The Last Guardian re-revealed at E3 2015! Up Yours Y2Kev!

While there is a niche for atmosphere heavy games with minimal gameplay, as evidenced by Gone Home and Dear Esther, its not what I'm looking for. Shadow of the Colossus was a beautiful game dripping with atmosphere that also had fun and unique gameplay. I can't name another game where the objective is to climb massive golem like entities and slaughter them one by one. But The Last Guardian... the gameplay just looks derivative and by the numbers. Push a cart, trigger and event. Jump from one platform to another. The atmosphere might be something you could lose yourself in, but for me personally, and I'm sure for many others in the thread, without engaging gameplay the quaint and peaceful atmosphere lends itself to boredom instead of tranquility.

Yes, because every single second of Shadow of the Colossus was slaughtering. No time was spent doing anything else. You simply leaped from head to head of lined up beasty, slaughtering them for complete and absolute instant gratification.

You arent even looking at the gameplay. You are looking at the actions of a step by step tutorial, solving everything for you.

The gameplay is NOT about the things you brought up, its about everything else going on around it.

Can you have SERIOUSLY played shadow of the colossus, and NOT see what they are going to do with these building blocks?
 
Looks like the fusion of ICO und SotC, which is great. The atmosphere in both games were unique. I can't wait to play this.


And while remastered PS3 games, like TLoU or GTA5, kept my PS4 alive, I'm totally fine with the Udea factor of this game.
 
For as big as this re-reveal is, kind of surprised the Thread isn't 3x longer than it is.
The gameplay demo wasn't particularly engrossing outside the novelty value of seeing The Last Guardian. Plus, there were two other big announcements to share the interest.
 
Am I the only one who notices that in addition to the gorgeous world, the animation of the boy and especially the griffonpuppycollosus (especially the small details of it's behavior and mannerisms) are unlike anything else out there in a videogame? The Ueda-esque nuances in the animation and AI are there more than ever. They just seem so...ALIVE. Never seen something quite like that in a game before. Nobody felt emotion while watching these two souls lost in a desolate abandoned world depend on each other to survive? Seems like everyone who's "over the hype" forgot what was hype-worthy about this game to begin with - you can tell from that one clip that it will break new ground in emotional, gameplay-oriented storytelling.
 
I don't think TLG is about gameplay as much as friendship and bonding. The jumping by the ledge, calling your friend, realizing what was bothering him, the leap of faith- all of that seems to suggest a game where beating it involves knowing your partner on an deep level to figure out how to proceed in the game.

Maybe I'm getting too hopeful, but this seems like a very different kind of game than most others we see. My more cynical side says that almost every other games that have attempted this type of player/AI interaction have failed. At this point, I'm just happy it's coming out. Maybe that's the point. Only real complaint might be the graphics, but I didn't expect game changing graphics from a game so long in development.

Yes, because every single second of Shadow of the Colossus was slaughtering. No time was spent doing anything else. You simply leaped from head to head of lined up beasty, slaughtering them for complete and absolute instant gratification.

You arent even looking at the gameplay. You are looking at the actions of a step by step tutorial, solving everything for you.

The gameplay is NOT about the things you brought up, its about everything else going on around it.

Can you have SERIOUSLY played shadow of the colossus, and NOT see what they are going to do with these building blocks?

If we're talking about gameplay being the connection between the boy and his beast, well as veloxStrix said there aren't many games that have had believable AI partners. Yes, I can envision the ideal game where I am truly interacting and in tune with my friend. But like you said, they really only showed us the building blocks. I would have liked to see the actual sum of those building blocks. And maybe I'm jumping the gun and the game has to be truly experienced to understand the connection between you and your friend. But all I'm saying is that the demo did not do a good job of communicating that. In the demo the extent of that was "he won't jump to the platform, find out why. Oh hey there is only one thing you can interact with on the other platform. I wonder what you should do."

If they can make the AI interaction more complex than that, which I'm sure they will, then I am definitely excited! I just want to see footage of that. Seeing is believing.

