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Spider-Man E3 2017 Gameplay - PS4 - 2018

spekkeh

Banned
That... that was prerendered right? How can it look so good. If the PS4Noob version only looks half this good dayum.
 

Slaythe

Member
Again, set pieces always have QTEs. That's not the bulk of the game. It's flash for E3.

Some games have improved QTEs though. Where you at least make a choice. (use web, jump, go right, left... )

QTE where you just press a button because you're told to and have 0 interaction with the outcome are the fucking worst.

It is concerning when you get 10 bland QTE in a row, might as well just play a cutscene.
 
Pretty much none of those characters do the crazy and complex shit Spiderman pulls off.

I don't know what Crossing Eden really means here. I'm not sure Ubisoft games would allow you to do half the level of complexity in Spider-Man movements through player control. I mean it took them almost 10 years to slowly free up more movement control in Assassin's Creed.
 

Johndoey

Banned
You say that as if we don't have multiple games this gen which has players controlling the character during cinematic moments without the need to put glowing colored prompts on the screen.

During something like the crane scene in this demo? Do you have any examples.
 

c0Zm1c

Member
Those who are against QTE, please post your alternative to how you would have control in those same exact scenes without QTE. I'll wait...

For the collapsing crane sequence: we see Spider-Man can wall run along the buildings through the base gameplay, so that could also apply to running along the crane. It's interspersed with jumping and web slinging to stick the crane to the buildings and prevent it from reaching the ground (and harming people) which could also have been achieved with gameplay. Fire the web shot at the side of a building (hold?), leap off the crane on the opposite side, slingshotting underneath and back up, and complete the web shot (release?) by aiming again at the side of a nearby building, and repeat.

Assuming a good physics engine is present that could be amazing, though there would also need to be some kind of prior similar situations to set players up for it. The move would be tricky to pull off perhaps, but players like a challenge! Even if you failed, the game could still allow you to continue the pursuit of the helicopter and there could be consequences for failing to stop the crane from hitting the ground (we need to see more of that kind of thing in these so-called open world sandboxes anyway!)
 
I think it's more genuine to say "I really really dislike qtes", no need to pretend two things in games are equal. Uncharted titles are probably the closest with the bombastic set pieces, but nate can't swing away out of harms way so usually it's either running away or climbing away while you take in the Visuals.

This is more of seeing Spiderman do shit you otherwise would only see in a cutscene but at least they add like gaming snippets.

One of my favorite scenes in a game is the finger gun fight in tales from the borderlands and that's entirely cheesy qte. I trust the guys who made sunset overdrive and these other fun gameplay titles to not make it overbearing.
 

spekkeh

Banned
Also GAF is officially off its rocker, not wanting cinematic setpieces in a fucking Spiderman game (I.e. QTE acrobatics). My guess is it's late in the USA and a supervillain slipped something in the water supply.
 

bender

What time is it?
Speaking of consequences, it will be interesting to see what happens when you fail a QTE.

I'm pretty excited for this and am anxious to see what type of activities are in the world outside of the story missions.
 

ckaneo

Member
Sounds weird, but an alternative to QTE would be to just allow people to die/stuff to fall and you get a mission completion percentage. That way you could have non scripted set pieces.
 
For the collapsing crane sequence: we see Spider-Man can wall run along the buildings through the base gameplay, so that could also apply to running along the crane. It's interspersed with jumping and web slinging to stick the crane to the buildings and prevent it from reaching the ground (and harming people) which could also have been achieved with gameplay. Fire the web shot at the side of a building (hold?), leap off the crane on the opposite side, slingshotting underneath and back up, and complete the web shot (release?) by aiming again at the side of a nearby building, and repeat.

Assuming a good physics engine is present that could be amazing, though there would also need to be some kind of prior similar situations to set players up for it.
Reminds me of tying the lines to the sunken container in Uncharted 4's scuba section.
 

