• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Spider-Man E3 2017 Gameplay - PS4 - 2018

cb1115

I Was There! Official L Receiver 2/12/2016
if the QTE prompts always correspond to similar actions as the core gameplay (like if Triangle or X serves as the "web" button in general combat) maybe that would allow them to remove some of the button prompts...?

idk, it seems like an incredibly tough nut to crack if the full game is going to be as set-piece-driven as this demo. even Naughty Dog games have their fair share of button prompts during both action and traversal scenes.

it also somewhat feels like nit-picking to a certain degree truthfully, especially with all these CGI-quality gifs Sunhi and others are posting
 
I think the demo was great but from the majority of the reactions here it might have been a better idea not to show one of these set-pieces as the first real chunk of gameplay. I think it's​ probably misleading us to think that the entire game will be stuff like this, whereas I bet it's mostly confined to bombastic sequences like this. I'm interested to see what else we'll learn about the game this week for sure.
 

Toparaman

Banned
I'll always prefer both, a QTE to end something great is fine and can be even more satisfying for me.
Onlt QTEs I hate a random mid cutscene ones.
I loved the QTEs in RE4. I just think having several minutes straight of QTEs as a substitute for actual gameplay is underwhelming, especially when the Uncharted games and GTAV have done several crazy cinematic set pieces without QTEs.

On a separate note, the colors in this game look kind of drab for a comic book universe. The upcoming movie has more vivid colors, whereas this game is reminding me of GTA4. Technically stunning though, no doubt.
 

simple_sleep

Neo Member
I love how this is looking to be for Spider-Man games what Batman: Arkham Asylum was for Batman games. That game was so important and influential during last-gen (particularly in fighting and stealth mechanics), and I'm glad that many of it's good ideas have clearly influenced the gameplay of this new Spider-Man. Can't wait to get my hands on this.
 

gfxtwin

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...

Not totally against QTEs, just not that many.

Like in the above gif for example that I can't post for some reason, when he pulls the guy down with webbing it would feel nice to actually do the pulling with the right analog stick or something. And incorporate more freeform web-based attacks with physics. Instead of pressing L1 once and watching a an animation of a guy getting instantly webbed to a surface, let me place a web anchor where I want him to go, then shoot a line of web at him that yanks him over to point one, like that one gadget in Just Cause.

And when he's running up the crane, it looks like it's entirely scripted + QTEs. It would be better to actually control his movement if that's the case.

It can be more interactive than it is, but they're going for more stylish direction. But it seems like too much style, not enough substance IMHO.
 

Crayon

Member
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.

Nothing is impossible. Someone could make the game you want if the conditions were right. This however is a big budget blockbuster movie tie in. This game has to be straightforward.
 

ZeoVGM

Banned
So we have two options here:

1) They use QTEs so people can interact with set piece cut scenes that wouldn't otherwise be possible with normal controls.

2) They get rid of QTEs and have just be a normal cut scene.

In the end, does it really matter? They just want players to interact with the story elements a bit more.
 

cb1115

I Was There! Official L Receiver 2/12/2016
I think the demo was great but from the majority of the reactions here it might have been a better idea not to show one of these set-pieces as the first real chunk of gameplay. I think it's​ probably misleading us to think that the entire game will be stuff like this, whereas I bet it's mostly confined to bombastic sequences like this. I'm interested to see what else we'll learn about the game this week for sure.

and there's also this. if this stuff is reserved for the crazier sequences in the game then it becomes damn near a non-issue.
 
Not totally against QTEs, just not that many.

Like in the above gif for example that I can't post for some reason, when he pulls the guy down with webbing it would feel nice to actually do the pulling with the right analog stick or something. And incorporate more freeform web-based attacks with physics. Instead of pressing L1 once and watching a an animation of a guy getting instantly webbed to a surface, let me place a web anchor where I want him to go, then shoot a line of web at him that yanks him over to point one, like that one gadget in Just Cause.

It can be more interactive than it is, but they're going for more stylish direction. But it seems like too much style, not enough substance IMHO.
So basically more QTEs, but occurring all the time during combat due to needing to do those prompts for those actions?

That's partiallly sarcasm

What you're describing would more likely just hinder the pacing, flow of combat, etc.
 

Loudninja

Member
That isn't a QTE, he is web zipping to the sign right as it explodes which triggers that special animation / camera. The player doesn't have to hit that at all

For instance if the water tower doesn't explode he would've zipped to the top of it, but since it did it changed the animation so he lands and vaults off
.
 

ChouGoku

Member
It was a flashy set piece of course there would be QTEs people are over reacting

Yea I am trying to figure out if its a few of the people in this threads first AAA game in a few years. Scripted set pieces with more freedom during open gameplay. I feel like its standard at this point. BTW combat looks very fun, at first I thought it was like the Arkham games where I just mash square until I see lightning over the enemies head then press triangle. But I think it's going to be a little deeper than that. I think the red may be an indicator to turn on your spidey sense where you get some slow motion to dodge and do more moves. The game looks great btw graphics are amazing. The only nit pick is that Web slinging looks a little too floaty
 

Figboy79

Aftershock LA
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.

