It's no pun intended, amazing.This suit looks awesome.
Yes, but all Drake has to worry about is the escape. Even the big convoy chase in 4, while visually unique with you being dragged, uses the same gameplay as the rest of the game (jumping, swinging, aiming, etc.)Yah I agree. I think Uncharted 4 main setpiece is far more elaborate than anything that Spiderman is doing, but Naughty Dog found a way to blend cinematics with gameplay instead of making it a sequence with 20+ button prompts. There is one QTE but the entire sequence is not made out of them. 90+% is gameplay. See Uncharted 4 Chase Sequence
In previous Spider-Man games, you couldn't actually do anything to the civilians IIRC like hit them or put them in harm's way. I think Ultimate Spider-Man was an exception since you could play as Venom, and Web of Shadows with the morality system (I think you could let civilians die and you'd receive black/symbiote points).How are they going to prevent the player from killing people? Or hurting civilians?
Kind of an interesting challenge. The Batman Arkham games have sidestepped the issue in such corny ways.
Can't wait to max out that Jameson social link.
They designed themselves into having a heavily QTE based sequence.
After getting hit by the swinging think, swinging onto the crane could be done in gameplay.
Moving up the crane could be done in gameplay (at least 'hold up to have the animation play').
Webbing the crane to the buildings could be done with interactable parts of the crane you're running toward (i.e. run to this highlight section, the press the button prompt).
The final part of webbing the swinging thing to the building, and the end of the crane, could be done with a slow-motion aiming section.
Being chased by the transformer(?) through the building could have been done with a Uncharted-like jeep chase interactible sequence.
The rest would probably have to be a QTE, but at that point you would have been interacting with the game enough that it could just be a cutscene.
Of course I'm not saying it would have been easy to do, but those are elements of interaction that other games have handled without QTEs.
I bet that Peter and Miles will have a brother/mentor relationship as Peter guides Miles into becoming a hero like him.
Maybe we'll see other Spider-Family members like Kaine or something.
I'd love it if Daredevil makes an appearance.I wonder if there'll be other non-spidey heroes/villains.
It all comes down to what do you think is a set piece.
Cat & mouse in Uncharted 2 is a set piece for me, you have to deal with different enemies, avoid a tank and take it down. It's not just outrun the danger.
Same with the last one in Uncharted 4, the ship graveyard.
I tend to think of set-pieces as the individual moment, while stuff like the tank cat & mouse or the convoy are levels with clever concepts (and also have set-pieces in them). Like the cruise ship is a level where the set piece is the whole flooded escape/rotating ship sectionThe tank in the village was definitely a setpiece.
I wonder if there'll be other non-spidey heroes/villains.
They should have a mission where Spidey, Wolverine and DD team up to do something about the Punisher who has been going overboard even for the Punisher.
I tend to think of set-pieces as the individual moment, while stuff like the tank cat & mouse or the convoy are levels with clever concepts (and also have set-pieces in them). Like the cruise ship is a level where the set piece is the whole flooded escape/rotating ship section
The plane sequence in 3 is basically one big set piece IMO
This is a silly excuse. The problem is that this sequence has been designed for film in mind instead of gameplay. You could easily design a set piece that encourages skill, traversal, and movement if you were designing a game instead of a movie.
Even if you designed a sequence where Spiderman had to stop the crane from falling, you want to involve SKILL in the set piece. You would design a sequence with a falling crane where you would have to use traversal and movement to navigate yourself to the other side. After you have completed it, there could be 2 second cutscene where Spiderman stops the crane.
In game design, the idea is to involve the player in the scene with a blend of gameplay and cinematics. Instead, they have created a movie sequence that belongs in the latest Spiderman movie. Yes, it is cool but there is nothing that the videogame space does to make this scene more interactive. When a blind insect can complete the sequence, maybe you should redesign it.
I think that Insomniac has to study Naughty Dog's setpieces like this train sequence. In this sequence, there is a mix of non interactive cinematics and gameplay. There are obvious portions that could not be completed with gameplay but these are resolved with 2 second cutscenes which immediately resume control back to the player. There is even a QTE that makes sense in the context of the situation. The important thing is that the sequence requires skill and is not just a passive experience. It could only be done with a videogame.
Arkham's biggest innovation was the free flow combat.
All the other stuff was kind of done in games before it, albeit not as well or put together.
I think you misunderstood. I know the Arkham games didn't invent those things, but those seem to be the elements people point to when they say this Spider-Man looks "Arkham-ish"
I'm saying I don't think Insomniac should avoid things that could be good for their version of the character (like the tripwire gadget that webs enemies to an object or stealth takedowns) because Batman did it "first"
How is it a silly excuse?
You're not describing any alternative, you're just saying "they should add gameplay and skill and make it work!"
Uncharted 2's train setpiece is great but the most you're doing is shooting and climbing. It's not even close to what Spider-Man is doing here.
I think people are being reductive with Uncharted and overestimating Spider-Man, I could say thet all you do in Spider-Man is swinging and web-shooting... both statements are wrong.
As someone who had played and love all Uncharteds and to this day, still replays certain levels just for the set pieces, I don't think he's wrong. The set pieces in Uncharted pretty unanimously limit themselves to the same controls as regular gameplay, so you're running, leaping, climbing, and shooting in the same way as you would during regular gameplay. Furthermore, while the spectacle is often awesome, the actual actions you perform are rarely different from Drake's regular moment-to-moment controls.I think people are being reductive with Uncharted and overestimating Spider-Man, I could say thet all you do in Spider-Man is swinging and web-shooting... both statements are wrong.