Kuro

Member
For the collapsing crane sequence: we see Spider-Man can wall run along the buildings through the base gameplay, so that could also apply to running along the crane. It's interspersed with jumping and web slinging to stick the crane to the buildings and prevent it from reaching the ground (and harming people) which could also have been achieved with gameplay. Fire the web shot at the side of a building (hold?), leap off the crane on the opposite side, slingshotting underneath and back up, and complete the web shot (release?) by aiming again at the side of a nearby building, and repeat.

Assuming a good physics engine is present that could be amazing, though there would also need to be some kind of prior similar situations to set players up for it. The move would be tricky to pull off perhaps, but players like a challenge! Even if you failed, the game could still allow you to continue the pursuit of the helicopter and there could be consequences for failing to stop the crane from hitting the ground (we need to see more of that kind of thing in these so-called open world sandboxes anyway!)

That would be way too complicated for most players to pull off without a lot of frustration. They would have to use a lot more slow mo which would just kill the urgency of the situation. I prefer some level of control over a cutscene interrupting the sequence so I still don't understand all the bitching about QTEs.
 

WizdogC

Neo Member
For those saying this is the "Arkhaming" of Spider-Man or the combat is based off of the Arkham games, clearly you haven't played previous Spider-Man games lol.
 
Also GAF is officially off its rocker, not wanting cinematic setpieces in a fucking Spiderman game (I.e. QTE acrobatics). My guess is it's late in the USA and a supervillain slipped something in the water supply.

I just think people are on a high after a disappointing presser. It'll either pass, or this game will likely end up at most 80 metacritic.
 

Stall19

Member
I'd rather have QTEs with big action set-pieces than no QTE and no set-pieces. It ain't Spider-Man without the spectacle.
 

Spinluck

Member
Some games have improved QTEs though. Where you at least make a choice. (use web, jump, go right, left... )

QTE where you just press a button because you're told to and have 0 interaction with the outcome are the fucking worst.

It is concerning when you get 10 bland QTE in a row, might as well just play a cutscene.

Then people would just complain about the transition cutscenes.
 

chrono01

Member
My biggest issue is that Spidey looks OP and has no real threat.
That's pretty much Spider-Man, though. He's insanely powerful.

I get what you're saying, though. I'm sure Insomniac will give him more than a few struggles over the course of the game.
 

Spinluck

Member
My biggest issue is that Spidey looks OP and has no real threat.

Spidey is a beast.

I wouldn't worry about this, press demos are never an accurate indicator of difficulty.

I'm sure Insomniac will mix it up with enemy variety and throw in goons that give Spidey some issues.
 

yansolo

Member
For those saying this is the "Arkhaming" of Spider-Man or the combat is based off of the Arkham games, clearly you haven't played previous Spider-Man games lol.

The Arkham series perfected that combat style though and was later implemented in other games like sleeping dogs and shadow of mordor, most of the previous spider man games apart from web of shadows which was average imo, had garbage combat
 

chrono01

Member
If shit tier goons where a threat to him he wouldn't get very far. Seemed the big guy was a little challenge for him at least.

Only because he had tech with him, of which Spider-Man considered "cool". Once he figured that out, he was promptly dealt with.
 

aravuus

Member
Looked alright, definitely the best game of the immensely boring Sony conference. I'm not a big comic book geek, but Spider man has always been cool so I'll probably get this day one-ish unless it turns out to be a disappointment.

Can't say I was a fan of the endless QTEs either, though. Simple QTEs like these have never been engaging in the least for me and usually just end up being annoying, so personally I'd rather just watch cutscenes play during these moments. I dunno, maybe they'll let me skip the QTEs altogether lol.
 
Man, the animation and web mechanics look soooo fluid that I'm having a hard time believing they're in game lol. Not so hot on the QTEs tho. We made fun of the Spiderman 3 game for that shit and I'm am NOT giving this game a pass for doing the same thing.
 

Floody

Member
Only because he had tech with him, of which Spider-Man considered "cool". Once he figured that out, he was promptly dealt with.

I did say little.
But I'll be shocked if the tech stopped there, Insomniac are pretty good at enemy variety, I'm not too worried about it yet.
 
