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Spider-Man E3 2017 Gameplay - PS4 - 2018

butman

Member
I really want to know how scripted that chase was, there is a point where it feels like spiderman could have webbed the generator earlier during the chase , thus avoiding destruction, the dropping into a skyscraper e.t.c

Would love to know if thats possible.

I expect the typical "you lost your target" message and retry the mission if you go anywhere but behind the helicopter.
 

Noctix

Member
first i thought he was holding a phone and takes a selfie

DCPbKgVWAAArLLg.jpg

i don't know why but i thought his legs were spread instead of his torso ..
 
I believe this might be my Game of the Show.

It was mine too until I saw the after show interview with Sony Bend, with them showing off the alternate path of the 'Days Gone' e3 demo. Delved into the systems and mechanics and now I think 'Days Gone' has replaced this game as my most anticipated game of Sony's presser.
Still reaaally looking forward to spidey as well.
 

cb1115

I Was There! Official L Receiver 2/12/2016

this is the sort of stuff i'm talking about. in addition to flashing red, dude has a fat circle button prompt above his head just so the player is well aware that they need dodge.

it could also just be a placeholder thing for this demo and the final game will handle the UI stuff differently ¯\_(ツ)_/¯
 
this is the sort of stuff i'm talking about. in addition to flashing red, dude has a fat circle button prompt above his head just so the player is well aware that they need dodge.

it could also just be a placeholder thing for this demo and the final game will handle the UI stuff differently ¯\_(ツ)_/¯

I'm hoping we get full control of that stuff and can shut off individual parts, first thing to go would be that red glow.
 

Skux

Member
We all know how this goes.

They release a big spectacular set piece for the E3 reveal, everyone loses their shit at the number of scripted moments and QTEs.

Then later on they release regular gameplay and unscripted combat, people realise there's actual depth to the game, and all is right with the world again.
 
I like how this game is filled with tiny little details à la Kojima/Naughty Dog style like this one where you see the phone trademark thing in an open world setting:


I bet you can see this only on PS4 PRO thanks to higher resolution and better textures.
This is just a tiny screengrab. You can see better details of what is written on a 4K TV, if you download the 4K version of Gamersyde.
 
We all know how this goes.

They release a big spectacular set piece for the E3 reveal, everyone loses their shit at the number of scripted moments and QTEs.

Then later on they release regular gameplay and unscripted combat, people realise there's actual depth to the game, and all is right with the world again.

Aren't all big event gameplay trailers scripted? They even use invincibility to make the game feel more action oriented and close to a movie. Imagine if they showed the regular gameplay where you keep swinging for long time till you find a quest or an enemy.
People will say this is boring for an E3 trailer.
Devs can't please all gamers with trailers.
 

gamerMan

Member
We all know how this goes.

They release a big spectacular set piece for the E3 reveal, everyone loses their shit at the number of scripted moments and QTEs.

Then later on they release regular gameplay and unscripted combat, people realise there's actual depth to the game, and all is right with the world again.

I hope so. I think maybe because it was a stage demo, they showed a highly scripted sequence. In an interview, they said that it is an open world game that requires skill, which is in direct contrast to what was shown. I'm crossing my fingers that they eliminate all the QTE after the feedback. With the amazing visuals, I want this to be the ultimate Spiderman game, but it needs a lot of work. I hope this game doesn't play itself just to give us a cinematic feel.
 

duhmetree

Member
I'm hoping we get full control of that stuff and can shut off individual parts, first thing to go would be that red glow.

that's inherently Spider-Man though... your spidey sense

Taking away the button prompt on harder difficulty would be nice.. with smaller timing windows

This isn't Dark Souls. This game will be played by a younger/casual crowd.
 

nelchaar

Member
Can't wait for this game! Spidey 2 flashbacks. But that UI/HUD has got to go. They need to completely remake it or at least give the option to hide it like Horizon.
 

UrbanRats

Member
this is the sort of stuff i'm talking about. in addition to flashing red, dude has a fat circle button prompt above his head just so the player is well aware that they need dodge.

it could also just be a placeholder thing for this demo and the final game will handle the UI stuff differently ¯\_(ツ)_/¯

The circle is also because you can have two different prompts at the same time i think.
You can see "L1" on some objects for example, and it's not just to remind you what button does what, but also to show what object you're currently highlighting (so that if you DO press L1, you know which object Spiderman will interact with).
I think the red is like the shock signals, in Batman, whereas the circle may be to show which good you're going to interact with, IF you press it? I could be wrong, ofc.
 

cb1115

I Was There! Official L Receiver 2/12/2016
new IGN preview

Finally, Intihar addressed the quick-time events shown in Sony's conference and emphasized that they're meant to punctuate blockbuster moments rather than define whole sections of the game. ”The superhero experience isn't fully there unless you have those big set pieces that only someone like Spider-Man can survive," Intihar says. ”For us, that can't be the game, but you have a sense of spectacle. Sometimes we are going to do things that even break the core of the traversal or the combat. It's not something we rely on, but it's something we're going to use to our advantage."

”Swinging around the city, combat, things that you'd expect from the game, that's all there. But we do use those events from time to time to sell certain moments," he added.
 

