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Why Spiderman's QTEs/button prompts get a free pass while other games got crucified?

aadiboy

Member
Pretty much all the QTEs were in the helicopter chase scene. And I don't know how you could do any of those web slinging moments without QTEs. It was either that or just have a cutscene in place of them.
 

A.J.

Banned
Aside from QTEs, combat and stealth leave a lot to be desired, the mechanics are not interesting at all, they've tried to copy Batman Arkham (and looks like Web of Shadows) but it's just not as good as that, it doesn't even come close to Batman Arkham.

In 2009, Rocksteady made Batman from ground up, they didn't try to copy any other game, the mechanics were around Batman himself hence felt fresh and original.
Insomniac should've done the same with Spider-Man, they should've come up with their own mechanics built around Spider-man, some new ideas and creativity would've been appreciated, instead of going with the downgraded version of a game made in 2009.
But nah who cares as long as you make it pretty and cinematic!

Yeah, the Arkham-like stealth section was the most egregious in this aspect. It made a lot of sense for Batman to have these segments. It dosen't make much sense for Spiderman to have these segments in broad daylight wearing his red, white, and blue uniform.
 
To add to my previous point of not getting why another thread for this was required, but the only games that get away with it which aren't adventure games are Platinumgames. If we are counting QTE's as a whole like we are with Spider-Man here, then they definitely take the cake.

It doesn't matter if action games use QTE's if it's done in a meaningful way. Platinumgames, God of War, this Spider-Man and even Resident Evil 4 did it in ways that weren't cumbersome or disruptive. However, there's definitely a double standard, like everything when it comes to gaming.

Best wishes.
 

adamsapple

Or is it just one of Phil's balls in my throat?
I don't believe a single user whose said they've canceled their pre order over this. That's real silly.
 

Exodust

Banned
Aside from QTEs, combat and stealth leave a lot to be desired, the mechanics are not interesting at all, they've tried to copy Batman Arkham (and looks like Web of Shadows) but it's just not as good as that, it doesn't even come close to Batman Arkham.

Going to have to agree with this.

And lol at all the hyperbole. QTE's are obviously a major part of the game from what was shown. Y'all need to calm down.
 

gamerMan

Member
People get disappointed with lazy game design and complain about it. The QTE's in this demo were lazy. It would be nice if people didn't just blindly defend it and/or didn't act like it makes the game shit by default. Surely there exists rational middle ground for people to occupy and discuss QTE's and where they do and do not fit in good game design.

I guess I was hoping that this demo would showcase Spiderman moving and traversing around an open world environment like Arkham Knight. Instead, we got a segment filled with QTEs that doesn't really showcase the moment to moment gameplay.

I will admit as the demo is laid out there is no way to make that segment playable. It's not really cleverly designed to make use of the traversal and movement of Spiderman. With the cutscenes and angles, it's a scenario that is designed to be in film.

Sure, this might not be representative of the game, and if that is the case, I'm a little disappointed that the developer decided to showcase this over the much cooler stuff that exists in the game.
 
Aside from QTEs, combat and stealth leave a lot to be desired, the mechanics are not interesting at all, they've tried to copy Batman Arkham (and looks like Web of Shadows) but it's just not as good as that, it doesn't even come close to Batman Arkham.
If anything, this style of combat makes more sense for Spider-Man than Batman; bouncing between enemies, the fluid flow between animations, and the counter mechanic alone is basically a gameified spider-sense

Yeah, the Arkham-like stealth section was the most egregious in this aspect. It made a lot of sense for Batman to have these segments. It dosen't make much sense for Spiderman to have these segments in broad daylight wearing his red, white, and blue uniform.
Spidey uses stealth more than enough in comics for such gameplay to make sense. Plus it was far more aggressive than Batman, befitting his long-range abilities and abilities
 

Gestault

Member
I depends on how they feel in-game. When I saw the presentation, I was both floored by the quality, but also immediately nervous/critical of how prominent they felt while watching.

