Level: Airship
Level: Blackwall Yard
Level: Embankment
Level: Catacombs

Chapter 5: Agamemnon Rising

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The two knights arrive at the cockpit, but taking over the small space could present a problem since the knights are outnumbered.

Galahad proposes "improvising" a solution and pulls out a smoke grenade. He tosses it through the open door, which Lafayette then holds shut. Once the guard and crew members inside are confused—unable to put up as much of a fight—the two knights rush in and take them out hand-to-hand.

Gameplay Video

Once the helm is under the knights' control, Galahad contacts Malory, who informs him of Lord Hastings' location. Galahad leaves Lafayette to steer the ship and heads off to help protect the target.


Our approach to the sometimes-maligned "Quick Time Event" mechanic attempts to leverage the power of these sequences while addressing some of the problems with them.

Moments like these provide a custom, crafted, usually-high-energy snippet of gameplay that's more cinematic than what can realistically be achieved in most "core gameplay." At the same time, unlike (for example) cinematic "assassinations" or "finishers" that some games like to use, QTEs attempt to retain some of the player control and action/consequence that differentiates games from passive entertainment like movies. They attempt to empower the player while pulling off impressive feats of cinematography and action.

The QTEs in The Order: 1886 are different from those in other games by the degree of control we attempt to give. Like the moveable camera in the Rappel sequence that kicks off this level, the hope is that the degree of control provided balances out the amount taken away. If successful, then the "cool factor" of what the player character did hopefully transfers to the player: "look what I was able to do!"


Like several other moments of its kind in the game, the Q.T.E. here is intended to highlight the "scrappy" nature of the Knights in hand-to-hand combat, and gives a few button interactions and a slowed-time "highlight the right object in the scene" interaction for the player to react to. It's an exciting sequence when you understand what it wants you to do, but ultimately can be frustrating for new players.

It suffers a bit from being only the second of these that the player has encountered in the game—not enough for players to necessarily recognize the slowed-time presentation and recall what it means the on the first try. This type—where the player can fail one or more actions and has to restart from the beginning—are much more difficult to pull off than something without fail cases (like the Rappel).

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