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Actually seemed pretty difficult to me. The last room had me failing a couple times before I went a bit rambo which I felt bad about. Im sure its one of those things where you pick up tactics as you go.
I was apprehensive about Naughty Dogs ability to make a true game again as opposed to a series of funnels that takes you to the next cut scene or set piece.
Uncharted Drakes Fortune was a flawed masterpiece, with levels designed in a way that cleverly disguised how linear they were and encouraged exploration. The controls were a it sloppy and the gunplay average, but the package came together beautifully. In Uncharted 2 and 3, they kept all the controls and gunplay issues but then made the levels ultra linear and focused on the cut scenes.
I was worried that they'd carry this one step further in the Last of Us, especially after all the interviews with various Naughty Dog representatives talking themselves up as the beacons for story execution in gaming.
But after actually playing the demo, I got that great feeling I had in the original Uncharted again. This game is linear, as most games are, but like Uncharted its not OBVIOUS it's linear. They also find ways to distract you with weapon and item creation and the like. It's really good.
Are you able to use that glitch to explore more of the area ahead since the game is not fading to black?
Still trying to figure out how to do the section totally through stealth.
Anyone had any success?
they are blind....Is there some kind of story canon reason that the runners don't notice your flashlight beam? Or is it just a video game thing to make it easier/more forgiving for the player?
Is there some kind of story canon reason that the runners don't notice your flashlight beam? Or is it just a video game thing to make it easier/more forgiving for the player?
they are blind....
Videogamer.com was one of the two sites that I can remember that had somewhat negative impressions of the recent press demo. Dave Cook from VG247 was the other.
Demo was difficult for me because I forgot Joel had detective vision. Turning it off in the retail game for sure.
Just gamey, as far as I know. They aren't blind, they can see you. So they should be able to see the light. Guess they thought it'd be too hard for people.
I actually played through without the flashlight the first few times. Didn't know they couldn't see it. There are areas in the game though that are pitch black, and you need the light. So I guess it was just a compromise they had to make for a less frustrating game?
I swear though I read an early preview that said runners could see the light. Maybe not. Idk... it was months ago.
Only clickers are blind. The runners can see you (but not your flashlight, apparently).
The TLoU wiki says that runners have a weak eyesight. They can see, but I guess that anything they don't see will be justified by that.
I can see this getting Kazified for E3
yup the ai is very good indeed.The thing I'm most impressed with demo, I've watched the last encounter on a handful of YouTube videos and it plays completely different every single time.
The AI is fantastic in this game, it really feels like a sandbox.
Just gamey, as far as I know. They aren't blind, they can see you. So they should be able to see the light. Guess they thought it'd be too hard for people.
The TLoU wiki says that runners have a weak eyesight. They can see, but I guess that anything they don't see will be justified by that.
I would think light would be the most obvious thing to see, even for someone blind hahah.
Doesn't bother me much, humans better react though.
Went out and rented GoW:A from Redbox just to get access to the demo, and honestly - I felt a bit underwhelmed after all the hype. I mean don't get me wrong, I did enjoy it, but felt it was a bit short. The "clicker" design is also a bit strange to me, idk maybe I just need to run thru it a few more times.
I wish I could walk into a Walmart now and find this game on the shelf.
This upcoming Friday you most likely can.
Good luck; we're all counting on you.Well I'm going to try my hardest. Wish me luck hehe.
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That was so good. I'm so excited.
I died three times or so on the fight. I kept trying to stealth and it kept going OH SO WRONG. Fourth time through, everything went wrong again (runner saw me in my cover because I didn't realize...even if you're behind something, if you're not close enough to your cover, something can still see you. Runner saw me over the cabinet I was behind) and I made it out even though I got into a big melee battle, I just got lucky and shived the clicker twice as it tried to get me and beat all the runners to death.
PHEW.
Can't WAIT for the full game!![]()
Awesome impressions in this thread. Really hope I can get the download on my dummy account so I can experience it myself. Sure, I could watch a video of it, but it wouldn't be the same as having to decide what to do on my own and hopefully feeling that controller rumple appropriately with each attack.
So far it seems like if you stripped the combat and level design down to it's essential mechanics and looked at it from a top-down perspective, it would be VERY reminiscent of Hotline Miami. That's a very good thing.
From that perspective, the listen ability makes a ton more sense. It's not about surprises around every corner and more about figuring out the best way to deal with everyone in an area, knowing that you can die in a split second and any loud noises will bring everyone down on you at once. It's like "Alright, I know I can take two runners in open combat, but not three, and I can only handle one clicker at a time without dying. How do I best crowd manage and put this situation in my favor?" I definately can't wait to see how human enemies improve this set-up.
edit: wow, I just realized that going from runners (mindless shooter zombies) to clickers (old-school horror zombies) to real humans (complex, ruthless AI) is an incredibly smart way to scale difficulty and bring newer, more casual gamers into the fold. If I'm right about that, then this would be a great game for introducing casual gamers to the more difficult/hardcore side of the spectrum. A gateway drug, if you will.
Popped in a GoW:A disc, and can't seem to find the demo available it download? Where the heck it is!?
Did you download the update for GOW? It should say "press square" for the demo at the bottom of the main menu.
If you did download it, I think someone earlier said they had to access the multiplayer first.
Went out and rented GoW:A from Redbox just to get access to the demo, and honestly - I felt a bit underwhelmed after all the hype. I mean don't get me wrong, I did enjoy it, but felt it was a bit short. The "clicker" design is also a bit strange to me, idk maybe I just need to run thru it a few more times.