I'm someone who initially criticized Ryse, then realized the QTEs were completely misunderstood when I actually played it (and liked them). This could easily be a similar case.
 

LionPride

Banned
Yeah, the Arkham-like stealth section was the most egregious in this aspect. It made a lot of sense for Batman to have these segments. It dosen't make much sense for Spiderman to have these segments in broad daylight wearing his red, white, and blue uniform.
Spider-Man does stealth tho
 
ln 2009, Rocksteady made Batman from ground up, they didn't try to copy any other game, the mechanics were around Batman himself hence felt fresh and original.
Insomniac should've done the same with Spider-Man, they should've come up with their own mechanics built around Spider-man, some new ideas and creativity would've been appreciated, instead of going with the downgraded version of a game made in 2009.
But nah who cares as long as you make it pretty and cinematic!
Games are built on cumulative iteration. Doom and first person shooters. Kill Switch and Gears of War, and cover systems. Call of Duty and the control scheme shared between most shooters today. And so on. When something works, it becomes another foundational aspect that other games adopt and build off of.

Arkham may be the originator, but that style and structure is suited for all kinds of characters. Spider-Man especially. Hell, my dream John Wick game would ideally use that kind of freeflow combat

If anything, it's a testament to Rocksteady that they designed such an influential combat system. Assassins Creed, Shadow of Mordor, Sleeping Dogs, and others have all either tweaked it or been inspired by it. Although to be fair, much like Kill Switch, its precursor was that Jet Li PS2 brawler
 

Platy

Member
20? In a previous thread you put up an image showing 13, and not even all of those were actual QTEs.
Images 6,8,9 and 10 aren't QTEs.
7whE7Kg.jpg

legit question ... what they are if they aren't QTEs ?
 

JOKERACN7

Member
If anything, this style of combat makes more sense for Spider-Man than Batman; bouncing between enemies, the fluid flow between animations, and the counter mechanic alone is basically a gameified spider-sense


Spidey uses stealth more than enough in comics for such gameplay to make sense. Plus it was far more aggressive than Batman, befitting his long-range abilities and abilities

Except that it's slow and sluggish here with Spider-Man, Batman feels much more faster and punchier, and stealth in Batman is more strategic, darkness is your ally, you gotta use gadgets and everything at your disposal, it fits perfectly with the context, hence conveying that Batman sensation, everything in Batman works because everything is built around him, it's a ground-up creation.
But in Spider-Man's case, stealth looks bare bones and watered down, and kinda out of place, hiding in the shadows with Spider-Man is just so lame and doesn't make any sense.

Poing being, why devs don't come up with their own ideas, why they don't try to do sth new that's suitable for the context, I don't like this trend of copying, which has become prevalent in the industry, mechanics working in one game doesn't mean that they can work in another, Shadow of Mordor tried to copy Batman Arkham but man it gets so repetitve and dull, the same goes for other games that try to copy, goddamnit come up with some new shit!
 

Skeeter49

Member
I don't believe a single user whose said they've canceled their pre order over this. That's real silly.

I mean, it'd be wiser for them to wait and see more. If QTE's are a large part of the game, it'll show in future previews, if not then most likely they're a small part of the game, and the only reason they showed it at E3, was because it looked really good and action set pieces are huge crowd pleasers. This is an open world game, so at worst they'll be in the main story, but most likely not in the side stuff, at best they're in 3 or 4 missions with intense action.
 

Toki767

Member
Did people here play Amazing Spider-Man? That copied Arkham to a tee and it was pretty fun.

