I think I'm in the same boat.
I'm pretty early on I think, and I've already died 121 times. Mostly due to the clickers though.
I think I'm in the same boat.
What you consider "bloat", I consider pacing. The game isn't meant to be fast paced, encounter after encounter. I like the slow build up in the beginning. The intro is awesome and something I always wanted to see in a gameTLOU is this generation's RE4 and that makes it a lesser game by default.
TLOU is what RE4 would be if RE4 was bitten by a visceral and cinematic AAA-infected game.
Stage 1 infection - Ridiculously slow-paced, handholding tutorials
Stage 2 infection - Arbitrary bouts of forced slow walk and frequent use of mindnumbing "puzzles" that take more time to physically solve than mentally
Stage 3 infection - Unskippable mini-cutscenes among other annoying animations (ladders, planks, etc...) and an intro that makes full replays nigh-unbearable.
I still think TLOU is a fantastic game. The combat is perhaps the most intense and nervewracking I've experienced in a TPS-style game and the game seems ungodly long, with encounters feeling varied and unpredictable. I played for 8 or 9 hours today and I can't imagine the game ending in the next few hours. The economy system is a bit slow paced but is still satisfying.
I would absolutely love to see this style of combat in a more fast-paced game like RE4, smoothly and efficiently moving me from encounter to encounter with not a second of bloat to be found anywhere.
Yeah, that's incredibly annoying. I think you get used to them doing stupid things eventually. It's not really a major complaint since I assume it would be difficult for the enemy AI to track three characters but it could have been handled better like letting you go alone first and opening up a way for them or something. Ellie is adorable though so I don't really mind her.What I hate is companions scaring the ever-loving shit out of me when I'm sneaking around clickers by fucking running all over the place and blocking my path and shit.
4:30 hours played, only 31%. Feels good. Love the systems. The last part I just did was awesome, super fast paced and tense too.The part when you meet Bill.
Heh I'm reminded of gears too. I really don't know why though, they aren't really similar.I just finished that bit and my stats say 8:30 played but I know it is longer due to deaths.
I keep getting Gears1 flashbacks with this game. Not sure if that is a good or bad thing.
I have an extra Sights and Sounds Pack code for the first person to quote this
Any tips for the part after Lincoln ()?the houses and school
Is it possible to stay stealthy? It seems impossible.
But the shotgun is my new best friend.
For the last couple of months I've attempted to be on complete media blackout for The Last Of Us, and I have mostly achieved my goal, thank God. I've had it since Tuesday, just finished it. Took my time with it, played it mostly at nighttime. I explored, scavenged and absorbed the world Druckmann and Stapley have created as much as I could. This game is really something special. You know, I could write about how marvelous the level design, or how the combat mechanics and gunplay feel are pitch point perfect, or how every corner of the game is jam-packed with unique detailing. Or the emotionally affecting and draining story, how the characters will stick with you, how you'll actually feel for these people. But there's not much point in describing any of this, really. Fact of the matter is TLoU is simply one of the best games of this generation, and it's everything I could've hoped for from the Straley/Druckmann duo. ND should be proud of what they have accomplished, and Sony should give these two free reign. Neil Druckmann has got to be the best writer currently working in this industry.
What you consider "bloat", I consider pacing. The game isn't meant to be fast paced, encounter after encounter. I like the slow build up in the beginning. The intro is awesome and something I always wanted to see in a game
Listen mode would feel a lot less like cheat mode without the silhouette. Knowing that there's something moving around in a particular direction would be helpful enough. It'd be nice for people not playing in 5.1 too
It's just going to be total hell on replays. So much unskippable stuff that amounts to nothing.
TLOU has good pacing if any deviation in intensity is considered good pacing, but on a ten scale, the game constantly alternates between a 1 or 2 and a 9 or 10. To me, it feels like playing "red light, green light". Very jarring.
