PetriP-TNT
Member
Confirmed that 720p makes the game run much better, albeit a bit blurry. At least it doesn't give me sea sickness anymore. What a time to be alive.
AgreedIt would have won if it came out earlier imo.
It would have won if it came out earlier imo.
Its #3 for passion and quality rankings.Or if it sold better. Not many have played it sadly. Still though it's pretty impressive.
Well TLG came in at #5 on the overall GOTY vote for GAF and #2 for PS4 games though I think games like Overwatch were omited for some reason so its probably like down a few spots all things considered. Still its high up there and got a pretty sizable chunk of the votes. Pretty awesome for a game that came in December a week after FF XV
There was a spell when I got a little stuck trying to move on when his neck did weird things for me, but I restarted the check point and it cleared.
Confirmed that 720p makes the game run much better, albeit a bit blurry. At least it doesn't give me sea sickness anymore. What a time to be alive.
Well TLG came in at #5 on the overall GOTY vote for GAF and #2 for PS4 games though I think games like Overwatch were omited for some reason so its probably like down a few spots all things considered. Still its high up there and got a pretty sizable chunk of the votes. Pretty awesome for a game that came in December a week after FF XV
Let that be a lesson to us all.In my ballot, I put scores under each game (gave TLG a 10/10), but in doing so I inadvertently disqualified my list. If those 4 additional points were included, TLG probably would've nabbed the GAF top spot!
It would have won if it came out earlier imo.
Wait, is there a ps4 version?
PSN January Sales had the pair for £5You need to buy the PS3 remaster, if you buy the disk version you get both Ico and SotC - it's a no-brainer.
PSN January Sales had the pair for £5
U4 broad story is straightforward but doesn't make the underlying message any less relevant which was "thanks for staying with us on the adventure share it with others as we enjoyed the ride together" meta message. And that ties into Drake being older and finally rejecting treasure hunting for familyNah, to enjoy Ueda's games you have to really dig his style, both in game design and audio/visual department.
I think that makes them relatively niche games.
Something like Uncharted 4 is easier to get into for just about anyone, since it's a pulpy shooter with great production values and a cinematic, straight forward story.
Did anybody here know you can pet Trico to the point that he falls asleep? I didn't.
Uhm, the relation between this and my post is eluding me.U4 broad story is straightforward but doesn't make the underlying message any less relevant which was "thanks for staying with us on the adventure share it with others as we enjoyed the ride together" meta message. And that ties into Drake being older and finally rejecting treasure hunting for family
I'd say you're past the halfway point. There is a lot for you to play yet.So I'm at the part whereTrico and the boy have their first run in with a hostile "Trico". Trico gets knocked down, and the boy gets stuck in the tree branch.
How far am I and how much is left?
Yeah I bought that. I was mostly only interested in Shadow of the Colossus but it made more sense to buy both at £5 than just SoTC at £15.
Finished this the other day, man it might be one of the best experiences I've ever had with a game. So many feels while playing, I have a dog and could see my dog in trico what a game.
TLG is the type of game that the people it does connect with it connects on a very deep level and inspires more impassioned feelings than even the best AAA games have trouble coming close to. It also did this without a lot of the constant and almost required gameplay elements and gimmicks like open world, RPG mechanics, a multiplayer mode of some sort, or any of that stuff. There isn't a cliff hanger, there isn't necessarily a focus on re-playabliity though its certainly there for those who want to experience it again, and its not exactly a trophy hunters friend. Its got a vision that you don't see from a game of that caliber much outside of people like Kojima and in a lot of ways I think TLG nailed its vision in a way that was both touching and effective on an emotional level but did it in a way that focused on doing through so the gameplay and really makes best use of the interactive nature of the gaming medium. Its got issues but it aims incredibly high and nails it but for some technical hiccups. Its a tour de force.
I had a bit of trouble with the gates. The best solution I found was toMan, I love Ueda's previous games, and I want to love this. But boy is it an exercise in frustration. Yesterday I nearly gave up after an hour of hinky barrel physics, followed by another half hour of shouting at Trico trying to get him to jump in the back of that dark cave.
Currently, I'm stuck trying to get Trico to go through an underwater gate - I've opened the gate, I've figured out how to get him to dive perhaps one time out of every twelve attempts, but he won't pass through with me riding him. He will pass through happily by himself. But the moment I'm on him he treads water at the gate then turns around and comes back up.
This is typical of my experience of the game - every time you have a beautiful set piece or platforming section out in the captivating open air castle sections, it's quickly followed by an hour of numbing grappling with Trico or the game's dreadful physics, or the game's dreadful camera, usually in dark small rooms.
The frustration is never figuring out the puzzle, always attempting to overcome the controls to execute on the solution - and as in my current situation, it's usually unclear if you're dealing with a glitch or doing something wrong.
