Sunset Overdrive Gameplay Footage [Up: Official Trailer released!]

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DEAD.
 
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.

I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.

Same way he can bounce on cars like trampolines, its a videogame.
 
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.

I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.

He grinds through the shear power of not giving a shit about reality.
 
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.

I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.

From edge magazine, Drew Murray explains.

Nevermind the hows of Sunset Overdrive's limitless grinds or wall runs, or why every car is spring loaded. There's is, says Murray, no story explanation for either, beyond this being a videogame set in a videogame land.
"It's a game that revels in being a game." He says. "One of our mottos was 'fun trumps realism'. We don't need an explanation, if it's fun; that's good enough."
 
When you mention respawning in style as one of the main selling points of your game in your gameplay debut video, that means your game has little substance,

They have had problems with substance for a while now (arguably since inception). Who knows. I assume that we will hear more about the potential depth at E3

When I saw the video I thought about infamous as well. It's mainly how the character looks when he's grinding vs how ratchet looks. Also when hopping a bit. It's a lanky character in a open world that can grind wires like the Cole Infamous games. Not Infamous SS, that did away with riding the lightning in the wires.

I actually looked up Infamous Wire Grind gif and got Sunset Overdrive gif.

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Second Son was such a misstep for the franchise.
 
From edge magazine, Drew Murray explains.

It's like how in Tekkon Kinkreet (which was cited as an influence for SO) characters regularly defied gravity ( leaping crazy distances. Jumping off buildings and floating down like leaves etc) with no explanations as to how they were able to do such things.
 
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.

I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
Yeah and what's with the walking toilets in Manic Miner? And how can Sonic jump and run when he's a hedgehog? And Super Meat Boy? Don't even get me started.

Fucking hell, you know what? I've just realised these are all videogames. And there was once a time when they didn't have to waste hours of your time with cutscenes and backstory trying to justify every little detail.

SO is what it is, and does what it does, because it's going back to the fundamental basics of videogaming. Is it fun? Then put it in the game.
 
couple random saturday morning thoughts:

the technical goals are all set around gameplay/design. Drew and Marcus knew they wanted an open-world, with a large number of enemies on screen, and tons of crazy effects (think KISS concert, pyro, fireworks, etc). That's the vision of the game, so everything we do technically (resolution/framerate/textures et al) is all in support of hitting that vision. So we're still optimizing, and once we are locked in we'll share the details.

Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.
 
It's like how in Tekkon Kinkreet (which was cited as an influence for SO) characters regularly defied gravity ( leaping crazy distances. Jumping off buildings and floating down like leaves etc) with no explanations as to how they were able to do such things.

You come in here and mention one of my favourite films in the last few years. Oh my I'm so pumped for this game!!

Can not wait!
 
Infamous went the Saints Row 4 route of traversal "fluidity" meaning it trivializes it. Traversal during combat is basically the same as it's ever been. If gameplay variety with traversal and gunplay ends up being worse than Infamous SS, then I'll be pretty disappointed. Hell even the exploration and climbing, which was obviously borrowed from Crackdown, was completely ignored in Infamous SS. I'm really hoping that Sunset Overdrive has a good amount of effort put into stuff like side activities.


Unfortunately you are right.

Second son has some nice graphics/tech but the franchise as a whole is going in the wrong direction gameplaywise. Like you said they abandoning platforming/climbing as much as possible now, while the series should be about platforming and climbing first and foremost.

On top of that the campaign was so incredibly short that it felt more like a teaser/tutorial for the new powers - which btw are all about flash but no substance - than an real meaty story.

Was really disappointed with SS.
 
From edge magazine, Drew Murray explains.

Nevermind the hows of Sunset Overdrive's limitless grinds or wall runs, or why every car is spring loaded. There's is, says Murray, no story explanation for either, beyond this being a videogame set in a videogame land.
"It's a game that revels in being a game." He says. "One of our mottos was 'fun trumps realism'. We don't need an explanation, if it's fun; that's good enough."

Says it all.
 
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.

That sounds awesome.
 
Okay, I watched the trailer, which is showing actual gameplay. However, I am a bit confused with the shooting mechanics. Did anyone see a targeting reticle during the gameplay? It is particularly confusing as to how the character aims at multiple enemies while moving fast -- e.g. grinding along a power-line.

It is possible I just couldn't see the reticle on my laptops screen, due to the contrast settings...but I am curious what other people think.
 
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.

This sounds incredible.
 
Okay, I watched the trailer, which is showing actual gameplay. However, I am a bit confused with the shooting mechanics. Did anyone see a targeting reticle during the gameplay? It is particularly confusing as to how the character aims at multiple enemies while moving fast -- e.g. grinding along a power-line.

It is possible I just couldn't see the reticle on my laptops screen, due to the contrast settings...but I am curious what other people think.

The hud is removed for the trailer.


Supposedly in the older builds it was awful.
 
Okay, I watched the trailer, which is showing actual gameplay. However, I am a bit confused with the shooting mechanics. Did anyone see a targeting reticle during the gameplay? It is particularly confusing as to how the character aims at multiple enemies while moving fast -- e.g. grinding along a power-line.

It is possible I just couldn't see the reticle on my laptops screen, due to the contrast settings...but I am curious what other people think.

They removed the HUD for the trailer, still being worked on.
 
They have had problems with substance for a while now (arguably since inception). Who knows. I assume that we will hear more about the potential depth at E3



Second Son was such a misstep for the franchise.

Don't agree at all. Traversal is much dynamic in Second Son than previous entries and much more enjoyable to me. Hopefully they can build a more dynamic environment in the next game though. More chaos please and destruction.
 