The Arkham gameplay just works really well for Spider-Man in general.
 
legit question ... what they are if they aren't QTEs ?
10 is just regular gameplay with contextual controls, like during the Hades boss battle in GoW3 when Hades would hook you and the controls would change to dodging left or right while hitting him

9 is a "save yourself" grapple prompt like in the Arkham games, clearly happens because the player didn't dodge the attack

6 and 8 are prompts that pop when you get close enough, not timed QTEs
 
Except that it's slow and sluggish here with Spider-Man, Batman feels much more faster and punchier, and stealth in Batman is more strategic, darkness is your ally, you gotta use gadgets and everything at your disposal, it fits perfectly with the context, hence conveying that Batman sensation, everything in Batman works because everything is built around him, it's a ground-up creation.
But in Spider-Man's case, stealth looks bare bones and watered down, and kinda out of place, hiding in the shadows with Spider-Man is just so lame and doesn't make any sense.

Poing being, why devs don't come up with their own ideas, why they don't try to do sth new that's suitable for the context, I don't like this trend of copying, which has become prevalent in the industry, mechanics working in one game doesn't mean that they can work in another, Shadow of Mordor tried to copy Batman Arkham but man it gets so repetitve and dull, the same goes for other games that try to copy, goddamnit come up with some new shit!
Games have always copied. If it works, it will permeate the medium and that's a good thing. That's why in a shooter, you know L3 is to sprint and R3 is for melee, the top face button is to reload, the triggers are for ADS and shooting. Why X is jump in platformers. Why "doom clones" was a term. Why roguelikes is a subgenre. Why the cover system exists. Something is always the foundation, and in this case, it's Arkham Asylum

As for the other points, I can't fathom how someone can see that combat and call it sluggish and slower than Arkham. Personally, I think it should feel less punchy, and more acrobatic quick hits versus Batman's bone-crunching blows

The gadgets have been said to be way more freeform; the given example was using that web mine to link enemies together or pull environment hazards toward the enemy. Spidey has always used stealth in the comics, so its inclusion makes sense and always for more diverse gameplay besides just brawling
 
I guess I was hoping that this demo would showcase Spiderman moving and traversing around an open world environment like Arkham Knight. Instead, we got a segment filled with QTEs that doesn't really showcase the moment to moment gameplay.

I will admit as the demo is laid out there is no way to make that segment playable. It's not really cleverly designed to make use of the traversal and movement of Spiderman. With the cutscenes and angles, it's a scenario that is designed to be in film.

Sure, this might not be representative of the game, and if that is the case, I'm a little disappointed that the developer decided to showcase this over the much cooler stuff that exists in the game.

Everything I want in this game, insomniac confirmed, so I'm good. They wanted to show a set piece and it had QTEs... they also showed regular gameplay that looked good as well. I have total faith in insomniac, everything I've played from them has been amazing.

It's just the type of game it is. They probably decided on showing this cause it was dope, and the set piece was epic with a broader appeal across the spectrum. They ain't worried about Debbie downer ass gaf.
 

JOKERACN7

Member
Games are built on cumulative iteration. Doom and first person shooters. Kill Switch and Gears of War, and cover systems. Call of Duty and the control scheme shared between most shooters today. And so on. When something works, it becomes another foundational aspect that other games adopt and build off of.

Arkham may be the originator, but that style and structure is suited for all kinds of characters. Spider-Man especially. Hell, my dream John Wick game would ideally use that kind of freeflow combat

If anything, it's a testament to Rocksteady that they designed such an influential combat system. Assassins Creed, Shadow of Mordor, Sleeping Dogs, and others have all either tweaked it or been inspired by it. Although to be fair, much like Kill Switch, its precursor was that Jet Li PS2 brawler

I agree on the cumulative iteration, Spider-Man will be a success, I'm just demanding for more creativity here, i'm asking for a fresh breath of air, and it CAN happen.
Take Vanquish for instance, why has it stood the test of time? why is it loved by everyone? couldn't they go with a Gears of War clone? of course they could've, but they didn't, they gave us a new refreshing game, and THIS is what we should admire.

And when you copy, you end up with a watered down version, is there any Gears of War clone out there which is as good as Gears of War? of course not!
Games like Assassin's Creed, Shadow of Mordor, Sleeping Dogs, have copied Batman Arkham, but are they as good as Batman Arkham? of course not !
Is Uncharted series as good as RE4? of course not!