The frustration is never figuring out the puzzle, always attempting to overcome the controls to execute on the solution - and as in my current situation, it's usually unclear if you're dealing with a glitch or doing something wrong.
Man, I love Ueda's previous games, and I want to love this. But boy is it an exercise in frustration. Yesterday I nearly gave up after an hour of hinky barrel physics, followed by another half hour of shouting at Trico trying to get him to jump in the back of that dark cave.
Currently, I'm stuck trying to get Trico to go through an underwater gate - I've opened the gate, I've figured out how to get him to dive perhaps one time out of every twelve attempts, but he won't pass through with me riding him. He will pass through happily by himself. But the moment I'm on him he treads water at the gate then turns around and comes back up.
This is typical of my experience of the game - every time you have a beautiful set piece or platforming section out in the captivating open air castle sections, it's quickly followed by an hour of numbing grappling with Trico or the game's dreadful physics, or the game's dreadful camera, usually in dark small rooms.
The frustration is never figuring out the puzzle, always attempting to overcome the controls to execute on the solution - and as in my current situation, it's usually unclear if you're dealing with a glitch or doing something wrong.
I remember complaints this game was short at launch but me and the wifey still haven't finished it.
Indeed, game is its own worst enemy.
I found with the swimming part, and many other finicky navigation bits, that it was very helpful to get him lined up right (often have to climb off, position yourself, call him, then get back in). Then issue command (in this case r1+x), then WAIT. Often he take 15 seconds or so to start, and I think intervening commands can screw him up. E.g., the first time he dove for me I kept pressing dive and then he came back up.
In the end, and having just finished, it's quite an end, he's just not that fun to interact with most of the time, as enjoyable as he is to watch.
For whatever reason, in my game he just wouldn't pass through the underwater gates if I was on him when he initiated the dive. I had to dive without him to trigger his own dive, then grab him on his way down to progress.
It's a shame these finicky elements hold back the game so much. It's beautiful and heartfelt and intriguing and I want it to work better than it does.
This game feels like it would be so easy to fix.
Cutting the physics puzzles (mainly the ones involving throwing barrels that bounce unpredictably) would have done wonders.
And I'd make the case for a Trico that's more directly player controlled, rather than an unpredictable AI. I understand what the game is trying to achieve in having him be uncooperative, but it doesn't take that concept far enough to really deliver on it. I think you either simplify and make him respond directly to player inputs, or you have to go much more ambitious and make a game that's about training him and him adapting to how you treat him over time. Perhaps that was part of the original vision. As it is, this in-between space where he doesn't learn anything over time, but he's consistently frustrating to deal with, just isn't particularly rewarding. It feels like the worst of both worlds.
The game also feels a bit padded, at least relative to Shadow of the Colossus, which felt all killer no filler.
I still feel very endeared to the game, in spite of all of the above. I guess that's Ueda's magic.
or you have to go much more ambitious and make a game that's about training him and him adapting to how you treat him over time. Perhaps that was part of the original vision.
For whatever reason, in my game he just wouldn't pass through the underwater gates if I was on him when he initiated the dive. I had to dive without him to trigger his own dive, then grab him on his way down to progress.
It's a shame these finicky elements hold back the game so much. It's beautiful and heartfelt and intriguing and I want it to work better than it does.
This game feels like it would be so easy to fix.
Cutting the physics puzzles (mainly the ones involving throwing barrels that bounce unpredictably) would have done wonders.
And I'd make the case for a Trico that's more directly player controlled, rather than an unpredictable AI. I understand what the game is trying to achieve in having him be uncooperative, but it doesn't take that concept far enough to really deliver on it. I think you either simplify and make him respond directly to player inputs, or you have to go much more ambitious and make a game that's about training him and him adapting to how you treat him over time. Perhaps that was part of the original vision. As it is, this in-between space where he doesn't learn anything over time, but he's consistently frustrating to deal with, just isn't particularly rewarding. It feels like the worst of both worlds.
The game also feels a bit padded, at least relative to Shadow of the Colossus, which felt all killer no filler.
I still feel very endeared to the game, in spite of all of the above. I guess that's Ueda's magic.
I can't agree with that. It would rob the game of one of its strongest aspects.
It is strange that players have had such differing experiences with the game though, or specifically Trico's AI. Perhaps it's random glitches that not everyone has experienced, preventing something from working as it should. That's my best guess at least, and something the developers should work on fixing if that is the case.
So I found this for cheap and was wondering, will I like it if I didn't like ICO?
make a game that's about training him and him adapting to how you treat him over time. Perhaps that was part of the original vision.
It has to be, I mean I've replayed the game once and passed the most controversial parts as soon as I knew the solution, in the case of my second playthrough literally in seconds.
I really liked Ico but was worried when they first announced this game because I wanted something more similar to Shadow of the Colossus since I consider it a much better game than Ico, but now The Last Guardian is my favourite of the three so, there's that.