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Spider-Man E3 2017 Gameplay - PS4 - 2018

c0Zm1c

Member
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!"

I would completely rework or strip a sequence out if, through prototyping, I couldn't get it to work and had to resort to doing it with QTE sequences. Assuming the higher-ups in creative control demand specific action scenes be present then I guess your hands are tied and it's a waste of time pitching more compelling alternatives. :\ That I can understand at least.
 

Slaythe

Member
You really need to stop with the "set piece" excuse.

Because it doesn't matter. The set pieces should be super exciting to play, far more than the generic "go stop thieves" missions you're gonna get in sand box.

A succession of forced actions and QTE is boring.

The point of having better technology is allowing games to let you play "insane moments". Uncharted 4 did a great job at that. Was the gameplay guided ? Sure, but it was still playable.

Having no interaction and being forced to press the button the game wants you to, just to see a cutscene, is the least fun you can have. Linear moments and set pieces are fine if they make you feel like you are doing something.
 

Mariolee

Member
I just want this to be like Spider-Man 2, which also had its fair share of QTEs if I remember correctly, especially during the final boss fight with Doc Ock.

But I'll always love the Mysterio platforming boss fight the best.
 

Maximo

Member
You really need to stop with the "set piece" excuse.

Because it doesn't matter. The set pieces should be super exciting to play, far more than the generic "go stop thieves" missions you're gonna get in sand box.

A succession of forced actions and QTE is boring.

The point of having better technology is allowing games to let you play "insane moments". Uncharted 4 did a great job at that. Was the gameplay guided ? Sure, but it was still playable.

Having no interaction and being forced to press the button the game wants you to, just to see a cutscene, is the least fun you can have. Linear moments and set pieces are fine if they make you feel like you are doing something.

Yep this the *gameplay* showing wasn't interesting.
 
You really need to stop with the "set piece" excuse.

Because it doesn't matter. The set pieces should be super exciting to play, far more than the generic "go stop thieves" missions you're gonna get in sand box.

A succession of forced actions and QTE is boring.

The point of having better technology is allowing games to let you play "insane moments". Uncharted 4 did a great job at that. Was the gameplay guided ? Sure, but it was still playable.

Having no interaction and being forced to press the button the game wants you to, just to see a cutscene, is the least fun you can have. Linear moments and set pieces are fine if they make you feel like you are doing something.
This looks super exciting to play and like the complete opposite of boring. And it blends QTEs, regular gameplay, and contextual mechanics in a way that I can only recall God of War doing on this level. They used the controls here really cleverly to keep you in control kind of like Heavy Rain and God of War, linking the core controls with the action onscreen (webshooter buttons for the webshooting, etc)
 

Djostikk

Member
Feels like people complaining about QTE is because they know they will mess them up, lol. Never had any trouble and I am personally fine with this, game looks amazing.
 

melkier33

Member
Man insomniac is really killing it in the heroic pose department. Really blown away with the animation and poses going on. Not sure why all the hate for QTE all the time, it's got it's pros and cons but dam acting like it's the worst thing that can be done is ridiculous. Would have liked to see more of the normal gameplay, but it's insomniac and from everything they have shown so far I have faith. Day one for sure.
 
This looks super exciting to play and like the complete opposite of boring. And it blends QTEs, regular gameplay, and contextual mechanics in a way that I can only recall God of War doing on this level. They used the controls here really cleverly to keep you in control kind of like Heavy Rain and God of War, linking the core controls with the action onscreen (webshooter buttons for the webshooting, etc)
I actually reaaaalllyy liked the part at the end where you mash L2 and R2 to web up the helicopter, thought that was a great and exciting use of QTE.
 
This looks super exciting to play and like the complete opposite of boring. And it blends QTEs, regular gameplay, and contextual mechanics in a way that I can only recall God of War doing on this level. They used the controls here really cleverly to keep you in control kind of like Heavy Rain and God of War, linking the core controls with the action onscreen (webshooter buttons for the webshooting, etc)

Agreed.

Some of those set pieces (like the one with the van/heli) demand a QTE. Not sure how else you'd do it apart from a cut-scene and that just takes you out of the game. I'd rather be engaged and part of the action than just watching something play out and waiting for the game to hand back control.
 

DieH@rd

Banned
Amazing showcase of the game's combat and visuals! The setpiece at the end looked spectacular!

Sure it had QTE's, but that's to be expected from such insane sequence, which will happen maybe few times in the game. Such crazy actinic [him tying up the several points on the crane to buildings] could hardly be done in a different way.

What made me sat wow was animation of the spidey during brawls. He moves so smooth. Nextgen animation system.
 

_Rob_

Member
I hope there's some hilarious fail states for failed QTEs

Same
2834776-0956136431-But%2Bh.gif
 

Hahs

Member
I hope there's some hilarious fail states for failed QTEs
Lol - can just imagine smashing head first into a skyscraper window after a missed web sling! But 4 the QTE haters; imo it sets well with the genre.. almost reminiscent of old-school arcade games... I'm sold.
 
