And yes, the speed seems slower in the new game. I'd like to point out the 2nd GIF is an awkward situation. The person threw out a web at the last second right above a rooftop, leaving no room for him to swing on an actual arc.
Don't get me wrong, the game still looks fantastic as a whole and the way Spider-Man does contextual animations while swinging looks flashy and great.
I just wish they opted for a more physics-based route and added an advanced swinging mode or something for fans looking for a more skill-based swinging system that did less on faking speed. I doubt they're going to make any major changes to the systems since the game is close to going gold but we'll see.
What's the purpose of putting out game media if not to be judged?People are trying to make judgements off video comparisons of physics or camera movement.
Nobody complained who played it at E3. If anyone brought uo SM2 to me, it was to say that the swinging had finally eclipsed that game.
People are trying to make judgements off video comparisons of physics or camera movement. Those that have picked up the controller and understood how it /feels/ to play our game and combo the moves aren't walking away with any complaints
We are not trying to recreate SM2. We are doing our own thing, and if the hundreds of impressions from E3 are anything to go by, from fans to media to developers to executives from other publishers, we nailed the web-swinging
No, not amazing games, but there are plenty of spider-man games.
I mean yes we're all watching videos meanwhile ppl have played it and given them feedback. I'm gonna listen to the play testers and ppl who've actually played before any of you absolutelyI don't like the way of thinking of "the majority is always right", a lot of people, me included, pointed out how Spiderman easly lose (or doesn't build up at all) momentum from that deep dive (and a lot of other occasions), and it's clear for anyone who know how simple physic works and live on planet Earth.
Yeah, we didn't played it, so it could clearly be less pronunced while you play it, but dismiss those opinions with a sort of: "a lot of people say the game plays good so we nailed the web-swinging and that's it" isn't really kind to say or to read, expecially from a dev of the game, it seems to dimish and ridiculize our opinions in regard.
well... yes.
I've gone on about this topic endlessly on here. You can check my post history to see my take on some of God of War's reviews for example where I break down how little they're actually explaining about the combat. Unless you're going to in-depth YouTube analyses for that sort of thing, that's the minscule amount of subtance you're gonna find in the average review (which is what I'm talking about when I say "mainstream" review).there's your problem, you are quick to judge all mainstream game critics as inept.
and man, the usage of mainstream game critics. Can't believe gaming is such a big culture nowadays that some things are considered mainstream.
The main issue I'm discussing isn't Spidey's speed as such, it's that it doesn't seem like it carries over naturally from one action to the next. One bungled up swing in Spider-Man 2 could completely kill your momentum, whereas here every single swing just looks the same. Wall-running is another good example, the way and angle at which you hit a wall really matters in 2, whereas this looks overly forgiving and not, well, truly momentum-based.To be fair, they've said his swing speed and what not can be upgraded, so we don't know that. You started out slow as hell at the beginning of SM2 as well.
Is the web-slinging GameStop exclusive?Enough with romanticizing Spider-Man 2, the general consensus is that this GameStop traversal is superior, I haven't heard otherwise from someone that's gotten their hands on it. And yes, seeing a game and playing a game are two different things.
What's the purpose of putting out game media if not to be judged?
Enough with romanticizing Spider-Man 2, the general consensus is that this games traversal is superior, I haven't heard otherwise from someone that's gotten their hands on it. And yes, seeing a game and playing a game are two different things.
Just look how he realistically slides against this wall. Hardcore swinging, yo.
The game could sell 20 million copies and have a 95 Metacritic and it still wouldn't make those few complaints any less valid. Nobody is denying that it is a very niche issue that the gaming community at large won't care for. You guys are working on something that looks amazing but I'm not sure hiding behind the reception so far is very constructive.Nobody complained who played it at E3. If anyone brought uo SM2 to me, it was to say that the swinging had finally eclipsed that game.
People are trying to make judgements off video comparisons of physics or camera movement. Those that have picked up the controller and understood how it /feels/ to play our game and combo the moves aren't walking away with any complaints
We are not trying to recreate SM2. We are doing our own thing, and if the hundreds of impressions from E3 are anything to go by, from fans to media to developers to executives from other publishers, we nailed the web-swinging
In the new Spiderman that slow down when you start to swing is weird. Why are they doing that?