Also there was a lot of complaining about the graphics, but I think the game looks gorgeous, especially how the beast's artstyle is at a contrast to the environment.
 
Finally re-revealed. What a day to wake up. Holy crap.

Looks like everything I wanted from this game.

Some peace and quiet, nice gameplay and a beautiful animal to interact with.

Where's the hype gaf?!
 
If we're talking about gameplay being the connection between the boy and his beast, well as veloxStrix said there aren't many games that have had believable AI partners. Yes, I can envision the ideal game where I am truly interacting and in tune with my friend. But like you said, they really only showed us the building blocks. I would have liked to see the actual sum of those building blocks. And maybe I'm jumping the gun and the game has to be truly experienced to understand the connection between you and your friend. But all I'm saying is that the demo did not do a good job of communicating that. In the demo the extent of that was "he won't jump to the platform, find out why. Oh hey there is only one thing you can interact with on the other platform. I wonder what you should do."

If they can make the AI interaction more complex than that, which I'm sure they will, then I am definitely excited! I just want to see footage of that. Seeing is believing.

Also there was a lot of complaining about the graphics, but I think the game looks gorgeous, especially how the beast's artstyle is at a contrast to the environment.

Seeing is believeing is bullshit. You already saw it.

Comprehending is understanding.

'Emotional Connection' is garbage media wank buzzwords constantly thrown about with reckless abandon today, usually to describe the graphical fidelity of 'Emotions' attached to large wobbly knockers. Its meaningless garbage.

These are cold hard mechanical fundamentals. Every single second of this was 100%player controlled, or AI companion behavior. There were no cutscenes, there were no quick time events.

The boy talking wasnt 'atmosphere' it was all player controlled commands. Its a new and improved agro.

The player calls the companion, when the player is close, just like with agro, he pets the creature. Nice, but meaningless right now, just like it was with agro until enough time was spent with him.

The player then commanded the beast to jump to the next platform.
The player then commanded the beast to get ready to catch him.
The slow motion wasnt for shits and giggles. There is input in there, and it likely requires pretty good precision, or the slow motion wouldnt be implemented.

The Companion then shows a display of its own agency, and a conflict, it wants to go to the boy, but it is terrified of the eye design.

The boy pushes the eye design off the structure. One problem solved. The structure begins collapsing.

The boy runs to a place where he has enough time to call the companion, and tell the companion to get ready to catch him. The catch fails, the player has one last chance to not start over, but just like in Shadow of the colossus, these arent quick time events, if the player does not utilize the climbing controls they will not catch the tail.

Now the player is scaling the companion, while the companion AI is platforming. THis means grip meters and stamina management like.... Shadow of the Colossus, finding a safe place, during a good moment to let go to regain precious stamina before being forced to grab on again or risk getting flung off.

The climbing/stamina management test culminates in being able to remove the companions obstruction to climbing in time before the structure falls.


Its a painfully obvious basic mechanic tutorial, magically done without flashing hud vomit all over the screen.
 
This was my favorite announcement personally. It kinda has a "TLG Remastered" look to it and I expected more visually but that's ok. At least it's a completely new game we haven't played before.
 
Well, it's real and it looks gorgeous.

Doesn't seem dated to me. If anything, it stays loyal to the aesthetics of ICO/SotC. The scale of the scenarios shown in that gameplay demo is monumental. I like how crisp the background looks like when you pan the camera around, no stuttering or heavy framedrops.

If I'm nitpicky, I don't like the slow-mo effect when you're just about to die and your pet saves you by an inch. Hopefully it's just optional as I don't consider to be necessary. Let the architecture and the depth of field do the job instead.

I'll be playing this as soon as it gets released of course. Can't go wrong with Ueda.

Good lord, the wait it finally over. LOL.
 
You should play both. They are among the best games on PS2, but a warning must be given they are not for everyone. Ueda is a particular kind of game director that will always go for a more minimalistic approach to game design, if you can accept that approach then be ready for some of the 2 best games you will ever play.