The God

Member
Yeah after rewatching this looks amazing. Only complaints I have are that the combat needs a little more "punch" in the sound design, and they've gotta show us that we can swing/traverse faster than what we saw.

Everything else looks fire. Can't wait.
 

The God

Member
The QTE complaints will always be dumb. It's a Spider-Man game, you either have these kinds of moments with limited interaction or you don't
 

Spinluck

Member

From the same article:

”He can't just be the guy in the mask, because after a while there's going to be a disconnect. You've got to show what he's going through, what he's experiencing, what he's thinking, and the challenges of being Peter Parker. It's very important to us. It's got to live on that. To me, the game won't be a success if we don't deliver on the Peter Parker part of this journey."

Possible Peter Parker segments?
 

jstevenson

Sailor Stevenson
Unfortunately, the game play is a lot like Dragon's lair. I can't believe how far graphics have advanced and yet developers are still relying on an archaic gamplay mechanic: the QuickTime Event. Pushing buttons mindlessly while a scripted set piece unfolds is not fun and 90% of this trailer was quicktime events. The gamplay needed to spend more time at the Daily Bugle before putting on the Spidey suit.

90%?

you mean like the 20-30 seconds of QTEs in that 9 minute demo?
 

Spinluck

Member
I hope so. I think maybe because it was a stage demo, they showed a highly scripted sequence. In an interview, they said that it is an open world game that requires skill, which is in direct contrast to what was shown. I'm crossing my fingers that they eliminate all the QTE after the feedback. With the amazing visuals, I want this to be the ultimate Spiderman game, but it needs a lot of work. I hope this game doesn't play itself just to give us a cinematic feel.

You can't be serious.
 

Rhoc

Member
Looks incredible I just hope that the qte are not that common and are mostly for the big story missions.
Also do you guys think we get missions as spiderman out of costume? Could bring some variety.
 

Some Nobody

Junior Member
I hope so, because these post-2000 characters are rather lame

Mr. Negative? pffff

Ugh. Posts like this are why Batman keeps facing the Joker in every game ever. Mr. Negative is a fine enough villain, and perfect for this game, though obviously people want to face multiple villains from the rogues gallery.
 
Ugh. Posts like this are why Batman keeps facing the Joker in every game ever. Mr. Negative is a fine enough villain, and perfect for this game, though obviously people want to face multiple villains from the rogues gallery.
They also said that in this new slate of Marvel games starting with Spider-Man, they want to give lesser known villains and heroes a bigger focus.
 

Permanently A

Junior Member
Wow that was impressive. It basically renders the Xbox One X useless. Spiderman on PS4 looks better than anything on the $499 Xbox One.

Unfortunately, the game play is a lot like Dragon's lair. I can't believe how far graphics have advanced and yet developers are still relying on an archaic gamplay mechanic: the QuickTime Event. Pushing buttons mindlessly while a scripted set piece unfolds is not fun and 90% of this trailer was quicktime events. The gamplay needed to spend more time at the Daily Bugle before putting on the Spidey suit.

I feel this would have been better in another medium. It would be the perfect movie, but I think this type of game would work well in VR. Instead of pushing buttons to execute the commands, the controllers could be your hands like Batman VR. At least, it is really really pretty but it belongs in the movie theater not my ps4.

1:54 - 1:58 - 4 seconds
5:22 - 5:40 - 18 seconds
6:42 - 6:44 - 2 seconds
7:25 - 7:28 - 3 seconds
7:35 - 7:37 - 2 seconds
7:46 - 7:48 - 2 seconds
8:02 - 8:06 - 4 seconds

Total QTE - 35 seconds

Total runtime - 538 seconds

% QTE = 6.506%

% error = 90% - 6.506% = 83.494%
 

Wollan

Member
I wonder if they got caught by surprise by the rejection to the QTE moments.
I believe they see it for what it is. An overreaction by a small bubble of people to key events that are impossible to implement in any button/joystick scheme (even more impossible for an actual tracked human being). We need mind-input before any complex super-hero extragavanza can be 100% dictated by players. I would rather have the QTE than a fixed cutscene.

The core gameplay seems highly agile & flexible and it's something Insomniac does really well.
 
let's go beyond axing qtes in this game, and get rid of everything that isn't related to web swinging. make the new spiderman game one giant web swinging open world

as a matter of fact, get rid of spiderman because he reminds me of the live action spiderman films and those were poopy

just let me swing on webs with no qte moments GAWD
 

Soodanim

Member
1:54 - 1:58 - 4 seconds
5:22 - 5:40 - 18 seconds
6:42 - 6:44 - 2 seconds
7:25 - 7:28 - 3 seconds
7:35 - 7:37 - 2 seconds
7:46 - 7:48 - 2 seconds
8:02 - 8:06 - 4 seconds

Total QTE - 35 seconds

Total runtime - 538 seconds

% QTE = 6.506%

% error = 90% - 6.506% = 83.494%
Ha.

Still doesn't change the fact that I find QTEs boring and I'd rather watch a cutscene than pretend it's gameplay. QTEs are only good for failure compilations.
 
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