Fuse and the late PS3 Ratchet games (All 4 One and Full Frontal Assault), were still solid, enjoyable games, even though they didn't reach the caliber of A Crack in Time or Resistance 3. Overall, Insomniac's ratio of really excellent to solid, fun games is very, very high. And it's Spider-Man. A character painfully easy to craft a around, but thanks to Acivision, we've gotten decades of mediocre to god awful games featuring the character. As someone who worked at Activision, and Spider-Man 2 being my very first project with the company, I'm just glad to see the webslinger in the hands of a talented developer. People saying it looks like the Beenox games are selling Insomniac woefully short. They're a top tier developer and always have been.
 
That isn't a QTE, he is web zipping to the sign right as it explodes which triggers that special animation / camera. The player doesn't have to hit that at all

For instance if the water tower doesn't explode he would've zipped to the top of it, but since it did it changed the animation so he lands and vaults off
That they were able to implement the animations so seamlessly, and have that kind of destruction, and shifting between swinging and interior set-pieces, in a dense vertical open world, is insanely impressive
 

gfxtwin

Member
So basically more QTEs, but occurring all the time during combat due to needing to do those prompts for those actions?

That's partiallly sarcasm

What you're describing would more likely just hinder the pacing, flow of combat, etc.

The only thing that might do that is the web move, but that's why you slow the action down a bit like RDR if you're not fast enough to make it look cool in real time. And a lock-on feature would make it flow better too (which there already kinda seems to be).
 

c0Zm1c

Member
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.

I don't think it would require slow-mo. But perhaps slowing the decent of the crane a little. Tweaks and minor sacrifices would obviously be needed. They couldn't just attach gameplay to that sequence 'as is' I don't think. I imagine part of the problem is that they design these scenes first and then think about interaction later, which is probably why we end up with QTE sequences instead of something more tangible and exciting to play.
 
I think there was way too much QTEs baked into the thing...I would have seriously appreciated it had it not been for all those button prompts at the second half of the demo...
I'd argue the measure of what makes QTEs too much is how they affect the flow of gameplay. Here, it looks so seamlessly blended with the swinging, set-pieces, and pacing of the segment, that I really don't see the issue here. It looks riduclously fluid, and even cleverly uses the same controls as combat to create that mental link between the player's actions in regular gameplay and the actions during those moments,

Are people really just annoyed by the mere presence?
 
So it goes like this: The Sony games revealed at the conference whose threads took most pages:

1- Spider-Man
2- Shadow Of The Colossus Remake
3- God Of War

This was expected tbh.
 
I don't think it would require slow-mo. But perhaps slowing the decent of the crane a little. Tweaks and minor sacrifices would obviously be needed. They couldn't just attach gameplay to that sequence 'as is' I don't think. I imagine part of the problem is that they design these scenes first and then think about interaction later, which is probably why we end up with QTE sequences instead of something more tangible and exciting to play.
Considering how the scene is shifting between different gameplay segments that have different contextual controls (the crane, the chase, through the building, fighting on the helicopter, stopping the helicopter), I don't see that at all. Every section has bespoke contextual commands; you dont get that by throwing in interaction and QTEs as an afterthought after the scene is done
 

wachie

Member
Reactions like this are legitimately cracking me up

Y'all must hate having fun. Game looks awesome.
You just need to look at their post history and it's plain obvious there is an agenda. This demo was ace, there can be no two opinions about it.
 

KoopaTheCasual

Junior Member
2017 june and we are still putting up with QTE?

Other than that , game looks rad.
image.php



OT: People in this thread need to relax. It was a set-piece. I get complaining that they gameplay reveal was half set piece and not sandbox play, but genuine concern over the structure of the game, because of a single set piece moment? wtf?
 
Man I'd pay money to see some people sit in a design meeting and pitch their "ideas". You have no idea how much this stuff is discussed, I garuntee every idea presented was discussed and their are reasons they don't work. Not saying not to discuss it, but have some modest reservevation. A lot of "just do it like this!"
 

jobrro

Member
Super excited for this. So many superhero movies and TV shows yet there are barely any games.

Game was one of the reasons I got a PS4 Pro. Gameplay looks fun, going from inside to outside into a huge city seamlessly and being able to swing around it looks great.
 
Jesus Christ.

Look at that animation, look at those visuals. Holy fucking shit.

This looks like a legitimate generational leap compared to the CD3 footage. Just the animation alone, there's no contest...fuck.

Didn't doubt Insomniac for a second, but they've exceeded expectations here.
 

chrono01

Member
Just caught up with this... man QTE fest?!?

I hope not.
It's not, it's being blown out of proportion (unfortunately).

I trust that Insomniac will have a nice mix between actual combat and QTE, saving the latter for those set-piece events such as the one(s) presented in the trailer.
 
I'm glad this looks and plays nothing like Sunset Overdrive.
Not a fan of all the QTE I saw, but I feel like those will be exclusive to main story missions.
I think general exploration and combat will be a bit more involved than what they showed.

This might be the first spider man game I pick up since Ultimate Spider-Man. Enjoyed all of them prior to it, but after Ultimate...I decided it was time to jump off.
 

Blade30

Unconfirmed Member
Looks really really good, but I don't like the QTE and the slowmo while dodging every attack looks tiring after a while especially if you are just fighting one or two goons.
 
That footage reminded me so much of the PS1 Spider-Man games, and I love it. Looks like a natural evolution of them mixed with some Arkham Asylum-style combat. Everything about the gameplay looked perfect, ESPECIALLY that chase at the end. Hopefully there's more of that.
 
Top Bottom