The Final Season tech demo (gameplay)

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Comments

  • edited April 2018

    And,this is just some pre alpha footage,this is not even the final game and it looks really good already.

    Jesus, give it chance will ya? This toxic energy towards a teaser will ultimately force you to hate something you haven't even pressed start

  • Exactly, like before the goddamn game even fucking peaks, it'll already be an anti-Season 4 group kickstarted!! Jesus! Open your mind guys, yes ANF was disaster according to the majority of you, but why bring ANF's negativity to our last go-around?!?! I might stay off this forum for a few days after it's release. I won't be able to withstand unnecessary critique. ANF's in the past you guys, be a little more open-minded.

    iFoRias posted: »

    And,this is just some pre alpha footage,this is not even the final game and it looks really good already.

  • edited April 2018

    Too bad it's Clementine, who also has seriously lacked a Joker

    cough cough Nate cough

    Though given the subdued tone they seem to be going for in The Final Season I'm not sure if his personality would fit in. oh well, as long as these new characters have solid personalities I honestly don't mind

    DabigRG posted: »

    Yeah, while I make the joke of comparing it to something like the Arkham series, that's technically a compliment. Too bad it's Clementine, who also has seriously lacked a Joker or Strange to go up against.

  • I wouldn't mind some actual combat instead of QTE: they could add some sort of a dodge/attack button (though this would mimic MC:SM's combat system a lot and I'm not sure many people would like that) - they have most of the camera work done and picking objects up is also possible. I feel like this would make the gameplay much more immersive than just having some quicktime events after having the ability to look around & move around freely.

  • I agree! I wanna see less generic QTEs and more immersive player interactions, like using the radio or the shotgun in Episode 101 of Walking Dead.

    I wouldn't mind some actual combat instead of QTE: they could add some sort of a dodge/attack button (though this would mimic MC:SM's combat

  • edited April 2018

    That's just as limited, and people be lying if they said the 1st person shooting scenes were fun. I rather have well down choreographed action QTEs (Batman spoiled me) with some story mode like combat during more swarmed scenes. Walking Dead S1 just wasn't very fun to play in that respect. It had its tense moments but it relied too much on being a slow rail shooter. It be a shame to have that really strong choreography that really started to grow in Michonne and beyond vanish.

    I agree! I wanna see less generic QTEs and more immersive player interactions, like using the radio or the shotgun in Episode 101 of Walking Dead.

  • You might wanna take something for that, dude. Sounds pretty sick.

    Cocoa2736 posted: »

    Too bad it's Clementine, who also has seriously lacked a Joker cough cough Nate cough Though given the subdued tone they seem t

  • people be lying if they said the 1st person shooting scenes were fun.

    Yeeeah, those sequences were pretty shit programming wise. Especially since it seemed like you couldn't hit what you want to half the time..

    Sorry, Molly!

    That's just as limited, and people be lying if they said the 1st person shooting scenes were fun. I rather have well down choreographed act

  • edited April 2018

    Sorry, Molly!

    God, every time I replay season one, I always have to bring Clem, because I miss the shot otherwise.

    DabigRG posted: »

    people be lying if they said the 1st person shooting scenes were fun. Yeeeah, those sequences were pretty shit programming wise. Especially since it seemed like you couldn't hit what you want to half the time.. Sorry, Molly!

  • that weird solo side pigtail is so going to trigger my autism hard

  • Honestly though I really do think Nate could've made a good Joker-like nemesis to Clem. They're pretty much complete opposites but they both want the same thing, that being meaningful friendships, but due to their coping mechanisms they're unable to get it.

    But hey, if he never shows up again that's completely fine by me. I mean it. He's not the only character in this series with potential, and that includes these new kids. I just want this Final Season to be the best it can be, and right now I've somewhat turned around and I'm pretty optimistic about how it will turn out based on what was shown.

    DabigRG posted: »

    You might wanna take something for that, dude. Sounds pretty sick.

  • I’ll miss Clem’s haircut that Javier gave her. I actually liked it.

