Every side quest has it's own characters and story in Witcher 3. The defending of these terrible side quests in Spiderman is getting ridiculousSide content in The Witcher 3 is nothing special as well. Very ripetitive outisde some major side quest ( like the one with Roche for istance). The great thing about TW 3 side content is the story behind it which is usually interesting.
The contract for example are very similar between them. You search info about the monster and then kill it. The gameplay loop and (especially) the story keep the interest up though ( i loved the Witcher 3 ) .
I wish it wasn't so awkward trying to go into wall climb from a ledge above a wall. Like, if there's a backpack stuck to a side of a building and I'm standing on the roof, is there a way to get onto the wall without having to jump off and doing a web zip onto that wall?
One of the older Spider-Man games let you hold a button to make Spidey automatically stick onto a wall below if you run off the ledge above.
Also, I wish there was more intricate air mobility. Like, if I want to slightly correct my fall or jump by a little bit. Spidey's regular jump has very little travel and in-air mobility. It's slightly annoying.
I find myself tapping jump a second time expecting a double jump. lol.
Small nitpicks but having played pretty much every spider-man game of the last few generations, these things tend to stick out to me more.
I'm not defending it but i don't agree with the fact that all of TW 3 side content was amazing or new or groundbreaking. Another game with great side stuff is Yakuza. Both games handle it way better than Spider- Man , it's clear.Every side quest has it's own characters and story in Witcher 3. The defending of these terrible side quests in Spiderman is getting ridiculous
Feel free to believe what you want to believe, but you're the one who started questioning others' opinions and stances in the first place, so don't act like I did something ridiculous here. I just turned it back on you. Heck, I didn't even do that, I just told you why other people don't feel that way or agree with our sentiment. And to finish off with a statement to further bolster my point as though it has any more bearing than it did before, if it was multiplat people would still defend it.As I said. The side content is garbage. It's not hyperbole, it's an opinion whether you agree or not. If this was a multiplat, nobody would defend it imo.
oh yeah traversal is what carries the game , would be really bad if the swinging was mediocre lol. As for combat, idk I think its more responsive and a lot more fun to fight the guys here but w3 combat is a bit more involved with potions, bombs and how it contextualize stuff even tho the actual moment to moment fighting in vanilla w3 is barely passableI agree with you. Some side quest in The Witcher 3 were legit good. But you can see the difference in the traversal system and the combat which are way better in Spider- Man for example. Different focus due to time and budget limit. Maybe in the sequel we'll see major improvements in side content as well.
You've platinumed 12 Ubisoft games but think this is worse?, this hasn't got a patch on the Copy and paste open world trash that you find in Ubisoft open world games. I put 40 hours into the last assassins creed and the map was still full of utter padding side stuff that I just gave up in the end and focused on the main story. This doesn't even deserve to be in the same sentence as a Ubisoft filler open world clutter.
- Backpacks are mindless and require no skill for a tiny bit of lore. Could've been tied to puzzles.
- Black Cat stuff is just a DLC tease and waste of time.
- Speaking of puzzles... repetitive rehashes from Ratchet & Clank.
- Side quests have little to no story and are mostly just extended random crimes except for Tombstone.
- Speaking of random crimes: 165 are required for completion. There's like 10 different crimes. A bunch of repetition.
- The research labs are like PS2 gen open world quests we're they're just figuring out the medium.
- The challenges are okay but lack variety compared to Arkham and the scoring doesn't seem as consistent.
- Outposts are also like combat challenges, there's a bunch of them, very little variation and repetitive.
- Collect 12 pigeons is just the chase the floating object from the AC games.
I'm probably forgetting something but all of this side content is really lacking when the industry is shifting toward more meaningful side content and less mindless busy work. And I like mindless busy work to do while listening to a podcast, so it has to be pretty bad for me to be annoyed with it.
I wish the city itself was less sterile /clean and had more traffic and pedestrians , wish for more traffic jams tooThis game is imo the most beautiful and densest open world game so far. Especially on Pro the game looks sublime. Closeup and far away. This is one of the very few open world console games where buildings or a tree several hundred meters away do not look like crap. Great LOD management.
