That gameplay footage looks pretty cool

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Comments

  • Blind SniperBlind Sniper Moderator
    edited July 2018

    "You seem a little butthurt? If you seriously react this immaturely and pathetic when someone, on an internet forum of all things, disagrees with an ignorant post you made, you should consider some therapy. I truly mean that. I can think it'll help a lot."

    I already stepped in a minute ago to try and calm this down. I'll assume you didn't see my post since it was timed so soon after - but, yeah, let's try to calm things down. He was being rude but your response isn't entirely helping either.

    Let's get back on topic and end this argument here, please.

    OneWayNoWay posted: »

    You seem a little butthurt? If you seriously react this immaturely and pathetic when someone, on an internet forum of all things, disagrees

  • Sorry, yeah, I didn't see the post. You're right. This has strayed way off the mark of being a civil discussion. I'll stop.

    "You seem a little butthurt? If you seriously react this immaturely and pathetic when someone, on an internet forum of all things, disagrees

  • DeltinoDeltino Moderator

    Well that last page certainly got pretty heated. While I'm here, though, have I even posted my thoughts about that gameplay footage yet?

    I really like how things are looking, at least from the preview. The action sequences might still be mechanically simple, but I commend them for trying to invoke a bit more player agency within combat sequences, and the fact that they are overall trying for a bit more of an involved atmosphere; giving the player full control of the 3D camera, somewhat expanded hub areas (hopefully most other sections will be like they were here), the combat mechanics. And of course, high praise to the cinematography of the entire final sequence. I love the way that once inside the car, it transitions from third person into first person from Clementine's perspective, then the camera pans out to third person again, all seamlessly. That entire sequence has already become one of my favorite action sequences thus far if only for the camera work alone, and I haven't even played it for myself yet. Also, I noticed the sequence has a new soundtrack as well, which is a plus. Here's hoping TFS has more new tracks, since ANF was somewhat lacking in original music, reusing a lot of tracks from earlier seasons. It's the final season, so the soundtrack deserves to go out with just as much a bang as the rest of the game does. C'mon Jared, give us some of that good shit!

    The rest of what we saw was pretty much the standard. Now unlike some people, I actually like that choice with the walker couple. However, I have a feeling this choice is going to go over similar to the final choice of the Michonne miniseries (the choice regarding her daughters). In concept, they are good choices that carry a certain emotional, introspective weight to them. The problem is that to the average player, the 'answer' becomes logical. Most people leave Michonne's daughters because there's a raging fire in the background. And most people are probably going to kill this couple because the series has not shown us any examples of how leaving walkers alive is the best idea, even if they're tied up. Hell, when you send him through the window, the game even teases you about them possibly breaking out.

    However, I like how that's a choice where the depth to it is a lot more introspective. On the outside, it's a simple choice for a lot of people. On the inside, it asks a much more personal question than most choices do. One that mainly concerns ethics and morals in a way that isn't as binary as "do I save this character or let them die?". Do you let this couple live so as to honor their final wishes? Or do you kill them in order to remove a threat? Or alternatively, perhaps putting them down can be seen as a mercy, a way to truly leave them at peace. Looking at it from an emotional/ethical perspective, the choice becomes a lot more grey and harder to answer. But the problem is, most people look at it from a practical/survival perspective. Still, I like the fact that they added one of these types of choices. They're relatively trivial, but the questions they pose can be interesting to think about, and the series has been relatively lacking of choices like these in recent years.

    And what else... oh right, the car crash. Some people have already guessed that this is likely where Clementine gets her head bandage from in the comic con teaser. To further support that theory...

    This dialogue option from the even earlier gameplay we saw at E3 now makes a LOT more sense.

  • Yeah I thought picking up the deer skull was cool. My main question about that is whether we have to go straight back to the car to put it on there since Clem ends up wrecking the car, or whether that item will be usable later on.

    Everything except that "major" choice looks really good to me. I don't know how many people picked this up but Clem picked an ornament from

  • Still curious what actually happens in this game though. I will say something I didn't like was the rigged food with the grenade or whatever. I don't get that at all. Those people gave up, killed themselves, but actually had a lot of food hidden, but booby trapped the food to blow up. Why?

    Something tells me someone else designed that as a trap. Maybe Max finally got fed up with fuckers fucking with his pudding staches.

    Poogers555 posted: »

    So Im just a little bit worried that there is going to be a bit too much of like "fan pandering" in this game. Like obviously I dont mind, b

  • Is anyone else worried by the amount of dialogue options we are going to actually be able to choose? I counted like just 4 times we were given the option to choose what Clementine says, the entire rest of the time Clementine spoke on her own. In ANF and previous seasons basically every time the character had to talk you had the 4 "wheel" options, but here Clem talks A LOT on her own. I'm not against her being her own character but I miss having the option to pick every time what we are going to say, like when she tells AJ "the people there shoot first", we should have been the ones picking that option, or another one.

    I hope that is just because is footage, but it seemed just too complete, I hope the rest of the game doesn't give us so little room for Clementine's dialogues.

  • OzzyUKOzzyUK Moderator

    I think we may have to go back to the car as it does look like it gets completely wrecked, if we are able to fix it to the hood it will be interesting to see if the walker we run over gets impaled on the antlers and whether it changes anything.

    Yeah I thought picking up the deer skull was cool. My main question about that is whether we have to go straight back to the car to put it on there since Clem ends up wrecking the car, or whether that item will be usable later on.

  • Maybe you did pick her lines and don't know it. I mean, what if the lines she's saying without player input are different based on how you've played previous seasons? So like, I play and my Clem is saying completely different things from your Clem and it's because you and I played seasons 1, 2, and 3 differently.