Point being, be creative, come up with sth new, don't just blatantly tack on the mechanics of another game, be like Vanquish, be like Batman Arkham.
 
And when you copy, you end up with a watered down version, is there any Gears of War clone out there which is as good as Gears of War? of course not!
Games like Assassin's Creed, Shadow of Mordor, Sleeping Dogs, have copied Batman Arkham, but are they as good as Batman Arkham? of course not !
Is Uncharted series as good as RE4? of course not!
To be fair, that's all extremely subjective and debatable
 
I agree on the cumulative iteration, Spider-Man will be a success, I'm just demanding for more creativity here, i'm asking for a fresh breath of air, and it CAN happen.
Take Vanquish for instance, why has it stood the test of time? why is it loved by everyone? couldn't they go with a Gears of War clone? of course they could've, but they didn't, they gave us a new refreshing game, and THIS is what we should admire.

And when you copy, you end up with a watered down version, is there any Gears of War clone out there which is as good as Gears of War? of course not!
Games like Assassin's Creed, Shadow of Mordor, Sleeping Dogs, have copied Batman Arkham, but are they as good as Batman Arkham? of course not !
Is Uncharted series as good as RE4? of course not!

Point being, be creative, come up with sth new, don't just blatantly tack on the mechanics of another game, be like Vanquish, be like Batman Arkham.

Assassin's Creed existed way before Batman Arkham, and I'd take Uncharted over RE4 any time even if they're both completely different games. Also, a lot of people dislike Vanquish. You can state things because of your taste but don't think your taste is some universal thing written in stone.
 

JOKERACN7

Member
Games have always copied. If it works, it will permeate the medium and that's a good thing. That's why in a shooter, you know L3 is to sprint and R3 is for melee, the top face button is to reload, the triggers are for ADS and shooting. Why X is jump in platformers. Why "doom clones" was a term. Why roguelikes is a subgenre. Why the cover system exists. Something is always the foundation, and in this case, it's Arkham Asylum

As for the other points, I can't fathom how someone can see that combat and call it sluggish and slower than Arkham. Personally, I think it should feel less punchy, and more acrobatic quick hits versus Batman's bone-crunching blows

The gadgets have been said to be way more freeform; the given example was using that web mine to link enemies together or pull environment hazards toward the enemy. Spidey has always used stealth in the comics, so its inclusion makes sense and always for more diverse gameplay besides just brawling

How about they try to be more inspired? Look, there's nothing wrong with being inspired, I have a beef with copying, if you're going with Batman Arkham style, try to tweak that system to feel more refreshing, I explained in my previous post, there's a reason why clones can never be as good as the originals.

Take a look at all the top tier beat'em ups, take a look at Bayonetta and Ninja Gaiden, you'll see that they all have nailed the feel factor, Batman has also nailed this but it's not as deep as the two. Spider-Man, at least from what we saw, fails miserably at the feel factor.
 
How about they try to be more inspired? Look, there's nothing wrong with being inspired, I have a beef with copying, if you're going with Batman Arkham style, try to tweak that system to feel more refreshing, I explained in my previous post, there's a reason why clones can never be as good as the originals.

Take a look at all the top tier beat'em ups, take a look at Bayonetta and Ninja Gaiden, you'll see that they all have nailed the feel factor, Batman has also nailed this but it's not as deep as the two. Spider-Man, at least from what we saw, fails miserably at the feel factor.
1) Batman has never attempted to even be comparable to Bayonetta or Ninja Gaiden. That's like saying Burnout never nailed the feeling of racing in Gran Turismo

Also, critiquing how the gameplay feels without having played it is kind of odd

2) Simply having a similar style of gameplay doesn't make something a clone. Every game with such a combat style has tweaked it to suit their own game and with unique mechanics. Sleeping Dogs' more combo heavy marital arts style and environmental kills. Mordor's spirit abilities and being M-rated, along with the RPG-ish elements of exploiting enemy weaknesses. Spider-Man is clearly more acrobatic, lets you use the environment in fights, and has a larger focus on aerial moves
 

Spinluck

Member
Except that it's slow and sluggish here with Spider-Man, Batman feels much more faster and punchier, and stealth in Batman is more strategic, darkness is your ally, you gotta use gadgets and everything at your disposal, it fits perfectly with the context, hence conveying that Batman sensation, everything in Batman works because everything is built around him, it's a ground-up creation.
But in Spider-Man's case, stealth looks bare bones and watered down, and kinda out of place, hiding in the shadows with Spider-Man is just so lame and doesn't make any sense.

