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Spider-Man E3 2017 Gameplay - PS4 - 2018

Agreed. Pretty much the only other option to keep these set pieces would be a simple cutscene but I think I still prefer QTEs.
Exactly, I bet the majority of the game isn't heavy with QTEs just the big set pieces like this where it's needed. Plus if they get creative like that first person one where you have to web up the helicopter I'm totally cool with it
 
Do we know if this is going to be an open world game or completely linear? If open world, it's the best looking open world game I've seen yet
 

JOKERACN7

Member
I mean Platinum Games have tons of QTEs too for set pieces.

The difference is they have this deep combat system and mechanics that make up for any shortcomings, and QTE's in their games serve as a cathartic last moment thing, but this game seems to have a subpar and shallow combat system hence the usage of QTEs add even more to that shallowness
 
QTE hate is irrational.

We know there are good QTEs (God of War, MGSR) and bad ones. In my opinion the better ones usually don't have fail states and generally blend well with the gameplay.

Remains to be seeen how these work
 

A.J.

Banned
I can understand using Batman style gameplay for the combat, but having Batman style stealth sections was a bit too much for me.
 

DrBo42

Member
After watching the demo again I think I can accept the QTEs, I don't like them in most other games but they do fit Spiderman completely, you can't do those big spidey's set pieces without involving QTEs here and there.

How it can even work otherwise? it's not like doing an Uncharted set piece, the scenes in Spiderman are too complex and Spidey got too many extraordinary abilities to give you total control so it's either giving up on Spidey's big set pieces (which is unacceptable, part of the franchise's DNA is big set pieces and spectacles, he is not Batman) or just adding QTEs in between for those epic moments.

I rather have those moments than have them removed.

I don't think anyone expected a superhero game on this level to be devoid of QTEs. This level meaning someone with super strength and agility that can do superhuman things unlike Batman. The big concern for me are the set pieces and their illusion of choice.

Specifically a problem with those perch points. Like when the crane motor is pulled through the sign I think the player interacts with the signs interaction point and gets the slowmo camera moment. And again when he interacts with the motor and he's sent with it through the building. Those are very specific moments with a crazy amount of work put in but they're window dressed as choices or random moments here. So do they actually have multiple paths? Loses the magic.
 
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Fires web at building directly ahead, swings to his right. This swinging is either not physics-based at all or there's a ludicrous level of air control.

EDIT - I see it's confirmed to be physics-based, so, yeah, lots and lots of air control.
 
QTE hate is irrational.

We know there are good QTEs (God of War, MGSR) and bad ones. In my opinion the better ones usually don't have fail states and generally blend well with the gameplay.

Remains to be seeen how these work

I wouldn't call what I feel for QTEs "hate", but I can't think of a QTE I've ever liked.

Anyway, I think their engine puts the Amazing back in Spider-Man. The city, the webs, the animation, it looks stunning. The setpiece stuff, I'm not into that. I also felt the hand-to-hand combat looked a bit ropey with stiff animations and a lack of weight to the hits.

I guess whether I'll end up buying it depends on what percentage of the actual game is in-game cutscene trigger events vs. just swinging around bustin' some heads and doing cool web tricks.
 

Slaythe

Member
My biggest concern is that this looks just like a natural evolution of the beenox games.

From combat to traversal and "set piece". It has more budget and looks better, but it's the same thing.

And those games got old REALLY fast.

Seeing those old mission designs again really doesn't fill me up with hype.

I really hope they have a more narration driven aspect with Peter to vary the Spiderman monotony.
 
So I think it looks phenomenal, but to offer some critique, I felt like the swinging was still lacking in a sense of momentum. There was a surprising lack of motion blur and maybe Spiderman was a bit too floaty? I dunno.
 

Sou Da

Member
I can understand using Batman style gameplay for the combat, but having Batman style stealth sections was a bit too much for me.

I'm incredibly disappointed with the combat. This really looks like the successor to the Beenox movie games.
 
Copying Arkham makes sense for a lot of traversal and stealth features, and it's definitely a, uh, field-tested way of managing the one-against-eight combat scenarios common to superhero stories (even if it gets very repetitive). I'm curious what the swinging between skyscrapers looks like during free traversal, as the helicopter chase in the trailer looked pretty scripted.
 

Gbraga

Member
My biggest concern is that this looks just like a natural evolution of the beenox games.

From combat to traversal and "set piece". It has more budget and looks better, but it's the shit thing.

And those games got old REALLY fast.

Seeing those old mission designs again really doesn't fill me up with hype.

I really hope they have a more narration driven aspect with Peter to vary the Spiderman monotony.

I'm incredibly disappointed with the combat. This really looks like the successor to the Beenox movie games.

I came here to post exactly this. The demo was incredibly disappointing. After all the talk Marvel did last year, about how much Insomniac gets the character and etc, the last thing I imagined this would be is exactly the same thing as Amazing Spider-Man but with much higher production values.

Same shitty mission structure, same stealth->arkham combat gameplay loop, same garbage jokes, same awful QTE-based setpieces, same style of people talking to you on a radio while you do your Spider-Man things in the open world. It's the same game, but with A LOT more money.

The UI reminded me of Watch Dogs, and the lighting reminded me of Assassin's Creed. It's Ubisoft's Spider-Man.
 
Fires web at building directly ahead, swings to his right. This swinging is either not physics-based at all or there's a ludicrous level of air control.