What also doesn't get enough recognition is the great care and detail Insomniac put into presenting us nearly all of Manhattan's sights. You can pass hours just sightseeing in this game. Observe the Statue of Liberty from Battery Park, walk beneath Washington Square Arch, chill at Bethesda Fountain in Central Park and marvel at the beauty that is Saint Patrick's Cathedral. They're all there and so many more. :) This is Trinity Church nestled inbetween the skyscrapers of the Financial District:
I wish the city itself was less sterile /clean and had more traffic and pedestrians , wish for more traffic jams too
uhhhhhhhhhh what it's not anywhere closeThere are lots of people on the street, even more people than in AC Unity.
I liked that aspect a lot as well. I just wish there was a bit more meat to them. Even if it was just in the form of making the area you find them in a bit more interesting to do some environmental story telling. I guess the bigger issue is that there's 5 or so side activities like this that are just going to a point the game tells you to and pressing a button.I like the little dialogue and story bits you get with each backpack you get. Plus as a Spidey fan they're cool little Easter eggs. Like the one that references a infamous Spider-Man 2 mission.
Just want to say, best Research mission so far is the one with the Spider-bug.
Very fun mission that one haha. Only sad Photo mode was disabled for it.
Something bugged out when I did that one, I was running around as both Spider-Man and the Spider-Bug at the same time. I could see the 2 front legs of the Bug, but there were a pair of human feet in the middle of the camera running whenever I moved.
Ok... I need someone to explain upgrades point launch to me.
I know that I'm timing my jump press right but it doesn't do it every time. Does it have a cooldown / is it tied to velocity or something? Does it only work on certain surfaces? Do I have to always be holding R2 as well to invoke it?
Sometimes it feels like the regular point launch won't work unless I'm already holding R2 and sometimes the upgraded one doesn't feel like it will work unless I'm NOT holding R2.
The I consistency is driving me nuts (and ducking up my challenge token runs) - so I need insight from any friendly neighbourhood SpideyERA peeps.
Help a breh out
So you played God of War?I have played a ton of open world games this gen and can't really get a grasp on what you're talking about.
a) I agree with almost everything you said exceptSo you played God of War?
When Kratos would open a door to "load" into a building, it would be extremely fluid and stay within the game, masking the actual loading of the new area. It gave the illusion that there were no load screens and that everything within the world was seamless transitions.
Meanwhile, the second you press triangle in Spider-Man to enter a building, you're given a loading screen and then the random appearance of Peter Parker. When cut scenes end, you're almost never in the same position or area of the ending cut scene, you're generally thrown into a random spot. This absolutely breaks the immersion and creates an extremely jarring experience.
This game is extremely polished in so many different areas, but to overlook something like this is unforgivable. A story driven open world game should not have these awful transitions in 2018
I love that this is how it is. When I bought the upgrade, I was afraid that it would be an easy permanent boost. It's really great that the game requires you to be in tip-top shape and isn't just making everything easy for you, be it web-swinging or combat.
Indeed, especially when you consider spider-man has a much grander outside environment rendered at any given time that can be quickly traversed as opposed to something like GoW which while not a linear game, is not exactly an open world/sandboxy environment that you can just zoom through. That game can prepare for you to press a button to open a door into an indoor environment, because it knows you're close by and can only go either into this room, or that other pathway in a certain amount of time. Spider-man on the other hand, needs to be prepared for you to just randomly decide on speeding past a story trigger/door all the way to the opposite end of the city. Completely different types of games here.a) I agree with almost everything you said except
b) it's definitely forgiveable.
Awesome shot :)I found out that Spidey does a different variation of one of the tricks if you're in the diving pose.
Diving from the top of Avengers tower! I'm still playing around on a different save file early in the game before I got the mini-map. Having an almost completely HUD-less swinging experience is great.