Poing being, why devs don't come up with their own ideas, why they don't try to do sth new that's suitable for the context, I don't like this trend of copying, which has become prevalent in the industry, mechanics working in one game doesn't mean that they can work in another, Shadow of Mordor tried to copy Batman Arkham but man it gets so repetitve and dull, the same goes for other games that try to copy, goddamnit come up with some new shit!

Besides free flow combat, the Arkham games didn't completely invent anything. It borrowed from other existing game mechanics and married them together into a quality package.

Even then, free flow felt like an evolution of Assassin's Creed's combat, which was based more on landing counters instead of keeping a combo chain going. But I'm pretty sure AssCreed and Arkham released too close together so perhaps some of the similarities are just coincidence.

The detective mode wasn't original either. But it made me feel like Batman, so I'll let it slide.

It's almost like you're saying because Batman used stealth, Spidey shouldn't use it. That's absolutely fucking dumb, why shouldn't Spider-Man use the element of being hidden to his advantage? He can climb up a wall, cling to a ceiling, and shoot across a room in a second. But no, you shouldn't use those tools to your advantage Spider-Man... Peter is a smart guy, do you think he'd think it's advantageous for him to alert every enemy there and bring attention to himself when he has the option not to? I think he'd use the path of least resistance, no? Everything here screams Spidey.

EDIT: also worth noting that I'm pretty sure the stealth will be optional most of the time, assuming the mission doesn't demand that you avoid being detected.
 

JOKERACN7

Member
1) Batman has never attempted to even be comparable to Bayonetta or Ninja Gaiden. That's like saying Burnout never nailed the feeling of racing in Gran Turismo

Also, critiquing how the gameplay feels without having played it is kind of odd

2) Simply having a similar style of gameplay doesn't make something a clone. Every game with such a combat style has tweaked it to suit their own game and with unique mechanics. Sleeping Dogs' more combo heavy marital arts style and environmental kills. Mordor's spirit abilities and being M-rated, along with the RPG-ish elements of exploiting enemy weaknesses. Spider-Man is clearly more acrobatic, lets you use the environment in fights, and has a larger focus on aerial moves

It's the same genre; Beat-em ups.
 

farisr

Member
Some folks calling the combat a clone of arkham clearly don't remember that some spider-man (and non-spider-man) games preceding arkham had this a similar kind of a system as well, Arkham just polished it up and put their own spin on it. And this is also going further from that.
 
It's the same genre; Beat-em ups.
So are Burnout and Gran Turismo: racing

Genres exists in a spectrum, and Batman is clearly not trying to be the same kind of game that Bayonetta and Ninja Gaiden are, just like Burnout isn't trying to be Gran Turismo despite both featuring cars and racing

Besides free flow combat, the Arkham games didn't completely invent anything. It borrowed from other existing game mechanics and married them together into a quality package.

Even then, free flow felt like an evolution of Assassin's Creed's combat, which was based more on landing counters instead of keeping a combo chain going. But I'm pretty sure AssCreed and Arkham released too close together so perhaps some of the similarities are just coincidence.
I'd argue it's actually a hybrid evolution of AC and Jet Li: Rise of Honor. At the time, Rise of Honor was known for its directional combat system, where you'd use the right analog stick to direct attacks to enemies in different directions, letting you bounce between multiple attackers
 
I agree on the cumulative iteration, Spider-Man will be a success, I'm just demanding for more creativity here, i'm asking for a fresh breath of air, and it CAN happen.
Take Vanquish for instance, why has it stood the test of time? why is it loved by everyone? couldn't they go with a Gears of War clone? of course they could've, but they didn't, they gave us a new refreshing game, and THIS is what we should admire.

