Man, the "Gollum Werewolf" gameplay demo: Wow, felt like the best thing out of E3 ! Where can I find a super high Quality version of it ?
Where did you watch it?
Man, the "Gollum Werewolf" gameplay demo: Wow, felt like the best thing out of E3 ! Where can I find a super high Quality version of it ?
Where did you watch it?
Having just watched it, the gameplay looked...missing. I mean, there was a traversal, cut scene, shooting which was pointless because the werewolf is bulletproof, lengthy cutscene, more shooting wherein the werewolf is bulletproof, and then it gets yer. In that little snippet, the player lacked definite presence and ability to control the game. they were just along for the ride.Man, the "Gollum Werewolf" gameplay demo: Wow, felt like the best thing out of E3
Having just watched it, the gameplay looked...missing. I mean, there was a traversal, cut scene, shooting which was pointless because the werewolf is bulletproof, lengthy cutscene, more shooting wherein the werewolf is bulletproof, and then it gets yer. In that little snippet, the player lacked definite presence and ability to control the game. they were just along for the ride.
The whole game may not be like that, but that's how that segment appeared to me.
Having just watched it, the gameplay looked...missing. I mean, there was a traversal, cut scene, shooting which was pointless because the werewolf is bulletproof, lengthy cutscene, more shooting wherein the werewolf is bulletproof, and then it gets yer. In that little snippet, the player lacked definite presence and ability to control the game. they were just along for the ride.
The whole game may not be like that, but that's how that segment appeared to me.
Having just watched it, the gameplay looked...missing. I mean, there was a traversal, cut scene, shooting which was pointless because the werewolf is bulletproof, lengthy cutscene, more shooting wherein the werewolf is bulletproof, and then it gets yer. In that little snippet, the player lacked definite presence and ability to control the game. they were just along for the ride.
The whole game may not be like that, but that's how that segment appeared to me.
The fact that creature is resilient to bullets makes it more scary IMO, just like Dead Space self-regenerating/invincible necromorph.
It's trick but it works.
It's not about scary. It's about what the gameplay in terms of player chocies and action is. In this little clip, the player's actions are irrelevant. Well, I suppose if you don't shoot the werewolf in the first instance it may end your game early. But you are quite literally out of any control in that clip. You are only watching things unfold, with the occasional requirement to move the thumbsticks to get to the next piece of cutscene. Because your choices regards where to shoot the monster and with what weapon don't matter as the story is on rails at that point, there is no gameplay.The fact that creature is resilient to bullets makes it more scary IMO,
Couldn't agree more. Showing interludes lacking gameplay can backfire and this snippet from The Order did nothing for me. Actually, it dulled my enthusiasm for the game a little.It's not about scary. It's about what the gameplay in terms of player chocies and action is. In this little clip, the player's actions are irrelevant.
There are "setup" scenes like that throughout gaming... you will see that monster later and defeat it to access some artifact, location or skillset...
I don't know how the whole game plays from this video. I know how this video plays though. First, you move through the building. Left stick to move, right stick to aim. Then you watch a cutscene, switching to a front on camera. Then you regain control signified by the appearance of the HUD, and run away (down on left stick) while shooting (aim with right stick, pull trigger/shoulder button to fire). Then you watch a bit of cutscene as you're caught and thrown through a window. Then you press the button denoted on screen, triangle in this case, which triggers some more cutscene. It then looks like direct control is returned for a moment until you reach the fallen shelving. Control may continue Uncharted style where you have to push in the prescribed direction, although the camera changes make it more likely that this is cutscene all the way up to the return of control when the werewolf advances, again signified by the on-screen HUD. A little more pointless bullet-wasting later* and the clip ends, either in a cutscene or, my guess, a QTE fight.I've always been jealous of people who can understand how a game plays from a couple of videos.
You can tell lots of things about how a game plays by watching a video like this. For example I can tell that there will be points where the gameplay will be suspended and cutscenes inserted (40 seconds for the first one) and that the game will throw in a QTE here and there (the branching path QTE system has been covered in interviews btw). Shifty speculated that the werewolf was bulletproof and that may be incorrect but that's what it looks like to me. Indeed from many years of gaming it looks like one of those tedious sequences where the game decides not to let you accomplish something, kill the monster in this case, until you've jumped through a number of hoops. I really dislike it when games decide to employ mechanics to stretch out combat, it's a real bugbear.I've always been jealous of people who can understand how a game plays from a couple of videos.
If it's a creature reveal sequence then the lack of interactivity is fine. RAD are such damn teases :|
I only meant bulletproof in this particular event. Clearly you're not supposed to kill the werewolf before the prerequisite time when the right cutscene/QTE is set up. Later werewolves can probably be shot to death (this is a TPS after all!).Shifty speculated that the werewolf was bulletproof and that may be incorrect but that's what it looks like to me.
Not from a single cinematic! There's nothing to suggest the rest of the game is on-rails. Other gameplay clips show proper shooting, although very confined in narrow alleys.The segment of the werewolf looked like the scene would have just played out regardless of if you had continued to shoot it or not. this game is definitely in danger of being completely on rails.
It's not about scary. It's about what the gameplay in terms of player chocies and action is. In this little clip, the player's actions are irrelevant. Well, I suppose if you don't shoot the werewolf in the first instance it may end your game early. But you are quite literally out of any control in that clip. You are only watching things unfold, with the occasional requirement to move the thumbsticks to get to the next piece of cutscene. Because your choices regards where to shoot the monster and with what weapon don't matter as the story is on rails at that point, there is no gameplay.
It could be a great, scary moment, and it may be a small part of a great game with lots of great gameplay (Uncharted had similar), but I wouldn't in any way say that clip demonstrated good gameplay in and of itself. You're very much a spectator rather than a participant.