EDIT - I see it's confirmed to be physics-based, so, yeah, lots and lots of air control.
Probably air control but what do you want Spiderman to just slam against every building and scream "damn you momentum!"?. There's a point entirely 1:1 accuracy of what you'd do in real life would get grating.
 
This game has the potential to be the GOAT superhero game if we get a large gallery of characters and the ability to play as Peter Parker outside of his Spidey suit.

Also if we can swap skins for Spidey's costume I'll be even more hyped.
 

David___

Banned
Even though I can understand why people might be tired of the Arkham formula, it really does seem like the combat system can be placed in any superhero game and itll "feel" right.
 
Probably air control but what do you want Spiderman to just slam against every building and scream "damn you momentum!"?. There's a point entirely 1:1 accuracy of what you'd do in real life would get grating.

Oh, don't get me wrong, you need a certain level of air control to make the whole thing work. It's there in Spider-Man 2, without a doubt. That game isn't super strict with its physics, but generally if you want to turn to your right you web the building on your right and use the web's tension to pull you around the corner; here it seems like you can more or less place a web wherever you like and then just fly in the direction you want to go.

Anyway, don't want to condemn the game based on this footage, but that gif in particular is very Beenox-looking.
 

tmac456

Member
just watched it again. kinda feel bad for those that are trashing it. looks absolutely incredible. several QTEs in a pretty heavily scripted story mission are really that big of a deal? the combat looks spot on with room for creativity. web slinging and overall movement of spidey also looks so so smooth
 

sueil

Member
A good demo would have been Peter working on a 2013 macbook air trying to run photoshop because he works at a newspaper in 2017 and they just had to fire 40% of their staff. But It's a friday night so he swings by the corner store and gets a 24 rack of pabst before taking the train home to his brooklyn apartment that cost too much and his roommate left a bunch of dishes in the sink again and the landlord says he is gonna fix the dishwasher real soon and he orders pizza and sits around with no pants on while drinking his domestic beer while browsing tinder and he contemplates if being a super hero is worth it because its hell on his back and and at the end of the day all he gets is to lie in his bed thats too short for his legs so his feet hang off and he wishes the upstairs neighbors would stop fucking so loudly so he could get some sleep.
 
Gaf comparing a set piece vertical slice of Spidey to a tell tale game I'm done

You gotta love Gaf, lol.

I think the game looks fine and it's coming along nicely. I have faith in Teddy Price and the boys and gals over at Insomniac. Does anyone know of this is Insomniac proper over at Burbank or is this the team in North Carolina?

Almost positive it's the Burbank team, I mean it has to be.


If it wasn't for the button prompts and the little white glow around the enemy I'd have thought this was CG from a film. Outstanding stuff.

For sure, one of the most impressive things about the demo to me were the visual cues and tells that tell the player "hey do this or that" etc. QTE's weren't as bad as many make it out to be.
 
So much negativity in this thread regarding something that will likely be few and far between, and saved for pivotal story missions. This is an E3 demo, it needs to be bombastic.
 

Mifune

Mehmber
You gotta love Gaf, lol.

I think the game looks fine and it's coming along nicely. I have faith in Teddy Price and the boys and gals over at Insomniac. Does anyone know of this is Insomniac proper over at Burbank or is this the team in North Carolina?

Almost positive it's the Burbank team, I mean it has to be.

Yep, it's the Burbank team.
 
It looked amazing. People will bitch about fucking everything.

It was a heavily tailored gameplay demo of a game that's still a good 6 months to a year away. It showed a little bit of everything: hints of the plot. combat that would be familiar to anyone that's played the Arkham games. Spidey web gadgets. QTE's. Environment prompts that look to make combat a little more varied. Swinging through the city (with what appeared to be button prompts for more precision/options while swinging around). Some first person mechanics. Interior sections/transitions, possibly hinting at interior levels/locations in some form.

The 8 minutes showed us a lot, but was still designed around giving us a taste of the variety present in the game. I thought it was a fantastic way to end the presentation.

Besides, a fucking Spider-Man game not from Activision, designed by a developer that absolutely specializes in making fun games. From Ratchet to Sunset Overdrive, Insomniac fucking know fun. Even their "weakest" games have been solid. I feel like I've been waiting decades for a quality Spider-Man game. I'm reserving judgment, but what we've been shown looks damn good.

Their weakest games include Fuse and some of those late PS3 Ratchet games. They have definitely fumbled the ball a bit. Not saying that will be the case here (I think they'll knock this one out of the park), but they're not batting 1000.
 

Dynomutt

Member
If this game does really well like AAA great selling 89 metacritic etc

Will it get DLC and or sequels? Is this one and done? Especially with that Miles bit!


Will Sony literally have the Spider-Man IP to themselves for the rest or th generation? If a kid wants to play Spivey they have to buy a PS4. That's kinda crazy to me.
 
I came here to post exactly this. The demo was incredibly disappointing. After all the talk Marvel did last year, about how much Insomniac gets the character and etc, the last thing I imagined this would be is exactly the same thing as Amazing Spider-Man but with much higher production values.
This captured Spidey's acrobatics and fluid style of combat and use of webs in combat/stealth way better than any Spiderman game I've ever seen. None of the other games even come close, based on this; the fluidity of how he'd use the environment, web enemies to the environment, the aerial elements of the fighting, etc.

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