Ready at Dawn says the mechanics will be used in innovative ways

Feb 20, 2014 00:46 GMT  ·  By

Ru Weerasuriya, the leader of the development team working on The Order: 1886, says that the cutscenes and the gameplay elements of the upcoming title might be impossible to distinguish in terms of quality, but will be linked by complex Quick Time Events.

The developer tells CVG that, “There are ways to address QTEs that does not deter people from playing the game. For example, our QTE scenes are branching paths - there are fail points, sure, but we don't make it so punitive.”

His statement will not ease the worries of most gamers, who have come to hate the way QTEs tend to slow down gameplay and take the protagonist out of the action, breaking the sense of immersion.

The Order: 1886 will tell the story of a conflict between the Knights of the Round Table and half-human, half-monster creatures.

The game will be launched this year on the PlayStation 4 from Sony.