Of course
And it is only a preview of the first few chapters of the campaign, doesn't touch on multiplayer or anything else.
Obviously, take it with a grain of salt. We'll find out soon enough.
I just want to enjoy the game's story, really come away liking or absolutely hating certain characters (hating them in a good way), and I want the combat, which I already know for a fact I like, to continue feeling fun over the long haul. I want to see nice enemy variety that makes me have to think a bit more, or even sweat just a little bit during the fights, and I'm really, really counting on the executions being as varied as I hope. I already know there's lots of them, since we caught a glimpse of the upgrade tree for executions.
I personally feel that how much a person likes or hates this game will ultimately hinge on how much fun they have using the executions to kill enemies in cool ways, especially the environmental executions. It isn't the only way to fight, but I really like it as a mechanic in this game because it takes enemies that would otherwise be killed no different than how they are in most games of this nature, and actually allows you to turn their death into quite the stylish spectacle with more cinematic scenarios. That's what makes them so awesome for me. You get to pull off moves with camera angles that you would normally only ever see in a cutscene, and I like the idea of not being able to fail them, too.
I think they understand that QTE in a traditional sense aren't hard to begin with. They're rarely, if at all, challenging in any of the games they're in, so no point going that route. You took the effort to make them (executions) look awesome, so let them play out as they should every single time without missed button presses getting in the way. If people really want to get something out of them, they can use them to gain combat bonuses for greater damage, more XP, health restoration and focus restoration. If they want to make things a bit more interesting, turn off the colored prompts that help you decide which buttons to press. That might not seem like an interesting way to add challenge, but you never truly know which execution you'll end up triggering sometimes, and if you aren't as familiar with a certain set of executions, you won't really know which button to press, or when to press it, which could mean the difference between getting that much needed health boost Marius needs to stay alive, and not getting it at all. I can definitely see disabling those prompts making things interesting.