Looks absolutely amazing. From a gameplay point of view it's my game of the show so far.
Shadow of the Colossus was my FF7 remake moment, but this was definitely Sony's best game this year. At first I was annoyed we didnt get TLOU as the closer, but then the showcase went on and I keep being more and more impressed.
 

Qurupeke

Member
I think this is exactly what I'd want gameplay-wise, maybe less QTE but they seem to be more of a story thing anyway. Now if only there's a great roster of villains, this could be the GOAT super hero game.
 
I thought that looked really cool. Thought the transition from designed predator type gameplay to the chase out into the open city was good.

If the overall quality of the game is up to par then this should do very well for Insomniac.
 

Neuro

Member
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?

My counter argument to this is, what if I miss the button prompt, does it mean instant game over. That's my biggest gripe with these sequences, the fact they dont use the same control scheme as the game, they suddenly expect the player to memorize all of them in a short period of time..

When you look at any regular gameplay option outside of QTE there are always ways to mend your errors, but with QTE sequences blink /miss/die
 

Alienfan

Member
This looks super exciting to play and like the complete opposite of boring. And it blends QTEs, regular gameplay, and contextual mechanics in a way that I can only recall God of War doing on this level. They used the controls here really cleverly to keep you in control kind of like Heavy Rain and God of War, linking the core controls with the action onscreen (webshooter buttons for the webshooting, etc)

Heavy rain's QTEs are not really comparable at all. For one, they're a lot more contextual and engaging than pressing triangle, and two failing doesn't result in a game over, the scene will play out differently or your character will permently die, adding a huge amount of tension to those scenes. The QTEs in spiderman seem more comparable to old movie tie in games, the question is, if you fail a QTE do you die (having to watch the same cutscene again would fucking suck) and are they challenging (if not, why even have them). That's the main issue with almost all QTEs, no one wants to have to rewatch a linear cutscene over and over again, but also no one wants the QTEs to be easy either. That's why most games now avoid them
 

Pranay

Member
I loved how they showed the physics of the game. Anyone has gif? Of spidey using the environment for beating the enimies.
 

dlauv

Member
Man, I feel bad for Beenox. This is shockingly similar to their movie tie-ins in terms of gameplay with more of a budget.
 
I was so excited for this game. Why'd they put QTE everywhere? :(
Because they hate you and they hate fun and they weren't smart enough to hire people from this thread to make the game.

I just noticed, in the sequence where Spidey is running through the collapsing office, it seems like you don't have to make a literal straight shot to the window. There's like a wall or ceiling or something that fell, and there's a square hole in it. I bet you can jump through that instead of running past it, pretty neat.
 

wmlk

Member
The problem to me isn't QTE, it's that so many things seem scripted. So many cuts away from the action into cutscene, which is egregious for a game like this with fast action.

It also seemed like the helicopter chase at the end wasn't much of a chase. The event would fire no matter how close you were as long as you were in the right spot. There were times where Spidey was closer to the helicopter than at the end but it still didn't trigger the event.

It captures the spirit I guess.
 
The problem to me isn't QTE, it's that so many things seem scripted. So many cuts away from the action into cutscene, which is egregious for a game like this with fast action.

It also seemed like the helicopter chase at the end wasn't much of a chase. The event would fire no matter how close you were as long as you were in the right spot. There were times where Spidey was closer to the helicopter than at the end but it still didn't trigger the event.

It captures the spirit I guess.
There was a cursor icon on the thing the helicopter was dragging that Spidey could've latched onto. Seemed like the player was letting the scene drag a bit instead of ending it quickly.
I wonder how much/what there will be to do in the open world outside of this missin gameplay.

Really excited to see more.

I'm actually hoping there's little to no open world in this game. Or at the very least, make it like Arkham Asylum where you can explore inside, but can't get anything done until you progress through the story.
 
Man, I feel bad for Beenox. This is shockingly similar to their movie tie-ins in terms of gameplay with more of a budget.
If only Activision didn't have a vendetta against spending money on license games. If Beenox had been given the right budget and time for Amazing Spider-man 2, we could be looking at a third game from them that looks as impressive as this.
 

KooopaKid

Banned
That looked really good. Loved the Arkham inspiration most notably the "grappling hook" over ledges. everything was super smooth with great animation.
The chase sequence was a bit too QTE intensive though, not sure how much of that was scripted.
Spiderman being so powerful could be a problem too in a Superman kind of way lol.
Still, most exciting game shown by Sony for me.
 

Philippo

Member
It was the game's first gameplay showing at E3 nontheless, of course it was going to get a heavy scripted sequence. I'm sure we'll get plenty of chances to see more "free" gameplay and exploration before it releases.
 
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