Well, I've somehow been compelled to watch the trailer several times so tomorrow is the day to rectify the situation. I hope the PS3 ports are a good investment?
 
I think I will stay away from threads about this game, because there will be a lot of bickering, but I am so so happy it is finally coming!!!
 
Well, it's real, and it looks gorgeous.

Doesn't seem dated to me. If anything, it stays loyal to the aesthetics of ICO/SotC. The scale of the scenarios shown in that gameplay demo is monumental. I like how crisp the background looks like when you pan the camera around, no stuttering or heavy framedrops.

If I'm nitpicky, I don't like the slow-mo effect when you're just about to die and your pet saves you by an inch. Hopefully it's just optional as I don't consider to be necessary. Let the architecture and the depth of field do the job instead.

I'll be playing this as soon as it gets released of course. Can't go wrong with Ueda.

Good lord, the wait it finally over. LOL.

The slow mo effect takes place everytime the player tells the companion to catch him then makes a leap of faith.

Its not a cinematic effect, there is required input in there. The player likely has to signal the grab, taking into account animation lead time for the creature actually moving to make the grab, and the window where it would work looks to be pretty precise....So.. Slow-mo.
 
Seeing is believeing is bullshit. You already saw it.

Comprehending is understanding.

'Emotional Connection' is garbage media wank buzzwords constantly thrown about with reckless abandon today, usually to describe the graphical fidelity of 'Emotions' attached to large wobbly knockers. Its meaningless garbage.

These are cold hard mechanical fundamentals. Every single second of this was 100%player controlled, or AI companion behavior. There were no cutscenes, there were no quick time events.

The boy talking wasnt 'atmosphere' it was all player controlled commands. Its a new and improved agro.

The player calls the companion, when the player is close, just like with agro, he pets the creature. Nice, but meaningless right now, just like it was with agro until enough time was spent with him.

The player then commanded the beast to jump to the next platform.
The player then commanded the beast to get ready to catch him.
The slow motion wasnt for shits and giggles. There is input in there, and it likely requires pretty good precision, or the slow motion wouldnt be implemented.

The Companion then shows a display of its own agency, and a conflict, it wants to go to the boy, but it is terrified of the eye design.

The boy pushes the eye design off the structure. One problem solved. The structure begins collapsing.

The boy runs to a place where he has enough time to call the companion, and tell the companion to get ready to catch him. The catch fails, the player has one last chance to not start over, but just like in Shadow of the colossus, these arent quick time events, if the player does not utilize the climbing controls they will not catch the tail.

Now the player is scaling the companion, while the companion AI is platforming. THis means grip meters and stamina management like.... Shadow of the Colossus, finding a safe place, during a good moment to let go to regain precious stamina before being forced to grab on again or risk getting flung off.

The climbing/stamina management test culminates in being able to remove the companions obstruction to climbing in time before the structure falls.


Its a painfully obvious basic mechanic tutorial, magically done without flashing hud vomit all over the screen.


Thank you! Finally, someone who sees between the lines.
 
These are cold hard mechanical fundamentals. Every single second of this was 100%player controlled, or AI companion behavior. There were no cutscenes, there were no quick time events.
If you seriously think there were no scripted parts in that footage, you're going to get a nasty surprise when you play the game. Stuff like the creature grabbing the log is most likely scripted and not part of its AI.

The slow motion wasnt for shits and giggles. There is input in there, and it likely requires pretty good precision, or the slow motion wouldnt be implemented.
You don't know this. The slow-motion could just as easily be for dramatic effect.

The boy runs to a place where he has enough time to call the companion, and tell the companion to get ready to catch him. The catch fails, the player has one last chance to not start over, but just like in Shadow of the colossus, these arent quick time events, if the player does not utilize the climbing controls they will not catch the tail.
Again, you don't actually know any of this. There is no indication the missed catch is an input error, not is there any indication grabbing the tail was an input.