    Vampyr_King posted: »

    Is anyone else worried by the amount of dialogue options we are going to actually be able to choose? I counted like just 4 times we were giv

  • (X) Doubt

    Maybe you did pick her lines and don't know it. I mean, what if the lines she's saying without player input are different based on how you'v

  • lol me too, but it'd be a cool way to make past decisions actually matter. Think about it. We're controlling her the entire season. Everything we did in the previous seasons helped shape who she grew up to be but if we make every single decision then all those decisions were completely pointless. Having the bulk of her dialogue and maybe even some of her actions out of our direct control and instead determined by previous seasons would be a great way to make sure the past decisions still carry weight this season.

    (X) Doubt

  • Was thinking the same, I feel like there was more to that whole area.

    Ladariel posted: »

    Still curious what actually happens in this game though. I will say something I didn't like was the rigged food with the grenade or whatever

  • Well yeah there were things on the table and in the security office they did not touch...probably because they want to leave the exploring to us next month. Like the tire swing...I bet we can push AJ or maybe talk about it ...little things that add more meat to the story...I am happy by what I saw in those 15 minutes....the talking the exploring...this Telltale is what we want...to get to know peeps and explore the areas...I will always look at Prescott in S3 as about the lowest point in a Telltale game....the art department did so much work and we really did ot get to explore anything there...so when it was lost...me who cared?

    Poogers555 posted: »

    Was thinking the same, I feel like there was more to that whole area.

  • Im honestly expecting Clem if we inspect the swing to talk about her tree house or bring up the swing in ep 2 of s1.

    Well yeah there were things on the table and in the security office they did not touch...probably because they want to leave the exploring t

  • I will always look at Prescott in S3 as about the lowest point in a Telltale game....the art department did so much work and we really did ot get to explore anything there...so when it was lost...me who cared?

    Yeah, Prescott aka "Saloon Town" was one of the big ones for me too.

    Well yeah there were things on the table and in the security office they did not touch...probably because they want to leave the exploring t

  • My hype for the series accidentally died and I didn't notice.

    I never would’ve expected not to love the game some years back—but now it feels like a chore to even watch the preview. It feels like a chore to even think why this happens.

    Does anyone on the forum feel this way?

  • edited July 2018

    The pains of growing old and bitter (I'm that way too with other forms of media, mainly cartoons no worries). Sounds more like your tired of telltale than the series if innovation like that is a struggle. Could also be your tired of being burnt out, so getting excited or finding something to like is hard to consider. That telltale comment sounded bitter my bad hhh.

    My hype for the series accidentally died and I didn't notice. I never would’ve expected not to love the game some years back—but now it f

  • Sounds Like Depression.

    My hype for the series accidentally died and I didn't notice. I never would’ve expected not to love the game some years back—but now it f

  • That’s possible. I also passed watching some of the recent Telltale games, so I might not be on the same frequency by now.

    The pains of growing old and bitter (I'm that way too with other forms of media, mainly cartoons no worries). Sounds more like your tired of

  • edited July 2018

    Yeah, I did for a good bit. I kinda lost a lot of faith after ANF, I guess. I'm regaining a bit more interest now in the Walking Dead and Telltale, mostly because of Wolf 2, but I still wouldn't describe myself as big a fan as I was. Kinda comes down to whether I like what they do for the final, really, but I do hope the game's good. I think you're sorta in the same boat.

    Still, glad to see you're still kicking it in the forums.

    My hype for the series accidentally died and I didn't notice. I never would’ve expected not to love the game some years back—but now it f

  • Feeling’s mutual! I was glad when I saw your comments above; we discussed a lot in 2016.

    Yep, if it’s good, that will be entertaining, and if not, oh well. I’m not expecting anything just yet.

    OneWayNoWay posted: »

    Yeah, I did for a good bit. I kinda lost a lot of faith after ANF, I guess. I'm regaining a bit more interest now in the Walking Dead and Te

  • Yeah, we had a lot of really interesting discussions. We didn't agree much on the whole Kenny vs Jane thing, but you always argued your points really well and made me consider things from a different standpoint. Hell, you even softened my attitude towards Jane just a bit.

    In terms of the final season, I would say having lower expectations, while many might call it negative, is often the safest way to be when you're unsure. Can't be disappointed that way.

    Feeling’s mutual! I was glad when I saw your comments above; we discussed a lot in 2016. Yep, if it’s good, that will be entertaining, and if not, oh well. I’m not expecting anything just yet.

  • edited July 2018

    Alright so... What's happened to this thread? (kidding, I know, I read the last page, how off-topic it was, blah blah blah I don't want any more of that K?)

    [Ahem...] I saw the gameplay teaser (sans-commentary ~of course [snobby laughter... Ohohoho])
    A few things I noticed and liked:

    • I like how clickable prompts now show you if they will transition to a new scene(?) or cause something to change in the environment/story.
    • Alright! We get moral choices now! Honour the dead couple's wishes or not? Does it matter? Not in terms of the story, but it's really cool to have!
    • I think we've got our first tease of a detail-oriented choice: when AJ and Clem leave the house, he says "Oh Shoot!", but I bet you that he probably would have said "Oh Shit!" had you given him permission to swear...
    • That whole one-shot camera sequence was amazing! Someone give the cinematography team a medal!
    • ...One thing I have to say I didn't like (and probably can't change now) is the backgrounds. That pure black shadowing that occurs both outdoors and indoors is really weird. I know it's probably trying to mimic the comic shadows -- and in some cases it works like in the basement picture we got a few months ago -- but it looks really weird in the context of the game. It's not entirely replicating the comic's looks, so it kind of looks out of place to me. That is all. (I'll probably get used to it.)

    So far so good though! I'm really liking it, and this is something I'm not going to avoid!

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