And when you copy, you end up with a watered down version, is there any Gears of War clone out there which is as good as Gears of War? of course not!
Games like Assassin's Creed, Shadow of Mordor, Sleeping Dogs, have copied Batman Arkham, but are they as good as Batman Arkham? of course not !
Is Uncharted series as good as RE4? of course not!


Point being, be creative, come up with sth new, don't just blatantly tack on the mechanics of another game, be like Vanquish, be like Batman Arkham.

RE4 birthed gears in the first place. Asscreed was after arkham? News to me :p Spider-Man is not required to reinvent any wheels here. Just a super hero game without restrictions and movie ties.

I really don't see the point in naming other games that "copied" Batmans gameplay, when the last couple of Batmans weren't that good themselves. Maybe Spider-Man could bring something to the genre that the next Batman can use. You never know. My money is on this game being amazing, but let's see how it plays out.
 

JOKERACN7

Member
Besides free flow combat, the Arkham games didn't completely invent anything. It borrowed from other existing game mechanics and married them together into a quality package.

Even then, free flow felt like an evolution of Assassin's Creed's combat, which was based more on landing counters instead of keeping a combo chain going. But I'm pretty sure AssCreed and Arkham released too close together so perhaps some of the similarities are just coincidence.

The detective mode wasn't original either. But it made me feel like Batman, so I'll let it slide.

It's almost like you're saying because Batman used stealth, Spidey shouldn't use it. That's absolutely fucking dumb, why shouldn't Spider-Man use the element of being hidden to his advantage? He can climb up a wall, cling to a ceiling, and shoot across a room in a second. But no, you shouldn't use those tools to your advantage Spider-Man... Peter is a smart guy, do you think he'd think it's advantageous to him to alert every enemy there and bring attention to himself when he has the option not to? I think he'd use the path of least resistance, no? Everything here screams Spidey.

No, I didn't say Spidey shouldn't use stealth, I said it should be different, they should've come up with something else, copying another game without any meaningful tweaks is lazy.

Never I claimed Batman invented sth, I said devs worked on Batman and made a game from ground-up, the tweaks are substantial enough to feel refreshing and stand on their own feet

Assassin's Creed has never been good at combat and this is coming from an AC fan.
 

jstevenson

Sailor Stevenson
Yeah, the Arkham-like stealth section was the most egregious in this aspect. It made a lot of sense for Batman to have these segments. It dosen't make much sense for Spiderman to have these segments in broad daylight wearing his red, white, and blue uniform.

Spider-Man uses tons of stealth in comics and otherwise.

And you certain could not use stealth thru there, we just wanted to show it's an option to thin out enemies, etc.
 

JOKERACN7

Member
Some folks calling the combat a clone of arkham clearly don't remember that some spider-man (and non-spider-man) games preceding arkham had this a similar kind of a system as well, Arkham just polished it up and put their own spin on it. And this is also going further from that.

You can invent sth new but terrible, you can work on a existing idea and make sth profound. The former will be forgotten and the latter shall live on forever.
 
Some folks calling the combat a clone of arkham clearly don't remember that some spider-man (and non-spider-man) games preceding arkham had this a similar kind of a system as well, Arkham just polished it up and put their own spin on it. And this is also going further from that.

Spider-Man 2 had the exact Spider-Sense -> Dodge -> Counter -> Web mechanic as over here. It's clearly influenced by Arkham but lets not kid around and say that it's entirely based on what Batman has done.

If people have truly played Spider-Man 2 on PS2, they would notice many of the similarities here before shouting how it's a clone of Arkham, which in itself is some how becoming a crazy negative. As someone mentioned here, Jet Li's Rise To Honor on PS2 had several similarities to Arkham Asylum, despite using analog sticks for combat. You don't make games just for the sake of being different and creative. Sometimes building on top of things that works is the best plan.