Now the player is scaling the companion, while the companion AI is platforming. THis means grip meters and stamina management like.... Shadow of the Colossus, finding a safe place, during a good moment to let go to regain precious stamina before being forced to grab on again or risk getting flung off.
No stamina bar appears on screen. There is no reason to believe there is a stamina bar involved.

Its a painfully obvious basic mechanic tutorial, magically done without flashing hud vomit all over the screen.
You're assuming mechanics are there for every element even though there is no reason to believe there are.

Also, this does not look like a tutorial. Tutorials generally test mechanics in a controlled environment before throwing the player over bottomless pits with insta-death for failing commands.
 
It just dawned on me how brilliantly well conceived this is. The concept would have absolutely made no sense with a human AI. Part of the puzzle solving involves figuring out what the hell trico is trying to say in the first place. Establishing that cooperation through body language and, over time, trust is what the game is about. I won't be surprised if there are other puzzles that you simply cannot brute force by pushing every lever. It was probably said many times before, but the trailer really demonstrates that to the audience, fittingly with no words spoken.

So good!
 
The slow mo effect takes place everytime the player tells the companion to catch him then makes a leap of faith.

Its not a cinematic effect, there is required input in there. The player likely has to signal the grab, taking into account animation lead time for the creature actually moving to make the grab, and the window where it would work looks to be pretty precise....So.. Slow-mo.
This is possible. It's also possible the slo-mo is just there for dramatic effect. Again, you're making a lot of assumptions about the game based on a demo you haven't played.

A lot of your suggestions don't even make much sense. If you controlled the input for the creature catching the boy, it would be the only command in the game where you directly control the creature instead of controlling the boy.
 


what a grand and epic moment for the gaming industry. Made me even more emotional then the game itself. I salute you Ueda-san.

Must have been a warm shower after all this time.
 
We can put this gif to bed at last:
2396282-9287106980-downl.gif
 
So do you guys think will there be TLG limited edition PS4? I need to buy PS4 by the time game releases. Don't know if I should wait for possible LE or run in the store and buy ps4 right now.
 
The slow mo effect takes place everytime the player tells the companion to catch him then makes a leap of faith.

Its not a cinematic effect, there is required input in there. The player likely has to signal the grab, taking into account animation lead time for the creature actually moving to make the grab, and the window where it would work looks to be pretty precise....So.. Slow-mo.

I know it's not cinematic, but to implement it in such a way (as to require precise player input) seems very similar to implement QTE's, which weren't necessary in both previous games.

Btw, I'm not arguing if they're properly implemented or not. I just don't like them at all. I may grow used to them, but at first glance, they're a big no-no for me.
 
Seeing is believeing is bullshit. You already saw it.

Comprehending is understanding.

'Emotional Connection' is garbage media wank buzzwords constantly thrown about with reckless abandon today, usually to describe the graphical fidelity of 'Emotions' attached to large wobbly knockers. Its meaningless garbage.

These are cold hard mechanical fundamentals. Every single second of this was 100%player controlled, or AI companion behavior. There were no cutscenes, there were no quick time events.

The boy talking wasnt 'atmosphere' it was all player controlled commands. Its a new and improved agro.

The player calls the companion, when the player is close, just like with agro, he pets the creature. Nice, but meaningless right now, just like it was with agro until enough time was spent with him.

The player then commanded the beast to jump to the next platform.
The player then commanded the beast to get ready to catch him.
The slow motion wasnt for shits and giggles. There is input in there, and it likely requires pretty good precision, or the slow motion wouldnt be implemented.

The Companion then shows a display of its own agency, and a conflict, it wants to go to the boy, but it is terrified of the eye design.

The boy pushes the eye design off the structure. One problem solved. The structure begins collapsing.

The boy runs to a place where he has enough time to call the companion, and tell the companion to get ready to catch him. The catch fails, the player has one last chance to not start over, but just like in Shadow of the colossus, these arent quick time events, if the player does not utilize the climbing controls they will not catch the tail.

