good example. It’s something that is out of place in a Thief game – where the player is traditionally used to complete control of Garrett and methodical execution of intent. Which is why no random jumping feels quite out of place for a lot of fans of the series, again it feels counter-intuitive to the mission “playground” experience of previous titles.

The shown Thief QTE involved the collapsing mansion/raging inferno iirc. In the end will manually running the obstacles be any different if it is mandatory? Probably not, just the way it is presented, I don’t think it’s removal is that detrimental to the game experience – if that QTE was indicative of other QTE’s in the game.

Eidos are obviously taking a great deal of interest in what fans of the game are having to say – if you look at the recent depiction of Garrett he has lost a deal of the “emo-ninja” look and also seems to have a reduced portrayal as the el-cheapo Assassins Creed Super Ninja vibe. The removal of violence based rewards is another step in the right direction in that players will look towards the sneaky Thief option – which is where the game always shined, like a supernova.

Bronx Basso is kind of annoying, but at least he isn’t beat boxing and break dancing on a piece of cardboard – that we’ve seen, unless that too is a QTE.

 

timmytim,

I agree with those.

I don’t like QTEs mainly because they obstruct me from enjoying the cutscenes. I hesitate to take in the whole scene, observe the details and get absorbed in the goings on because I’m cautiously looking at the position of the screen where the last QTE prompt appeared.

 

So wait? no jumping? are they trying to force us to do things the way they want? because that’s not Thief.

Only good QTE’s ive ever seen were the ones from “The Nomad Soul”, David Bowie ftw.

 

nekosan,

Correct. When you approach a ledge that the devs deemed appropriate for you to jump from, a context sensitive button prompt will apparently automatically make the jump for you. (because god forbid we explore, climb, jump around and find alternative routes ourselves like we did in the first 2 games)

 

No jumping!
Certainly not a good choice.

My opinion is that you have to listen to your (potential) customer base. In context of their limited knowledge of the game. Some suggestions, like removing QTE or removing XP don’t damage your original vision but increase the chance more people will buy them and doesn’t break the game budget. Why not.
However, if they suggest stuff that is not right in the context of the big picture, then ignore it or deal with it through PR.
That seems to be what these guys are doing.

Oh god I hope they bring back free jumping and pulling up on ledges. Some of the hilarious times I remember were sneaking up to helmeted guards and hitting them with the blackjack. And jumping up a near by ledge and sneaking away and repeating. For some immature reason it gave me a bunch of laughs.

 

bs001:
Oh god I hope they bring back free jumping and pulling up on ledges. Some of the hilarious times I remember were sneaking up to helmeted guards and hitting them with the blackjack. And jumping up a near by ledge and sneaking away and repeating. For some immature reason it gave me a bunch of laughs.

At this stage of development I doubt they’ll introduce it again, the entirety of their level design will be based on you only going where they’ve decided you can go.

Bit of bullshit really, it’s not a design feature so much as a crutch they use to make level design easier.

 

jme,

Depends what cutscene. If it’s 3rd person it’ll just ruin it, but if it’s done in 1st person and they make me aware it’ll happen I kind of don’t mind. Resident Evil 5 had some absolutely brutally hard QTEs to pull off (to the point where many people I played with online couldn’t do the stick wagglers) but that was ruined by not really getting any warning on which cutscenes would have them.

meji,

Tomb Raider was always about 3d platforming, puzzle solving and a little it of gunplay. Then for the latest one they added QTEs, a heavy combat emphasis, and minimal platforming into the latest one. And it worked really well.

I’m curious how they would’ve implemented QTEs here.

With that being said, I agree with the XP removal. Thief should be about minimal disturbances to grab something. Like Hitman: Absolution in concept where you disturb the environment minimally to get to your target (except he kills people and uses wildly different tools to do so). There should be no encouragement for knocking out guards as that would just mean they’d discover whatever’s been stolen more quickly which is kind of stupid for a thief to do.

 

rapid101,

Was with you up until you said the QTEs worked well in the latest Tomb Raider game. I have never seen a single game where QTEs worked well. Not one game. Usually it’s all of a sudden flash a button on screen and just hope the player is paying attention. If not kill player. That is not, nor will it ever be fun. You have no idea how often, in the latest TR, I was left screaming at the screen in pure frustration because it not only sprung the QTEs at me at the last minute, but half the time it wasn’t even registering the input. No, I prefer the platforming exploration with the occasional combat, QTEs can die in a fire.

 
Leave a comment

You can use the following bbCode
[i], [b], [img], [quote], [url href="http://www.google.com/"]Google[/url]

Leave a Reply

PC Gaming Calendar 2014

Follow Games.on.net

YouTube

Steam Group

Upcoming Games

Community Soapbox

Recent Features
Destiny

Destiny continues to impress in beta: Our thoughts as Bungie’s new juggernaut rolls on

It's clear that Bungie are putting their best foot forward with Destiny, but as James discovers, playing on your own can be strangely empty.

Screencheat

Five Australian Indie Games We’d Hand Arbitrary Awards To: AVCon 2014

From a split-screen shooter where everyone is invisible to an abandoned space station, Australian indies are killing it at this year's AVCon.

Mass Effect 3 580x300

Here are 10 things BioWare absolutely must NOT do in Mass Effect 4

The hard truths that BioWare don't want to hear.

Survarium

Survarium Beta (PVP): Hopeless landscape, hopeless hit registration

James picks up where STALKER left off, but finds that the PVP part of this game may not have been the best way to go public.

Streaming Radio
Radio Streams are restricted to iiNet group customers.

GreenManGaming MREC

Facebook Like Box