Look, I don't like many of the similarities between this and the Beenox games, but those games had solid ideas. It's not Insomniac's fault that polishing them and adding to them will provide a great game.

Best wishes.
 

JOKERACN7

Member
So are Burnout and Gran Turismo: racing

Genres exists in a spectrum, and Batman is clearly not trying to be the same kind of game that Bayonetta and Ninja Gaiden are, just like Burnout isn't trying to be Gran Turismo despite both featuring cars and racing


I'd argue it's actually a hybrid evolution of AC and Jet Li: Rise of Honor. At the time, Rise of Honor was known for its directional combat system, where you'd use the right analog stick to direct attacks to enemies in different directions, letting you bounce between multiple attackers


Batman's combat is not deep, and this absolutely has nothing to do with its genre, Batman has nailed the feel factor but it's not deep like Bayonetta or Ninja Gaiden. and I emphasis, this has nothing to do with the genre.
 

Spinluck

Member
I'd argue it's actually a hybrid evolution of AC and Jet Li: Rise of Honor. At the time, Rise of Honor was known for its directional combat system, where you'd use the right analog stick to direct attacks to enemies in different directions, letting you bounce between multiple attackers

Completely forgot about that Jet Li game, but I can see that as well. Would be cool if they incorporated some aspects of Sleeping Dogs in there as well, saw a poster mention that and ones of these threads and I kind of liked the idea. But a free flow variant seems far more fitting for Spidey, he just moves more quickly and gracefully than a normal person.

I'm really interested in seeing how Spidey handles grappling enemies (just assuming they're in the game), or air born enemies (if there are any). Would be cool to see if he has some web options out of being grabbed or knocked back. I'm also willing to bet Spidey will have some nice options after launching enemies into the air as well. Something you don't see a lot of in these open world action games. In that sense, this felt more like a tease of the combat, since it just showed some really basic elements of it.

So many possibilities with this character, and I'm just crazy anxious to see more.


No, I didn't say Spidey shouldn't use stealth, I said it should be different, they should've come up with something else, copying another game without any meaningful tweaks is lazy.

Never I claimed Batman invented sth, I said devs worked on Batman and made a game from ground-up, the tweaks are substantial enough to feel refreshing and stand on their own feet

Assassin's Creed has never been good at combat and this is coming from an AC fan.

Ok, I apologise for misunderstanding you.

To be fair, I don't think we have seen enough of this game to make such claims. It's a lot easier to look at the game and note the Arkham similarities rather than some of the differences. Of course I'm also including what the Creative Director has stated in interviews and such. The Peter segments might be something that has never been done in a superhero game.
 

JOKERACN7

Member
RE4 birthed gears in the first place. Asscreed was after arkham? News to me :p Spider-Man is not required to reinvent any wheels here. Just a super hero game without restrictions and movie ties.

I really don't see the point in naming other games that "copied" Batmans gameplay, when the last couple of Batmans weren't that good themselves. Maybe Spider-Man could bring something to the genre that the next Batman can use. You never know. My money is on this game being amazing, but let's see how it plays out.

That's backward thinking, let's not be apologist, demand and ask for more, it's up to us avid gamers to demand more, I'm not saying you ain't gonna enjoy Spider-Man, I'll be more than happy to hear from you about how much of a blast you had with it, I'm saying Spider-Man can be a better of a game, that's it.

Enjoying is one thing, crafting a masterpiece is another.

You can enjoy Fast and Furious 7, you can enjoy Godfather, but there's a difference between the two.
 

JOKERACN7

Member
Completely forgot about that Jet Li game, but I can see that as well. Would be cool if they incorporated some aspects of Sleeping Dogs in there as well, saw a poster mention that and ones of these threads and I kind of liked the idea. But a free flow variant seems far more fitting for Spidey, he just moves more quickly and gracefully than a normal person.

