The Wolf Among Us 2 - Gameplay Concept.
Yes I am still making these Telltale concept videos, for real though, time this may be the last one.
Premise: What can Wolf Among Us 2 be if it takes the Telltale formula but expands on it to make it more of a "game" ? This is what I came up with the tools I have to create an example of my ideas.
Free Roam: Similar to what The Walking Dead: The Final Season was doing, it would be nice if there was overall larger free roam areas. Walking to your specific area of interest in New York after being dropped off by a cab and walking the streets I feel would bring this world to life even more. Same can be applied to the Woodlands. Imagine walk into the complex, hitting the elevator button, going up, getting out and then walking to your own apartment all with no cuts and instead is all seamless gameplay.
Objectives: Bigby could carry a notepad where you can check your current objectives and possible side objectives. The notepad would also be a great tool to essentially work as Bigby's journal as you play. Say you interview Bluebeard and in one interview you accuse him of being involved while in another you dont. This choice would reflect in Bigby's notebook if you look at it later. For example it may read "Bluebeard is up to something- never trusted that prick." or "I'll never truly trust Bluebeard but I do believe him. He probably isn't involved- ...this time."
Hubs: Hubs for the most part would work as they always do in Telltale games, but would be in the style of The Final Season.
Item interaction: Inspired by L.A. Noir, I feel items should be given much more interaction. In this example Bigby is able to freely examine the knife as he inspects it for clues. This can add much more to the investigation part of the mystery when it comes to finding clues in the environment. Inventory in general has been updated to have a focus on viewing it and combining items. Older Telltale games inventory never felt that important, but in The Wolf Among Us 2 I hope the inventory system is a bit more dynamic.
Smell: Smell is an extra layer to investigating. Smelling objects can give Bigby more details on certain items and clues. In this example Bigby smells the knife, and the text saying “clean” implies the knife has nothing on it like say, blood. This would give a further insight on the actual item if it gives off certain smells. In this case the knife doesn’t have any extra info to give, but plenty of other items could.
Combat: I feel Wolf Among Us 2 should shy away from QTEs. It should try and adopt more free gameplay. In my imagining it would focus mostly on dodging and attacking when in the clear. To spice things up the environment can be used in battle. However, QTEs mostly remained in Telltale games as Telltale games are cinematic experiences, removing those removes action cinematics. To compensate for those, I suggest “finisher moves.” Once an enemy is stunned, Bigby can then perform a finisher which becomes much more cinematic and brings back the QTEs for you to finish the attack. “Finishers” may happen multiple times, their main focus is to bring the cinematics back into the fight.
And that is this concept video. Hopefully you enjoyed it, and as always I apologies for overall janky animation, it's not my strong suit.
The Wolf Among Us 2 - Gameplay Concept - [Unofficial]
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