That was such a great primer... step by step they showed you what you can do now, how it will feel... the stuff you didn't know you want to know, and the stuff you did want to know. The perching and dispatching, the shifting from methodical movement to momentous swinging and running, the scenarios and approach to cinematic beats... showing you this might be their watershed Arkham moment.
 

chrono01

Member
I did say little.
But I'll be shocked if the tech stopped there, Insomniac are pretty good at enemy variety, I'm not too worried about it yet.

Oh, for sure! I'm sure enemy variety will be there. I can't wait to see what Insomniac has planned.
 
Not sure what everyone was expecting. To the people complaining, what was on your good spiderman game wish list?? Because I think following the Arkham games formula is a great start.
 

Represent.

Represent(ative) of bad opinions
Man what the hell do people have against scripted games? There's enough non scripted game out there, go play those. I like my QTEs and scripted events. This shit looks amazing.
 

Toparaman

Banned
Also GAF is officially off its rocker, not wanting cinematic setpieces in a fucking Spiderman game (I.e. QTE acrobatics). My guess is it's late in the USA and a supervillain slipped something in the water supply.
I'd rather do acrobatics using the in-game physics.

I've never thought of Spider-Man as needing over the top cinematic set piece moments. The early comics were fine without them, as was the first PS1/PC game.
 

Socreges

Banned
Honest question. Is Spider-Man simply too complicated to properly represent in a video game without resorting to QTEs? Could they not create some intelligent mechanics that then allowed emergent and user-defined experiences? Would that be impossible to do if you also want it fast-paced? Or maybe they just wanted a more cinematic and linear experience which would lend itself to QTEs?

I ask because I imagine it WOULD be very difficult and I can see how tempting it would be to introduce QTEs all over the place to allow for a fuller realization of his abilities and creativity.

Yet...hopefully some day we do get a complex, smart design that doesn't require the game to hold our hands.
 
Man, the animation and web mechanics look soooo fluid that I'm having a hard time believing they're in game lol. Not so hot on the QTEs tho. We made fun of the Spiderman 3 game for that shit and I'm am NOT giving this game a pass for doing the same thing.
https://www.youtube.com/watch?v=VQm0ngs068M

It's barely comparable, not even close to being the same thing. This is God of War-style appropriate usage. That is "throw in shitty unneeded QTEs randomly because games do that right?"
 

Wollan

Member
Visuals are crazy good. No noticable pop-in, just massive volumes of highly detailed city landscape and some terrific rendering techniques.
Held my breath witnessing the crane and chase sequence. Loving the dexterity of the meat and potato gameplay.
 

Floody

Member
I'd rather do acrobatics using the in-game physics.

I've never thought of Spider-Man as needing over the top cinematic set piece moments. The early comics were fine without them, as was the first PS1/PC game.

I'll always prefer both, a QTE to end something great is fine and can be even more satisfying for me.
Only QTEs I hate are random mid cutscene ones.
 
For those saying this is the "Arkhaming" of Spider-Man or the combat is based off of the Arkham games, clearly you haven't played previous Spider-Man games lol.

It's not just the combat, it's the whole structure of the game. The level they showed was a discrete stealth room where you stay above the enemies and hit a button to jump between gargoyle analogues, with the same stealth takedown, the inverted takedown, gadgets to set traps with, the same cursor to do Spidey's version of a gliding takedown. Then a discrete combat room where you fight with the exact same kind of combo system; the same 'somersault over the enemy' move, the same counter prompts, Spidey's version of Batarangs, etc. It even looks like you have the same Instant Takedown Batman has when you reach specific numbers on the combo hit counter, and they're even activated with the same button input (Triangle + Circle).

Even Spidey's webzip works pretty much exactly like Batman's grapple as a means of traversing the level quickly now, with the same floating cursor; no wallcrawling to be seen. I mean, I don't begrudge them, because it's a structure that works, but you're having a laugh if you don't think this is heavily influenced by the Arkham games.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
Can we talk about how good the music is? I need to know who the composer is.
 

y2dvd

Member
I'm just gonna go ahead and say I like this costume more than Homecoming's. Not sure why the MCU made the webbings so hard to see.
 
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