I'm really interested in seeing how Spidey handles grappling enemies (just assuming they're in the game), or air born enemies (if there are any). Would be cool to see if he has some web options out of being grabbed or knocked back. I'm also willing to bet Spidey will have some nice options after launching enemies into the air as well. Something you don't see a lot of in these open world action games. In that sense, this felt more like a tease of the combat, since it just showed some really basic elements of it.

So many possibilities with this character, and I'm just crazy anxious to see more.




Ok, I apologise for misunderstanding you.

To be fair, I don't think we have seen enough of this game to make such claims. It's a lot easier to look at the game and note the Arkham similarities rather than some of the differences. Of course I'm also including what the Creative Director has stated in interviews and such. The Peter segments might be something that has never been done in a superhero game.

That's for sure, these are all our first impressions, I look forward for another discussion after the game comes out.

And I hope we all get to have a blast with it <3
 
If anything, this style of combat makes more sense for Spider-Man than Batman; bouncing between enemies, the fluid flow between animations, and the counter mechanic alone is basically a gameified spider-senses

Yeah and the animations for those attacks and acrobatics linking the moves and moving between foes was perfect, reinforcing that IMO, felt as real Spider-Man as it gets.
 

Keihart

Member
Well the combart in Arkham is obvously inspired by the combat of lugario or overgrowth and Spiderman seems to be making its own version of Arkham combat adding a lot of evyromental interactions and the use of web with acrobatic combat, there is innovation there...saying that this is Arkham copied combat is like saying that every shooter with ads is COD, not even the first games using the mechanic but games that made it popular.


QTEs look OK, not every game can be Uncharted for it setpieces and is OK as long as is not intrusive and gives you a payback for a cool situation. I really think that is silly to hate on QTEs as a whole, they are gameplay and are a mechanic. Gameplay and mechanics don't equal combat always but some people really like to call every QTE implementation a lazy devs example or games that should be movies.
 

Nesotenso

Member
Yeah, the Arkham-like stealth section was the most egregious in this aspect. It made a lot of sense for Batman to have these segments. It dosen't make much sense for Spiderman to have these segments in broad daylight wearing his red, white, and blue uniform.

are you serious with this statement?
 
Batman's combat is not deep, and this absolutely has nothing to do with its genre, Batman has nailed the feel factor but it's not deep like Bayonetta or Ninja Gaiden. and I emphasis, this has nothing to do with the genre.

I'm not a fan of the Arkham combat either but this comparison you keep making to Bayonetta and Ninja Gaiden is both ridiculous and obnoxious. They're completely different games with completely different goals and the game design reflects this. At least compare it to something remotely comparable with it, like Yakuza or Sleeping Dogs, as those combat systems have far more depth than the Arkham games.

As far as the Arkham combat system goes, a big problem with it, particularly in the sequels, is that it has the depth of a paddling pool and yet combat is basically 80% of those games. Their shitty open worlds are filled solely with enemies, no civilians or anything, so there's fights around every corner. Any time they want a big moment they throw you into a fight with a hundred dudes. Combat challenges are a big thing. And so on.

So long as Spider-Man balances things properly, a shallow combat system (and we still don't know it is, none of us have played it) really wouldn't be that bad.
 

Roldan

Member
I'm not really following the discussion, but wanted to leave my 2 cents on the subject:

QTEs are perfectly fine game design, but I think the reason why people are freaking out is due to the amount of times it was used in such short period of time + how intrusive it looked.

Those QTE prompts represented as big blue circles looked a bit exaggerated. It didn't help that sometimes they appeared way too early or accompanied with slowmo. Makes it feel like the devs are trying too hard to make the QTE easy. lol
 
Based on the E3 demo I didn't think it was that bad. QTE's are basically a logical way to let you interact, even on a surface level, with dizzying setpieces.

If the game didn't look like it had great gameplay/combat/etc otherwise I could see why it would get criticism, but that's not the case at all.
 
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