The distinction between combat and exploration/navigation might be contributing to that. In RE4 for example, pacing is handled entirely through the varying intensity of combat. RE4 never says "you've had enough combat, now you're going to do something else for a while". To be clear, I think the combat in TLOU is fucking amazing and nervewracking and intense. I just wish the non-combat stuff could be cut down on and allow the game to be paced in more interesting ways. Alternating between combat/navigation isn't a skillful method of pacing imo. And the non-combat stuff just isn't that engaging to me.
Probably in the minority on this but I'll accept that.
Listen would feel a lot less like cheat mode without the silhouettes. Knowing that there's something moving around in a particular direction would be helpful enough. It'd be nice for people not playing in 5.1 too
Yeah. Just seeing ripples echo across the wall or something would have been nice.
Why...why would you spoil the ending?It doesn't make sense either. Unless the ending twist is that Joel was a clicker the whole time
am i the only one who goes out of the way to murder everyone 100% i'll sneak but i won't leave anyone alive, infected or not
some sections of this are annoying because I have no idea where to go in a room full of clickers. i suck so bad at it on normal
Yeah, I definitely got that HL2 vibe, and I think RE4's a bit stronger on the explorative angle whereas this is very much more that sort of progression you'd see in Half Life, Uncharted, most modern linear games really that aren't cleanly divided into stages or open world.This feels more like half life 2 than RE4 to me. Frankly I don't see RE4 at all here, and it's one of my favorite games.
That's fine to me, though.
Reminds me of golden age survival horror.
I think that bloating could be cut by alot if there was like a navigation compass arrow or something (ala bioshock). I also think if that tip thing could come up any time we want, instead of popping up when were idle for to long in 1 area.
Most of that bloating would be cut in half if I actually knew wtf I had to do. To many times, especially in the hotel, where I had to find which way to go. The level design gets very confusing sometimes since it's very samey looking.
Well, for what it's worth I'm not actually the biggest HL2 fan, so to me it's less "WOW THIS GAME'S BLOWING ME AWAY AS MUCH AS HL2" (wait a second that technically counts) so much as "huh, I'm getting the same sort of vibe and feel I got from games like HL2." I certainly didn't need to be as cautious here as either of those two though.So let me get this straight....people are comparing this game to HL2 and RE4? Holy shit. Talk about being compared to titans.
I really need that cheap PS3 mini
sony y u leave me hangin
It's just going to be total hell on replays. So much unskippable stuff that amounts to nothing.
TLOU has good pacing if any deviation in intensity is considered good pacing, but on a ten scale, the game constantly alternates between a 1 or 2 and a 9 or 10. To me, it feels like playing "red light, green light". Very jarring.
The distinction between combat and exploration/navigation might be contributing to that. In RE4 for example, pacing is handled entirely through the varying intensity of combat. RE4 never says "you've had enough combat, now you're going to do something else for a while". To be clear, I think the combat in TLOU is fucking amazing and nervewracking and intense. I just wish the non-combat stuff could be cut down on and allow the game to be paced in more interesting ways. Alternating between combat/navigation isn't a skillful method of pacing imo. And the non-combat stuff just isn't that engaging to me. Movement is too slow when Joel doesn't have his fast spring and the puzzles are tedious and easy.
Probably in the minority on this but I'll accept that.
So do you ever get an improved shiv or shiv upgrade later on that doesn't break in one hit?
The shiv upgrades are only clicker specific. First one lets you use it to get one off you, the second upgrade makes it so the shiv doesn't break during the clicker defense.
So do you ever get an improved shiv or shiv upgrade later on that doesn't break in one hit?
What's your price point?
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This game is great, anyone else looking around in all directions and kinda walking backwards and to the side everytime you enter a new area? I feel so paranoid playing this haha
Nope you can get training manuals to upgrade it.The shiv upgrades are only clicker specific. First one lets you use it to get one off you, the second upgrade makes it so the shiv doesn't break during the clicker defense.
Game crashed and I lost about 7 hours of play I just looked up a video walkthrough to see how close I was to the end and I was less than 30 minutes away. Reeeeaaaally sucks.
Nope you can get training manuals to upgrade it.
the fuck happened to 20 hour long campaign