So you can only say things that look bad in footage actually looked bad if you happened to be the person behind the controller when it looked bad? I don't really get it. It's clear you're not into any negative feedback, probably especially since the game is so close to release now, but this dismissive attitude is really not giving me a good impression of the final product.We put a hands on demo on the floor that thousands of people played. We got lots of in person feedback and judgement.
It's be like folks seeing footage of test drives of a car and complaining from the footage about it looked around one hairpin turn when they weren't behind the wheel.
Half the complaint there is because the camera moves from the dive position back to gameplay position which makes it feel like he's just hovering when people make slowdown GIFs of it.
Nobody complained who played it at E3. If anyone brought uo SM2 to me, it was to say that the swinging had finally eclipsed that game.
People are trying to make judgements off video comparisons of physics or camera movement. Those that have picked up the controller and understood how it /feels/ to play our game and combo the moves aren't walking away with any complaints
We are not trying to recreate SM2. We are doing our own thing, and if the hundreds of impressions from E3 are anything to go by, from fans to media to developers to executives from other publishers, we nailed the web-swinging
But that looks great. People that couldn't handle those slightly awkward moment is exactly why we got more scripted swinging after that.
The devs keep using the word "momentum," but is that really what they're talking about from the footage? That word to me implies that you just keep getting faster and faster as you build up speed, and once you lose that momentum you'll be back to square one and start out slow again. This new game just doesn't look like that at all; Spider-Man seems to be reaching top speed (which is slow compared to 2) almost immediately, the speed of your previous action seems to have very little effect on how fast you'll go after. People have brought up numerous examples for this now.
When the devs say "we want you to keep up that momentum," it sounds to me more like they just don't want players to ever come to a screeching halt and get frustrated. They want players to be able to keep going very easily, which isn't really what I and many other players wanted out of this game. This is where this misunderstanding is coming from, when Insomniac say "momentum-" or "physics-based," they mean something completely different from what is commonly understood by those words in this specific context.
Except I still never said "so I guess it's not physics based".Semantics in that you're saying "Doesn't look physics-based to me" when you really mean "Doesn't look the way I want it to look, so I guess it's not physics-based".
Semantics, yup.
This is what I figured when looking at some extended footage and how it's mostly stringing a bunch of traversal moves together seamlessly, but that doesn't invalidate people feeling a little disappointed if the swinging doesn't have the same weight as SM2; people may just have to appreciate the new game for its differences.Nobody complained who played it at E3. If anyone brought uo SM2 to me, it was to say that the swinging had finally eclipsed that game.
People are trying to make judgements off video comparisons of physics or camera movement. Those that have picked up the controller and understood how it /feels/ to play our game and combo the moves aren't walking away with any complaints
We are not trying to recreate SM2. We are doing our own thing, and if the hundreds of impressions from E3 are anything to go by, from fans to media to developers to executives from other publishers, we nailed the web-swinging
um excuse you pizza delivery was one of the best gameplay loops in any Spider-Man gamespider man 2 has literally 2 good things about it (coincidence?), the web swinging and that warehouse enemy rush thing
The main issue I'm discussing isn't Spidey's speed as such, it's that it doesn't seem like it carries over naturally from one action to the next. One bungled up swing in Spider-Man 2 could completely kill your momentum, whereas here every single swing just looks the same. Wall-running is another good example, the way and angle at which you hit a wall really matters in 2, whereas this looks overly forgiving and not, well, truly momentum-based.
EDIT: as another example, just from this footage I can already tell you that you're not be able to do a full Z-axis loop like you could in Spider-Man 2.
Ppl need to let Sm2 gooooooo it's two generations oldThis is what I figured when looking at some extended footage and how it's mostly stringing a bunch of traversal moves together, but that doesn't invalidate people feeling a little disappointed if the swinging doesn't have the same weight as SM2, people may have to appreciate it for its differences.
Disappointing to hear you say that. There are a lot of things that could be polished. People aren't saying that you should perfectly recreated the physics model of SM2, rather there are elements that would be nice to see incorporated.
Hey maybe someday someone will make a Spider-Man web swinging sim that seems to be what Spider-Man 2 fans want.