Now the player is scaling the companion, while the companion AI is platforming. THis means grip meters and stamina management like.... Shadow of the Colossus, finding a safe place, during a good moment to let go to regain precious stamina before being forced to grab on again or risk getting flung off.

The climbing/stamina management test culminates in being able to remove the companions obstruction to climbing in time before the structure falls.


Its a painfully obvious basic mechanic tutorial, magically done without flashing hud vomit all over the screen.

You say seeing is believing is bullshit... then you make a giant post about a bunch of speculation?

Your speculated game sounds very nice, very nice indeed. However the demo didn't show any of that explicitly. Its just speculation. And like I said, what I saw in the demo was very simplistic and basic platforming puzzles. Nothing new or interesting there. If they came out and confirmed everything you said tomorrow, then I would see the demo in a new light. Until then, it seems pretty boring to me.
 
Damn, I really thought they would manage to get it out before the end of the year, at least in Japan.

Well, after so many years of believing, I can wait a few more months.
 
Completely underwhelmed.

I feel like the Last Guardian was shitcanned years ago and only dredged up because GAF and others wouldn't let it die. Like the game literally sat dormant till a few months ago and Sony engineers stitched the code base back together to make the game work.

That said, I'm more than happy to check it out when it releases...
But I was getting some serious Ico vibes from the gameplay... Nothing wrong with Ico, it's just not my thing.

I mean if you didn't like Ico why wouldn't you be underwhelmed? This was never going to be majorly different.
 
It just dawned on me how brilliantly well conceived this is. The concept would have absolutely made no sense with a human AI. Part of the puzzle solving involves figuring out what the hell trico is trying to say in the first place. Establishing that cooperation through body language and, over time, trust is what the game is about. I won't be surprised if there are other puzzles that you simply cannot brute force by pushing every lever. It was probably said many times before, but the trailer really demonstrates that to the audience, fittingly with no words spoken.

So good!

I'm actually surprised with Trico. Especially the part where he stops at that the eye sign and you notice immediately that you have to remove it. It's clearly communicated so well without any actual prompts/signs. I also quite liked how the boy did the jumping motion for it to jump across. Kind of cool.

The fact that the whole game went on HUDless wasn't something I noticed too.
 
This is possible. It's also possible the slo-mo is just there for dramatic effect. Again, you're making a lot of assumptions about the game based on a demo you haven't played.

A lot of your suggestions don't even make much sense. If you controlled the input for the creature catching the boy, it would be the only command in the game where you directly control the creature instead of controlling the boy.

You arent directly controlling the companion, anymore than you directly controlled the companion when you told it to jump across the pit. You are signalling it. A signal CLEARLY shown with an arm thrusting animation, and a shout, with EVERY leap of faith shown, that DIRECTLY correlates to the immediate response of the companion afterward. These arent assumptions. They are direct observations.

Watch again, when you are finished, you may bask in the light of the truth, which radiates from within me.
 
It looked like the PS3 reveal but honestly don't care, I'm just so happy this is coming out next year. 2016 sounds insanely stacked for Sony just from the first parties, unfortunately some games will slip into 2017 I feel. :/

I can't believe they started with this game, what a way to begin a conference.
 
You say seeing is believing is bullshit... then you make a giant post about a bunch of speculation?

Your speculated game sounds very nice, very nice indeed. However the demo didn't show any of that explicitly. Its just speculation. And like I said, what I saw in the demo was very simplistic and basic platforming puzzles. Nothing new or interesting there. If they came out and confirmed everything you said tomorrow, then I would see the demo in a new light. Until then, it seems pretty boring to me.

Not one single speculation. All observations.

But let me guess, when that happens, which it will. And much more, including things like using the companion to remove soldiers that would harm the boy... When its all laid out barney style

You wont think twice about how maybe you could have deduced it all yourself right here, right now.

It will have just been 'A lucky guess'

Right?
 
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