This.This game is imo the most beautiful and densest open world game so far. Especially on Pro the game looks sublime. Closeup and far away. This is one of the very few open world console games where buildings or a tree several hundred meters away do not look like crap. Great LOD management.
What also doesn't get enough recognition is the great care and detail Insomniac put into presenting us nearly all of Manhattan's sights. You can pass hours just sightseeing in this game. Observe the Statue of Liberty from Battery Park, walk beneath Washington Square Arch, chill at Bethesda Fountain in Central Park and marvel at the beauty that is Saint Patrick's Cathedral. They're all there and so many more. :) This is Trinity Church nestled inbetween the skyscrapers of the Financial District:
I really wish we got scenes of Peter quickly changing in and out of costume.So you played God of War?
When Kratos would open a door to "load" into a building, it would be extremely fluid and stay within the game, masking the actual loading of the new area. It gave the illusion that there were no load screens and that everything within the world was seamless transitions.
Meanwhile, the second you press triangle in Spider-Man to enter a building, you're given a loading screen and then the random appearance of Peter Parker. When cut scenes end, you're almost never in the same position or area of the ending cut scene, you're generally thrown into a random spot. This absolutely breaks the immersion and creates an extremely jarring experience.
This game is extremely polished in so many different areas, but to overlook something like this is unforgivable. A story driven open world game should not have these awful transitions in 2018
As someone who's slammed this game quite hard, even I think this is excessive. It's not extremely jarring or unforgivable. Also that the game is open world makes it more forgivable.Meanwhile, the second you press triangle in Spider-Man to enter a building, you're given a loading screen and then the random appearance of Peter Parker. When cut scenes end, you're almost never in the same position or area of the ending cut scene, you're generally thrown into a random spot. This absolutely breaks the immersion and creates an extremely jarring experience.
This game is extremely polished in so many different areas, but to overlook something like this is unforgivable. A story driven open world game should not have these awful transitions in 2018
Have you played an open world game on this generation?
I'm not saying the "loading" takes forever. I'm saying the abruptness of the transitions is just unacceptable- there are clever ways for devs to mask this and it's just odd that for a game with this amount of polish, this feature was overlooked
I meant in a random street, square or park. AC Unity of course had special events with huge crowds.
Right? I spent several hours just doing some of that after the very first mission just to freaking swing around and get more comfortable with it since it felt great and was so cool!The mechanics in this game was so enjoyable that I find myself doing side content as soon as it becomes available just because it's another chance to swing around and beat people up, the core design of the open world might not be bleeding edge but I don't think it needs to be when the act of playing is this good.
I love this game.
Yep. Teleporting into buildings and I go "oh guess I'm Peter now" then when it's over you just teleport out the front door as Spider-Man. Immersion breaking is the perfect way to describe it. So many jarring game design decisions in this game and this one might be the most obviousSo you played God of War?
When Kratos would open a door to "load" into a building, it would be extremely fluid and stay within the game, masking the actual loading of the new area. It gave the illusion that there were no load screens and that everything within the world was seamless transitions.
Meanwhile, the second you press triangle in Spider-Man to enter a building, you're given a loading screen and then the random appearance of Peter Parker. When cut scenes end, you're almost never in the same position or area of the ending cut scene, you're generally thrown into a random spot. This absolutely breaks the immersion and creates an extremely jarring experience.
This game is extremely polished in so many different areas, but to overlook something like this is unforgivable. A story driven open world game should not have these awful transitions in 2018
This.Indeed, especially when you consider spider-man has a much grander outside environment rendered at any given time that can be quickly traversed as opposed to something like GoW which while not a linear game, is not exactly an open world/sandboxy environment that you can just zoom through. That game can prepare for you to press a button to open a door into an indoor environment, because it knows you're close by and can only go either into this room, or that other pathway in a certain amount of time. Spider-man on the other hand, needs to be prepared for you to just randomly decide on speeding past a story trigger/door all the way to the opposite end of the city. Completely different types of games here.
Preach it, brother.