WanderingWind
Mecklemore Is My Favorite Wrapper
Wondering how much I've got left. Around 13 hours in.
I think I'm near the end. I just got to the free roaming horse part at the school. Also just picked up the flamethrower.
About 6 hours or so.
Wondering how much I've got left. Around 13 hours in.
I think I'm near the end. I just got to the free roaming horse part at the school. Also just picked up the flamethrower.
Justin Bieber made it that long? It really is a cruel world.
The melee executions in this game are on some Manhunt shit. I love it.
Then again, when you think about it, TLoU is pretty much the perfect child of Manhunt, RE4, and Uncharted 2.
You're not really vocalizing what you're looking for very well. If you can explain exactly what you mean by "how is death handled" (a game over screen, in case that helps?) and what you'd consider a good use of story told through gameplay. This game does have cutscenes. It's not open world or a choice laden game, so the story you may get would be the same I would.
But yes, like every story driven game since...well, probably since text only games died out in popularity, this game does go from gameplay to cutscenes and back.
thank you sounds good, but could you be more specific on "how the gameplay goes hand and hand with storytelling". how does the gameplay go hand in hand with the story?
Yah, I didn't expect that rant to go on so long...Paragraphs are your friend, learn to use them![]()
Yeah, I'm experiencing stuff like this everywhere. I feel like everyone is. For some of us, it really, really hurts the experience. Others are able to look passed it and maintain GOTG/GOTY/GOTF.
Ellie screams "look out! behind you!" when she's looking in the same direction I am, in front of me. Runners can see me from 30 feet away, but not from 2 inches. It's all over the place.
The game doesn't work like a normal PS3 game, you don't need double the space, you only need the exact size of the game, and it's playable from roughly half way downloaded, but you'll still need the full 26GB.
I am getting my ass owned in the school on hard mode. My companions are always starting fights with clickers/runners.
I had responded to your question on the previous page. Not sure if you saw itthanks for your reply.
I think there are many ways how you could implement risk and reward (death would be the highest risk) into a game. the last years of horror games showed us how you could experiment with such mechanics in a inventive way. (talking amnesia, dayz, dark souls, zombieU). TLoU from your descriptions sounds like a rather "classic" example, which is fine by me generally, but certainly not interesting, especially not in a survival game.
story told through gameplay is also a field that was progressivly explored by many devs in the last couple of years. for example the insanity mechanic in amnesia. creating situations even in a linear game that foster or enhance the story for each individual player.
I was hoping ND took some of those ideas and concepts into their latest game, but I'm not quit sure if they achieved this after your description. I'm not well informed about the game, this is why I'm here and asking questions.
as I said, I'm interested in the game and I respect ND for their previous work, but I want games to be progressive and inventive.
How is death handled in the game and how is the story told through gameplay? I'm not especially interested in the next iteration of the "gameplay/cutscene/gameplay/cutscene - formula".
I still love the game and it'll almost certainly be my GOTY, but man the AI is horrendous and these pathfinding issues occur throughout the ENTIRE game. I sorta wish Ellie would just hide under a desk/staircase or something until the area is cleared - at least that would be less distracting.
I wonder if Naughty Dog can fix this or if that's outside the scope of a patch.
I am getting my ass owned in the school on hard mode. My companions are always starting fights with clickers/runners.
thanks for your reply.
I think there are many ways how you could implement risk and reward (death would be the highest risk) into a game. the last years of horror games showed us how you could experiment with such mechanics in a inventive way. (talking amnesia, dayz, dark souls). TLoU from your descriptions sounds like a rather "classic" example, which is fine by me generally, but certainly not interesting, especially not in a survival game.
story told through gameplay is also a field that was progressivly explored by many devs in the last couple of years. for example the insanity mechanic in amnesia. creating situations even in a linear game that foster or enhance the story for each individual player.
I was hoping ND took some of those ideas and concepts into their latest game, but I'm not quit sure if the achieved this after your description. I'm not well informed about the game, this is way I'm here and asking questions.
So I have a sincere question, and I hope I can get a sincere answer. This game, much like Mass Effect 3, is making my PS3's fan come on. How dangerous is this to the health of my ps3(the first slim model)? I'm in an air conditioned house and the console has plenty of room. Should I be concerned?
This is fun but these dudes with guns not dropping ammo just to keep my supplies constrained is dumb as hell.
This is fun but these dudes with guns not dropping ammo just to keep my supplies constrained is dumb as hell.
This is fun but these dudes with guns not dropping ammo just to keep my supplies constrained is dumb as hell.
Is the save file completion percentage accurate? Is it also calculating collectibles into that number?
Your companions don't start fights, only you are able to.
What don't you enjoy about that? Those are the best parts IMO: large areas with ways to flank and attack.damn in the hotelgmae is way too stressful at times lol.when you get the generator going and Bloater comes.
and of course right after that is ANOTHER section in a large room filled with enemies. This game has me so conflicted. It's almost lazy how many of these sections there are. They just aren't fun to me.
This is fun but these dudes with guns not dropping ammo just to keep my supplies constrained is dumb as hell.
What don't you enjoy about that? Those are the best parts IMO: large areas with ways to flank and attack.
damn in the hotelgmae is way too stressful at times lol.when you get the generator going and Bloater comes.
tfw a clicker notices you just before you are able to shiv it
daaaaaaaamn
damn in the hotelgmae is way too stressful at times lol.when you get the generator going and Bloater comes.
and of course right after that is ANOTHER section in a large room filled with enemies. This game has me so conflicted. It's almost lazy how many of these sections there are. They just aren't fun to me.
tfw a clicker notices you just before you are able to shiv it
daaaaaaaamn
damn in the hotelgmae is way too stressful at times lol.when you get the generator going and Bloater comes.
and of course right after that is ANOTHER section in a large room filled with enemies. This game has me so conflicted. It's almost lazy how many of these sections there are. They just aren't fun to me.
Your companions don't start fights, only you are able to.
AgreedThat part was kind of bullshit I think. I tried it a couple times but it doesn't seem fair. So I grabbed all the items first, then hit the generator and ran for the exit.
It was a crap encounter because it forces the trial and error approach. The enemies just spawn out of nowhere.
LMAO at the joke book...
Justin Bieber made it that long? It really is a cruel world.