Yes
But not this week
Great , and guys please give us lot of HUD options ( like Horizon for example) if possible
Yes
But not this week
Yes
But not this week
Great , and guys please give us lot of HUD option ( like Horizon for example) if possible
It's fast though. I hope this game recaptures that sense of speed. So far it looks a bit too slow. Needs a boost button or something.Tbf, Spider-Man 2 isn't fluid at all.
Where are the people?
Yes
But not this week
It's fast though. I hope this game recaptures that sense of speed. So far it looks a bit too slow. Needs a boost button or something.
It's fast though. I hope this game recaptures that sense of speed. So far it looks a bit too slow. Needs a boost button or something.
”It can't just be Spider-Man 100 percent of the time," said Intihar. ”Peter Parker is integral to the character. In our game, you're gonna see Peter a lot in story and in gameplay. He has a job. He just graduated college, and he has his first job as a scientist."
”It tells you that this is a different Spider-Man universe," Intihar said. ”Miles and Pete being together... yeah, there's been some comic things where worlds collide, but in our game he's part of that world. There's also been a lot of Spider-Man stories, a lot about Peter. Bringing Miles into that helps us explore sides of Peter we haven't seen before."
http://kotaku.com/the-new-spider-man-game-wont-let-you-kill-anybody-1796101031In terms of gameplay, Intihar told me the campaign will be single-player-only—no co-op. So if you were getting starry eyed over hypothetical Peter/Miles co-op action, probably blink a couple times and let cruel reality once again overtake your senses.
The game will ”mostly" be open-world exploration and acrobatic combat, rather than QTE-ridden story scenes, Intihar also said. Insomniac does want the game to have cinematic flair to it, though, and they're taking inspiration from games like Uncharted. If you screw up a QTE, you'll get a ”fail state," rather than a branching path through a scene.
It's fast though. I hope this game recaptures that sense of speed. So far it looks a bit too slow. Needs a boost button or something.
Oh, so what the level headed people in this thread have been saying all along, go figure.
I mean who woulda though that the entire game isn't a gigantic on rails set piece.
Omg that part about the Peter stuff is exactly what I wanted to hear, this game is going to be something special
Even confining it to just short sequences can be enough to bring it down though. Consider the game Dying Light.Every one is entitled to their opinion.
But the hot takes and drive by complaining about some of the button prompts towards the end of the demo are just ruining the possibility of any good discussion or speculation. We got a 9 minute demo and that's all that was gathered from it?
I get the concern, but it's hyperbolic at this point.
I'm just not going to acknowledge it any longer. Most of the arguments are poorly constructed, and people are literally saying, "I hope this is not what the entire game is like." When Insomniac has already said it's for SOME big larger than life set piece moments.
Sounds great. Bring forth the open world exploration.
Even confining it to just short sequences can be enough to bring it down though. Consider the game Dying Light.so I'm sure you can understand why people who really don't like QTEs feel let down by just the presence of it in a short demo, even when it only reflects a small portion of the whole game.You've played through the whole damn game in anticipation of a showdown with the bad guy with that game's intense melee combat, only to find the whole confrontation is just a QTE sequence. Talk about disappointing! What if this game were to pull something like that which, given their approach here, it actually could if they want to end on a "big larger than life set piece"? Transformers: War for Cybertron partly pulled this crap too,
I respect that you guys are excited for the game - in pretty much every other respect it does indeed look great - and think we're just party pooping for the sake of it but this is valid criticism. Far from it be me to call developers lazy (they're not) but QTE is lazy design, when designing these set pieces around the gameplay would be a so, so much better approach, and one I expect a talented studio like Insomniac could have pulled off really well. I mean, it partly does do just that with Spidey chasing the helicopter down, and also...
Everyone always takes the wrong lessons from Naughty Dog/ Uncharted re:cinematic stuff and setpieces. Their setpieces are so good specifically because most of the time you are in full control and they don't involve any QTE's, they're simply a spectacle driven way to provide more thrilling, linear action beats that radically shake up the level design.
The Peter stuff sounds really promosing though. The Arkham games mostly ignored the Wayne side of things to their detriment, and Peter is probably even more important to the spider-man formula.
Where are the people?
I think that is exactly what it is.but at the same time you don't want it to be automatic with the player just pressing forward on the stick.
1:54 - 1:58 - 4 seconds
5:22 - 5:40 - 18 seconds
6:42 - 6:44 - 2 seconds
7:25 - 7:28 - 3 seconds
7:35 - 7:37 - 2 seconds
7:46 - 7:48 - 2 seconds
8:02 - 8:06 - 4 seconds
Total QTE - 35 seconds
Total runtime - 538 seconds
% QTE = 6.506%
% error = 90% - 6.506% = 83.494%
And picture 10 there involved 3-4 QTEs alone. For each attack by Mr. Negatitivity and in ripping off the helicopter panel.In my opinion, even one QTE is too much. If I wanted to press buttons while watching a movie, I would just pop the Spiderman movie into my PS4 and press buttons. I counted 13 QTEs in just an 8 minute demo. That's more than 1 QTE for every minute of gameplay.
There's not much I hate more than boring, generic skyscraper jungles/city design. I hope they didn't make it open world just for the sake of it like LA Noir's LA is just a means of traversal to reach the open world missions. I hope there are some characters and districts and life and logic to the design of the city, but that's usually too much to hope for with these kinds of games.
I went from Day 1 to "wait and see" approach after E3. I understand the QTEs are just for blockbuster spectacles, but I need to see more regular gameplay before I'm interested again. There was too much QTE in the demo for my taste.
I wish Sucker Punch had made this instead.
