First Look At Menuscreen + Other Details

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Comments

  • I haven't played demo but what do you mean exactly? i mean, dont you just press a button that's been given, when coming close to a walker, or when qte shows up, you just tap the buttons like before and that's it?

    GSSalvador posted: »

    One walker? Easy. Two Walkers? Jesus, okay! We're Dark Souls now, i see!

  • Not really. You can freely move now and you can either stun or kill the Walker. But two walkers will kill you instantly when you let them both near you. When you stun one of them, you have to be fast and kill the other one first before the stunned Walker gets back up and attacks you.

    I died like three or four times there.

    Razer531 posted: »

    I haven't played demo but what do you mean exactly? i mean, dont you just press a button that's been given, when coming close to a walker, or when qte shows up, you just tap the buttons like before and that's it?

  • Oh wow that's actually pretty neat. Hopefully there are a decent amount of moments like this spread throughout the game.

    GSSalvador posted: »

    Not really. You can freely move now and you can either stun or kill the Walker. But two walkers will kill you instantly when you let them bo

  • edited July 2018

    I personally think that we should stop criticizing the menu. We haven't seen the stuff that matters like the choice screens and episode slides. We should just be thankful that Telltale is supplying us with a game that looks amazing and not nitpick over the menu/ui too much.

    Edit 1.) I've actually started to warm up to the menu and I like it much more now. It gives me season 1 vibes and it's simplicity is nice. The red tint is too strong but that's nothing I can't look past considering how amazing the demo is.

  • edited July 2018

    I never hated the layout of the ANF menus. I just disliked the fact that they were static and boring, which isn't the case for TFS as far as we know. I believe them when they say they changed it, because they overhauled many of the systems.

    4k60fpsHDR posted: »

    I personally think that we should stop criticizing the menu. We haven't seen the stuff that matters like the choice screens and episode slid

  • edited July 2018

    I got too close and got bit on the encounter at the end (once the trap lures them in) pffft.

    Bro I played the demo and I don’t know if I suck or what but the unscripted combat was actually mildly challenging. Like you have to be really careful that you don’t get to close it’s really cool.

  • All Im hoping for is that the episode select menu doesnt have that horrible bland selection anymore

  • When you are fighting two walkers on your way back to the car I actually managed to kill the first one without stunning it. Then the second one just grabbed me and I had a QTE to fight it off and kill it. That is a nice approach and I hope there will be more of that, different tactics, not just one (stun one-kill another-kill the first one). Maybe some traps, environment kills, etc. That idea just blows my mind away!

  • Trapping walkers and using the environmental to kill sounds really cool. Hopefully this is a thing.

    0v3rp0w3r posted: »

    When you are fighting two walkers on your way back to the car I actually managed to kill the first one without stunning it. Then the second

  • Disco Broccoli is going to be this game's Hot Dog Man, I'm calling it now.

    DISCO BROCCOLI FOR S5 PLAYABLE CHARACTER. In all seriousness though the menu looks awesome and it was nice seeing more of the interaction

  • edited July 2018

    Did anyone try drinking the water in the trash cans? No, just me. Okay then.

    EDIT: Never mind, GameRiot did it, posted before I watched the whole video.

  • I did. I like how it took a second before she realized how foul it was.

    Did anyone try drinking the water in the trash cans? No, just me. Okay then. EDIT: Never mind, GameRiot did it, posted before I watched the whole video.

  • Yeah, I had a good chuckle over Clem's delayed response.

    I did. I like how it took a second before she realized how foul it was.

  • quite like the menus,basic but clean

  • edited July 2018

    Gameplay is really good. I was nervous that I would mess up in the unscripted combat but I just backed up and moved to the sides. The 15 minute demo does a great job in creating tension and fear especially while Clementine is in the car trying to escape.The graphic black artstyle looks incredible. Menu's look nice also. Great job Telltale :smile: :heart:

  • That demo was great! Disco Broccoli is my hero ;-; Also I do enjoy the animation in the main menu, it's understated and I'm assuming future episodes will have more dynamic main menus

  • edited July 2018

    Yeah I think that's what they were leaning towards regarding the season 2 influences. I don't think the interior of a car would be very fitting for the entire series. I'm sure we'll see very different looks with each episode.

    That demo was great! Disco Broccoli is my hero ;-; Also I do enjoy the animation in the main menu, it's understated and I'm assuming future episodes will have more dynamic main menus

  • edited July 2018

    I tried to get AJ killed but I couldn't.. yet.. there's got to be an offscreen death of AJ somewhere this season.

    EDIT: if its not the ending lol

  • Is there a story generator in the demo?

  • Doesn't need it. No choices you made in the earlier season impacts the first 15 minutes of TFS apparently

    Bruno113 posted: »

    Is there a story generator in the demo?

  • Something I noticed on the unscripted combat, if you press Y to kill a walker, the other zombie will just stand there and wait until you're done killing the first one before grabbing onto Clementine, so that will be a little bit of a loophole when there are less than three zombos to kill.

  • I tried that in my demo playthrough and the second walker would always kill me, so I actually do think it varies. I was even under the impression you had to always stun the first zombie up until I read your post.

    Cdognkal2 posted: »

    Something I noticed on the unscripted combat, if you press Y to kill a walker, the other zombie will just stand there and wait until you're

  • Feels weird seeing people discuss the combat in a Telltale game.

  • That's the great thing about it. It's New and Different.

    lupinb0y posted: »

    Feels weird seeing people discuss the combat in a Telltale game.

  • DeltinoDeltino Moderator

    Now I'm not 100% sure, but I'm going to go out on a limb and say it depends on how far into the killing animation you are. If the second walker gets close enough when you're at the very end of the animation for killing the first one, it'll sorta stand there, as a bit of a grace period I suppose. If it gets too close at the beginning of the animation however, you'll get double-teamed and killed.

    Cdognkal2 posted: »

    Something I noticed on the unscripted combat, if you press Y to kill a walker, the other zombie will just stand there and wait until you're

  • Hehe its like when people (like me) were really excited to see new QTE mechanics in season 2. "You have to keep holding the button while moving to flick the lighter!!!" Hehe simpler times

    lupinb0y posted: »

    Feels weird seeing people discuss the combat in a Telltale game.

  • The pause menu OST brings back so many memories :'(
    Did anyone else the water? :D

  • I want Disco broccoli to be my hood ornament. I don't need anything else
    God, the customization aspect reminds me so much of mad max. THE MAGNUM OPUS LIVES!!.

    I love disco broccoli with all my heart. Melissa is also a big fan.

  • I liked the menu a lot actually. It reminds me of the comics. And then Disco Broccoli. I would change a lot about how previous seasons played out but for where we're at now this is exactly how I want it to go.

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