Yes, but all Drake has to worry about is the escape. Even the big convoy chase in 4, while visually unique with you being dragged, uses the same gameplay as the rest of the game (jumping, swinging, aiming, etc.)
Here, you'd have to simultaneously:
- Move and swing
- Maintain camera control (since you'll need to aim your webs)
- Be able to manually aim webs
- Maybe be able to adjust the strength of your webshooter so you have strong and wide enough strands to catch the crane
- Do that all while keeping up with a falling crane
True, but you'd basically need to move and control your swing while also controlling your aim at the crane to perform the actions we saw onscreen. So it's not that it wouldn't be intutive. It's that you only have two analog sticks, so if you want fine control for something like aiming your webs, that means you're going to take control away from something else in that momentThat's not really all that different from running and shooting enemy targets. It's kind of odd to give bullet points to moving and camera aiming. Those are things that any gamer intuitively does.
I think people are being reductive with Uncharted and overestimating Spider-Man, I could say thet all you do in Spider-Man is swinging and web-shooting... both statements are wrong.
Sorry ladies and gents no balloon kids!
http://kotaku.com/the-new-spider-man-game-wont-let-you-kill-anybody-179610103
I think one thing that might've been missed and we talked about in some BCDs too is that mission was shortened for press conference /E3.
For instance, in the extended/BCD demo you save more Fisk guys from another part of the tower.
There will be even more of them to save in the final game, and you can save them in whatever order you want. So you can kind of approach that building / mission how you want to.
No one is saying that set pieces in Uncharted aren't complex or aren't impressive technical endeavors. We're saying that what you do during them, what you do among the chaos and collapsing architecture, is limited to what you do during regular gameplay. You're running, you're leaping and climbing, you're sliding, you're swinging, you're fighting and shooting. Due to this clever limitation, you can play those sequences like any other moment without needing to drastically add to and change player controls.Maybe, it just me, but I don't want to believe that Spiderman is too cool for videogames that all the coolest setpieces have to be QTEs. I believe Insomoniac should design the coolest setpiece ever imagined in Spiderman game and use that to drive the development of the game by making it fully playable.
I complete agree. The train sequence actually drove the whole development of Uncharted 2. There was so much of planning and hard work to get that segment to be playable. They could have gone the route of QTEs but "Uncahrted 2 was able to stand out from the crowd and wow players with things they have never seen before."
Watch this GDC video to set how much work it took to get the playable train sequence to work in Uncharted 2. Among Friends - An Uncharted 2: Among Thieves Post-Mortem Train Sequence
What if the Player miss the Swinging on the Crane? What happened after that, Restart the Sequence??
That's a given I expect everything at that conference to be at psx(big titles I mean)When they got asked an interesting question the answer was "ask us again in a few months" so i think chances for Spidey to be at PSX are pretty good.
When they got asked an interesting question the answer was "ask us again in a few months" so i think chances for Spidey to be at PSX are pretty good.
So I'm trying to insert Nathan Drake into that crane scene in my mind and since he won't be saving anybody but his own ass I just imagine us having him jump climb than roping outta there with R1 I mean I guess that's better for some ppl?
When they got asked an interesting question the answer was "ask us again in a few months" so i think chances for Spidey to be at PSX are pretty good.
That would be a good time to focus on something non story related. Show us some high speed free roam swinging and maybe a bit of a sidequest or some Pete gameplay.
GamesBeat: So youll get used to the idea that you may miss your web shots.
Intihar: Its important to rememberthats not every mission in the game. Its not every time you do something. The majority of the game is the core combat/traversal loop. At points in the story where we feel we need to go more cinematic, well use some of those other techniques.
Was posted like page 5 of the last 38 page thread. I can assure it stopped nothing lol. Really feel like I watched an entire different video and the one gaf watched was straight up telltale spiderman(as many have already called this one)From the interview.
They designed themselves into having a heavily QTE based sequence.
After getting hit by the swinging think, swinging onto the crane could be done in gameplay.
Moving up the crane could be done in gameplay (at least 'hold up to have the animation play').
Webbing the crane to the buildings could be done with interactable parts of the crane you're running toward (i.e. run to this highlight section, the press the button prompt).
The final part of webbing the swinging thing to the building, and the end of the crane, could be done with a slow-motion aiming section.
Being chased by the transformer(?) through the building could have been done with a Uncharted-like jeep chase interactible sequence.
The rest would probably have to be a QTE, but at that point you would have been interacting with the game enough that it could just be a cutscene.
Of course I'm not saying it would have been easy to do, but those are elements of interaction that other games have handled without QTEs.
No one is saying that set pieces in Uncharted aren't complex or aren't impressive technical endeavors. We're saying that what you do during them, what you do among the chaos and collapsing architecture, is limited to what you do during regular gameplay. You're running, you're leaping and climbing, you're sliding, you're swinging, you're fighting and shooting. Due to this clever limitation, you can play those sequences like any other moment without needing to drastically add to and change player controls.
I don't think that's a common sentiment. Maybe on GAF, but for the majority, seeing the action on-screen, with prompts that reflect that actual controls (ie triggers for webbing, attack buttons for attacks in God of War, etc.) does make it feel like they are that character. By having the controls carry over, you are naturally pressing the same button that would perform that action but having a bigger cooler action happen, thus it feels like you're in control.I see what you are saying, but why not design this Spiderman setpiece with this clever limitation. My problem with these setpieces is that they are entirely made of QTEs and don't make the player feel like they are Spiderman but instead make them feel they are watching Spiderman.