In my opinion, even one QTE is too much. If I wanted to press buttons while watching a movie, I would just pop the Spiderman movie into my PS4 and press buttons. I counted 13 QTEs in just an 8 minute demo. That's more than 1 QTE for every minute of gameplay.
There's not much I hate more than boring, generic skyscraper jungles/city design. I hope they didn't make it open world just for the sake of it like LA Noir's LA is just a means of traversal to reach the open world missions. I hope there are some characters and districts and life and logic to the design of the city, but that's usually too much to hope for with these kinds of games.
I went from Day 1 to "wait and see" approach after E3. I understand the QTEs are just for blockbuster spectacles, but I need to see more regular gameplay before I'm interested again. There was too much QTE in the demo for my taste.
I wish Sucker Punch had made this instead.
Those weren't QTEs, looked like the player was in control and moving up to the side of the helicopter they wanted and having to time their dodge.And picture 10 there involved 3-4 QTEs alone. For each attack by Mr. Negatitivity and in ripping off the helicopter panel.
You want a Spiderman game not set in NYC??? What the actual hell.
Those weren't QTEs, looked like the player was in control and moving up to the side of the helicopter they wanted and having to time their dodge.
Think how in God of War 3 boss fights where the controls would change to better suit a specific section (being hooked by Hades, using your hand to block Helios' light, etc)
Aint you glad the baddies aint in that building too?Where are the people?
Those weren't QTEs, looked like the player was in control and moving up to the side of the helicopter they wanted and having to time their dodge.
Think how in God of War 3 boss fights where the controls would change to better suit a specific section (being hooked by Hades, using your hand to block Helios' light, etc)
Do you always have a button prompt like that when dodging? I don't remember seeing those in the normal thug fights and the mini-boss fight.Those weren't QTEs, looked like the player was in control and moving up to the side of the helicopter they wanted and having to time their dodge.
Where are the people?
No, in those moments on the helicopter, the same slow-mo spider sense/enemy flashes red happened, same as in combatDo you always have a button prompt like that when dodging? I don't remember seeing those in the normal thug fights and the mini-boss fight.
That's a kind of reductive perspective on the whole notion. QTEs work best in two scenarios: the Heavy Rain case, where they are used to mimic character's actions in ways that regular controls can't, and the God of War case, where they're used to the player perform character-accurate actions that are too complex and complicated for regular controlsIn my opinion, even one QTE is too much. If I wanted to press buttons while watching a movie, I would just pop the Spiderman movie into my PS4 and press buttons. I counted 13 QTEs in just an 8 minute demo. That's more than 1 QTE for every minute of gameplay.
There's not much I hate more than boring, generic skyscraper jungles/city design. I hope they didn't make it open world just for the sake of it like LA Noir's LA is just a means of traversal to reach the open world missions. I hope there are some characters and districts and life and logic to the design of the city, but that's usually too much to hope for with these kinds of games.
An empty Manhattan office in the middle of the day? A man being bitten by a spider that gives him superhuman powers is more realistic.
Yep .
I think some people are mixing up QTE with everything .
Also like i said before it make no sense comparing spidey set pieces to some thing like UC .
Drake won't have to do have the shit spidey is known for .
That's a kind of reductive perspective on the whole notion. QTEs work best in two scenarios: the Heavy Rain case, where they are used to mimic character's actions in ways that regular controls can't, and the God of War case, where they're used to the player perform character-accurate actions that are too complex and complicated for regular controls
Everyone always takes the wrong lessons from Naughty Dog/ Uncharted re:cinematic stuff and setpieces. Their setpieces are so good specifically because most of the time you are in full control and they don't involve any QTE's, they're simply a spectacle driven way to provide more thrilling, linear action beats that radically shake up the level design.
The Peter stuff sounds really promosing though. The Arkham games mostly ignored the Wayne side of things to their detriment, and Peter is probably even more important to the spider-man formula.
https://www.videogamer.com/news/mar...death-stranding-spider-man-4k-gaming-and-moreInsomniac Games upcoming (in 2018) Spider-Man came up. Cerny has apparently been spending quite a lot of time with the team, noting that 'their focus is on gameplay innovation'. On the PS4 Pro Insomniac Games is using a, and I quote, 'forward looking technique called temporal-injection that lets them efficiently support 4K displays'. This essentially allows them to render the game at 4K with the ability to down-scale to 1080p for those who are playing with a PS4 Pro on a 1080p display.
Damn, the QTEs really soured an otherwise impeccable demo. I'm generally not even against QTEs per se, but that was some Telltale tier garbage (other than not being a hideous slideshow of course).
But yeah, it looks gorgeous, the animations are amazing, combat and sneaking seem like a nice evolution on the Batman formula and webslinging looked amazing so my overall impression is still very positive.
I don't know, but the combat and sneaking were definitely influenced by the Arkham games. That's what I was referring to.Is Spiderman truly Batman's Marvel marketing equivalent to Batman? I kind of thought Wolverine was at this point, given their age and darker personalities.
Is Spiderman truly Batman's Marvel marketing equivalent to Batman? I kind of thought Wolverine was at this point, given their age and darker personalities.
But the point isn't to be skill based, and that's not a bad thing. Feeling like the character is more crucial than being in control 100% of the time. Compare the brawler style combat of past Batman games to the less complex but more character-appropriate freeflow system in Arkham, that captured the skill and speed of the character in a way that past games couldn't.For me a QTE is any event in a game that prompts the player with a button press icon and results in a fail state if the button is not pressed.
We will have to agree to disagree. I don't think that QTEs add anything to action games as they are not skill based. Action games are all about giving the player control of the character. As a developer, you have to find a way to develop an action sequence that is skill based and doesn't rely on button prompts.