I love this way of thought.

Same. Games nowadays have to be all ultra realistic and true to life, and at some point along the way I think we were losing sight of the fact that it's okay for games to be games. There's no need for realism all the time, or even at all. Developers are free to make it up as they please.

If someone in the world of sunset overdrive can unrealistically grind on rails with no special equipment or superpowers, then that's how it is. If the tops of cars and other parts of the environment are bounce platforms, so be it. If the developer wants to allow players to wall run non-stop even around corners of walls, then so be it lol. :D

couple random saturday morning thoughts:

the technical goals are all set around gameplay/design. Drew and Marcus knew they wanted an open-world, with a large number of enemies on screen, and tons of crazy effects (think KISS concert, pyro, fireworks, etc). That's the vision of the game, so everything we do technically (resolution/framerate/textures et al) is all in support of hitting that vision. So we're still optimizing, and once we are locked in we'll share the details.

Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.

I like that. Also, major props for the 2Dish bubble effects when you use the Captain Ahab gun. That's a really nice touch. And not sure if you answered already, but is that back slide on the slanted portion of a building that is done in the E3 trailer in the actual game?
 
If someone in the world of sunset overdrive can unrealistically grind on rails with no special equipment or superpowers, then that's how it is. If the tops of cars and other parts of the environment are bounce platforms, so be it. If the developer wants to allow players to wall run non-stop even around corners of walls, then so be it lol. :D

as long as you time the X button press correctly to corner the wall!

The hud is removed for the trailer.


Supposedly in the older builds it was awful.

just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.
 
as long as you time the X button press correctly to corner the wall!



just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.

Ahh, I like that. Nice touch.
 
just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.

Given any thought to including that original HUD as an unlockable?

If not, can we at least get a look at it at some point? I really want to see it.
 
DR3 got me about 60% close to getting an xbone.

This and DR3 make that about 95%

A official price drop ( higher the better) and the XBONE will be mine.
 
I love the fact that traversal is not entirely automatic. Like you have to manually jump and combo grinds.
Can understand where the Tony Hawk comparisons come from now. Should be loads of fun just travelling around the city.
One of the best bits in Crackdown was just climbing buildings and exploring. Hope there's lots to see and discover in Sunset Overdrive as well.
 
I love the fact that traversal is not entirely automatic. Like you have to manually jump and combo grinds.
Can understand where the Tony Hawk comparisons come from now. Should be loads of fun just travelling around the city.
One of the best bits in Crackdown was just climbing buildings and exploring. Hope there's lots to see and discover in Sunset Overdrive as well.

Yupp. I really hate the auto platforming most games have these days.
 
I love the fact that traversal is not entirely automatic. Like you have to manually jump and combo grinds.
Can understand where the Tony Hawk comparisons come from now. Should be loads of fun just travelling around the city.
One of the best bits in Crackdown was just climbing buildings and exploring. Hope there's lots to see and discover in Sunset Overdrive as well.

Yeah one of the most disappointing things about Second Son is the automatic traversal. Just spam circle and you can get anywhere instantly. There's no danger or sense of accomplishment in climbing the highest peaks or anything.
 
Second Son was such a misstep for the franchise.

Wow, really, I can't believe someone actually thinks that.

The game fixed an awful lot of issues with the previous inFamous games. It's an early generation game, so I can't say it was content heavy, but the that's it's only fault. The game is awesome.
 
The reason why it is compared to infamous is the wire grinding and ground pound.

The melee combat looks more like crackdown.

The enemy layout is more like dead rising.
 
They have had problems with substance for a while now (arguably since inception). Who knows. I assume that we will hear more about the potential depth at E3



Second Son was such a misstep for the franchise.

speak for yourself, that game was great. Very popular too.. fastest selling game in the series
 
couple random saturday morning thoughts:

the technical goals are all set around gameplay/design. Drew and Marcus knew they wanted an open-world, with a large number of enemies on screen, and tons of crazy effects (think KISS concert, pyro, fireworks, etc). That's the vision of the game, so everything we do technically (resolution/framerate/textures et al) is all in support of hitting that vision. So we're still optimizing, and once we are locked in we'll share the details.

Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.

Like the sound of that!!!
 
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.

I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.

These posts gets better and better.

'Realism' doesn't seem to be a priority for SO and that's a good thing
 
just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.
Really appreciate your honesty here!

Will the "headshot" effect seen in the original reveal trailer be in the actual game? That was such a comically gory moment. Gibbing enemies is great, but more specific shots like that are satisfying as well.
 
Still am more pushed away from this than pulled in.

It's got "style" but it dosn't seem like it's pushing it as much as other titles like JSR and so on.

Still looks legitimately like it'l be fun, but alot of what I see turns me off.
 
Still am more pushed away from this than pulled in.

It's got "style" but it dosn't seem like it's pushing it as much as other titles like JSR and so on.

Still looks legitimately like it'l be fun, but alot of what I see turns me off.


How so? I thought this game had a lot of personality and style. I dare say among the most to embrace their own style really.
 
They are still some rules to be had in a story. Like Jet Grind Radio, they have magnetic rocket powered skates and Sonic had special SOAP shoes.

The rules in this story is that the main character can do everything he's capable of doing, and is among the few who can. He/She is just that good. :)
 
Still am more pushed away from this than pulled in.

It's got "style" but it dosn't seem like it's pushing it as much as other titles like JSR and so on.

Still looks legitimately like it'l be fun, but alot of what I see turns me off.

Hopefully more deep mechanics as the launch closes. I love the style though, the multiplayer could be amazing if done right.
 
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