  • I kinda liked how S1 had clunky QTE's as it was the beginning of the apocalypse and kinda helped the tension of scenarios because you didnt feel incomplete control during them. Its not like the QTE's in S1 were bad, they were still really easy to do, but now Telltale games are just really simple with the QTE's, its always the same buttons with many times messing up not really doing anything.

    I liked how S1 changed up the QTE's we'd be doing, like the first person shooting even though it was clunky. I really liked how ep 4 we had to back up, shoot, and get our leg unstuck. It was just more than just "press up, now left, now shift, left again, Q.

    That's just as limited, and people be lying if they said the 1st person shooting scenes were fun. I rather have well down choreographed act

  • edited April 2018

    All of this! Those zombie and bandit encounters in Season 1 were so tense because the game knew when to throw some curveballs in the game mechanics. They were never too difficult to get used to on a first try but it was still a struggle to get a grasp on what we were suppose to do and it worked in the game's favor because we could relate to Lee's sense of panic. Now in the recent games in the series the action scenes are a few button prompts away from playing themselves. I hope if Telltale takes any notes from Season 1 it's how they designed their action scenes.

    Poogers555 posted: »

    I kinda liked how S1 had clunky QTE's as it was the beginning of the apocalypse and kinda helped the tension of scenarios because you didnt

  • Eh as long as they don't bring back the dumb slow 1st person shooting.

    Poogers555 posted: »

    I kinda liked how S1 had clunky QTE's as it was the beginning of the apocalypse and kinda helped the tension of scenarios because you didnt

  • Yeah thats what im saying, there was just a lot more depth to the actions sequences in S1. Like moving along with the tractor, the bandit fight in ep 3, really every episode was adding a new type of way to play through the actions sequences, it made it more fun and enjoyable. Its kinda sad seeing how they had more ideas on making actions scenes more than just "press this button and now this one" over and over.

    Cocoa2736 posted: »

    All of this! Those zombie and bandit encounters in Season 1 were so tense because the game knew when to throw some curveballs in the game me

  • I’ve just noticed that the walker has his guts stuck in the car door. That’s just brutal ?

  • edited April 2018

    Yeah I heard that a lot of criticism was targeted at the sewer level in Season 1 but that was one of my favorite parts. I loved having to work out how to maneuver around a horde of zombies while having full control of Lee. That's the kind of zombie encounters I want to see more often in these games and from looking at the leaked footage it seems like Telltale is going to do more segments like that in The Final Season and I really hope that's the case.

    Poogers555 posted: »

    Yeah thats what im saying, there was just a lot more depth to the actions sequences in S1. Like moving along with the tractor, the bandit fi

  • edited April 2018

    I actually like the sewer levels,they managed to make me like a SEWER LEVEL.Can you believe that ? The most awful thing in video games.

    Cocoa2736 posted: »

    Yeah I heard that a lot of criticism was targeted at the sewer level in Season 1 but that was one of my favorite parts. I loved having to wo

  • edited April 2018

    It wasn't the sewer level it was how the level of puzzles diminished as the game continued. The first episode motel puzzle was so well done, and then it became "mess with something to get someone away" in episode 2, and 3 uhhh just fiddle with tools to fix a train lol, and while the sewer was fine in episode 4 there were still boring padding like how we gonna open this door? Oh no car battery, and episode 5 just gave up sadly. Season 1 had nice ideas but I don't get the appeal. Either do more unique puzzles like the motel or just focus on simple stuff (not as basic as the generators in season 2 of course) that won't rely on boring padding. Even Life is Strange knew not to make a puzzle last longer than it needs too. This is coming from someone who digs a good puzzle. Season 1's attempt sucked.

    That was overly harsh haha sorry...that's my classic telltale side talking. I miss inventory management...But there's other games for that at least.

    Cocoa2736 posted: »

    Yeah I heard that a lot of criticism was targeted at the sewer level in Season 1 but that was one of my favorite parts. I loved having to wo

  • I'm half expecting Clementine to suddenly raise her right arm and make time go backwards.

    Maybe that way she can prevent ANF from happening.

