Sonic Superstars

Sonic Superstars

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Hopsenburg Nov 4, 2023 @ 4:13pm
How To Do The QTE Part for Super Sonic?
I don't understand the QTE timing for the Super Sonic section. Is there an indicator on when your suppose to hit the button? I do it while it's in the green and it doesn't work. When it goes in the red, it still didn't work? The only times it did work was kind of randomly. This is the last part and I just want to be done with the game than randomly figure out what else this game wants.
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Showing 1-7 of 7 comments
Hopsenburg Nov 4, 2023 @ 4:53pm 
I figured it out at the end. For anyone else who might run into this, you have to be careful and not hold the button down too long. You have to tap it. If you hold the button down while the next meteor is coming, then it's going to register it as press and think you messed up the next hit.
Chris_Chocobo Nov 5, 2023 @ 11:05am 
Is one of these things they should fix
Major Gnuisance Nov 5, 2023 @ 11:30am 
Oh boy, let us count the design and implementation sins:
  1. Using QTEs in the first place. QTEs suck.
  2. Not tutorializing the QTEs so players are prepared for them when they matter
  3. Putting the QTEs so late in a sequence players can't really practice them
  4. Making the QTE react to button "is down" instead of "just pressed"
  5. Making the timing so tight that people are complaining about it. This is NOT a rhythm game and there's a lot of variance in input lag!
  6. Making the QTE so unreadable that people are guessing why they're hitting or missing

Did anyone besides the developers even playtest this thing?
NBOX21 Nov 5, 2023 @ 12:03pm 
Originally posted by Major Gnuisance:
Oh boy, let us count the design and implementation sins:
  1. Using QTEs in the first place. QTEs suck.
  2. Not tutorializing the QTEs so players are prepared for them when they matter
  3. Putting the QTEs so late in a sequence players can't really practice them
  4. Making the QTE react to button "is down" instead of "just pressed"
  5. Making the timing so tight that people are complaining about it. This is NOT a rhythm game and there's a lot of variance in input lag!
  6. Making the QTE so unreadable that people are guessing why they're hitting or missing

Did anyone besides the developers even playtest this thing?
Wait, wait, wait... so this 2D Sonic game uses QTEs?!
I've already stated in the past that QTEs have no business in games as they tend to take control away from moments that could've actually been used for gameplay segments and instead turning them into lazily implemented "press button or die" sequences but this is the first instance I can think of where QTEs were implemented into a 2D game and it makes even less sense for them to be here because of it.

I'm not exaggerating when I say this, either - I have never played a single 2D game ever in my lifetime that implemented QTEs in any, shape or form.
Major Gnuisance Nov 5, 2023 @ 12:20pm 
Originally posted by NBOX21:
Originally posted by Major Gnuisance:
Oh boy, let us count the design and implementation sins:
  1. Using QTEs in the first place. QTEs suck.
  2. Not tutorializing the QTEs so players are prepared for them when they matter
  3. Putting the QTEs so late in a sequence players can't really practice them
  4. Making the QTE react to button "is down" instead of "just pressed"
  5. Making the timing so tight that people are complaining about it. This is NOT a rhythm game and there's a lot of variance in input lag!
  6. Making the QTE so unreadable that people are guessing why they're hitting or missing

Did anyone besides the developers even playtest this thing?
Wait, wait, wait... so this 2D Sonic game uses QTEs?!
I've already stated in the past that QTEs have no business in games as they tend to take control away from moments that could've actually been used for gameplay segments and instead turning them into lazily implemented "press button or die" sequences but this is the first instance I can think of where QTEs were implemented into a 2D game and it makes even less sense for them to be here because of it.

I'm not exaggerating when I say this, either - I have never played a single 2D game ever in my lifetime that implemented QTEs in any, shape or form.

You can see it in action here.
Note: true final boss spoiler, though you won't really be spoiling anything that was actually fun in the first place from the looks of it, so I advise not to care about it.

I refunded my preorder on account of Denuvo, but it seems I've actually dodged a bullet thanks to that. The late game stuff is terrible from all accounts I've seen so far.
Gnidex Nov 6, 2023 @ 8:07am 
It's the same as in Sonic Forces and Frontiers. Press jump when circles overlap. The boss conditioned you up to that point that jump button = dash = ring loss = suicide, but you don't lose rings for QTE.
CosmikOtter Nov 8, 2023 @ 1:10am 
Originally posted by Major Gnuisance:
Oh boy, let us count the design and implementation sins:
  1. Using QTEs in the first place. QTEs suck.
  2. Not tutorializing the QTEs so players are prepared for them when they matter
  3. Putting the QTEs so late in a sequence players can't really practice them
  4. Making the QTE react to button "is down" instead of "just pressed"
  5. Making the timing so tight that people are complaining about it. This is NOT a rhythm game and there's a lot of variance in input lag!
  6. Making the QTE so unreadable that people are guessing why they're hitting or missing

Did anyone besides the developers even playtest this thing?

What baffles me is that it's literally the *only* section in the entire game that has a QTE. I have to wonder if it was thrown in and made so complicated just to pad out the length of the game. I honestly don't think Trip's story or the true final boss were playtested by anyone.
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