  • edited April 2018

    Oh okay, I can get that. At least they did try though. It was their first game in the modern Telltale style (we don't talk about Jurassic Park) so of course the execution was pretty shaky at times. I would've enjoyed more intricate puzzles in their following games in the series if they were just a bit more refined compared to Season 1. Life Is Strange did do puzzles fairly well, I'd like Telltale to take some notes in that aspect.

    While the puzzle in the Sewer segment was simplistic it's basic outline is how I feel most walker encounters should go. Free reign of the character, there's some unsuspecting zombies blocking the objective and it's up to the player to get crafty with the tools at their disposal to work their way through the herd. Having it be purely point and click like the motel level works fine as well but I feel as though immersion is much more intense during the freewalk sections.

    That was overly harsh haha sorry...that's my classic telltale side talking.

    Don't worry that was still more tame than the cynicism that's usually posted here lol Not that I'm complaining though if the fans are disgruntled I think it's a good thing for their voices to be heard.

    It wasn't the sewer level it was how the level of puzzles diminished as the game continued. The first episode motel puzzle was so well done,

  • They MORPHED the F-ing Formula Bro!! Kgcjfxjfdngsjgdjgdkd!! This is awesome!!

    Joonlar posted: »

    Please tell me the camera is only moving because it's a demo.

  • edited April 2018

    I can't tell if you're being sarcastic or not.

    Personally I'm extremely worried about (potential) this change. Fixed cameras have been a staple in most if not all Telltale games, and it provided a very cinematic look which fit perfectly with their story driven games. If it turns 3rd person then we'll be looking at the backside of Clem for the entire game, and thus the cinematography of every scene will be lessened.

    patrickrc95 posted: »

    They MORPHED the F-ing Formula Bro!! Kgcjfxjfdngsjgdjgdkd!! This is awesome!!

  • edited April 2018

    No Sarcasm Intended. I'm just happy that Telltale is changing things up for the Final Season. Fuck Cinematography. I am all for this change.

    Joonlar posted: »

    I can't tell if you're being sarcastic or not. Personally I'm extremely worried about (potential) this change. Fixed cameras have been a

  • How do you know it is a new game engine. Because telltale games uses their own in-house game engine on their games. It did get updated for Batman a Telltale series. So is updated again for the the final season or did they switch to something like the unreal engine 4 or unity engine.

    MRSHYGUY45 posted: »

    And Is it just me, or Clem's face seems to be... beaten up? I believe they said it’s still in development. So they can definitely improve it over time. It’s also a new engine so we might have to get used to it.

  • They switched to the unity engine. Clem's face needs more work but I guess they're also going for the realistic look now, as that would be what you'd look like in the zombie apocalypse. Your face looking sort of beaten.

    xcapa2 posted: »

    How do you know it is a new game engine. Because telltale games uses their own in-house game engine on their games. It did get updated for

  • Its been confirmed S4 is still using the Telltale tool. Unity engine probably wont be used until after Wolf S2 (or maybe Wolf s2 will be the first, either way, S4 is confirmed to be Telltale Tool, not any type of different engine yet)

    They switched to the unity engine. Clem's face needs more work but I guess they're also going for the realistic look now, as that would be what you'd look like in the zombie apocalypse. Your face looking sort of beaten.

  • edited April 2018

    As long as she doesn't start saying stuff like "Wowser" or spouting some pseudo-intellectual millennial crap, I'd be fine with that.

    RichWalk23 posted: »

    I'm half expecting Clementine to suddenly raise her right arm and make time go backwards. Maybe that way she can prevent ANF from happening.

  • Awesome! Cannot wait!

  • Now you actually have to walk up to a walker to start a qte with it, you can also look around the hub to find different weapons to use on it too, or if you want you don’t even have to kill the walkers you can skip them

  • edited April 2018

    I love we can move the camera now, and the animations are so much more fluid too. Clementine picking up the brick and readying to use it against the walker had so much human motion in it.

    Actually instead of quality animations I was thinking Telltale should take some inspiration from Zelda: The Wand of Gamelon. One of the best animations of all time to be honest. Also the voice acting is on point. I can only hope that the actors for the final season come close to this level of professionalism.

    Lilacsbloom posted: »

    I love we can move the camera now, and the animations are so much more fluid too. Clementine picking up the brick and readying to use it aga

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