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, 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.
I had responded to your question on the previous page. Not sure if you saw it
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".
Well there's a checkpoint system but this game has three many draws:
1) The narrative
Yes told through cutscenes but also developed through the interactions between Joel and Ellie and their in-game dialogue. It is a very dark mature story, basically the medium's The Road or Children of Men. The voice acting and relationship developments is movie-quality. Just absolutely superb
2) The atmosphere
ND crafted the world and level design perfectly. Tons of details. Stories told through details in the environments and notes found. The world feels lived in and overall just a bleak place
3) The combat
I've never experienced such tension in a game before. You feel like a survivor. Especially on harder difficulties. The odds are always against you. It's brutal and violent and there is absolutely no narrative dissonance like in some other games. It's a kill or be killed world and you're playing as a man with a very loose moral compass. This isn't a duck and shoot cover shooter. You have to stay on the move or else you'll get flanked. The enemies are smart and communicate, spread out, advance, search. Their behavior changes when they know you have a weapon or when you take a human shield.
The pacing is just perfect. Unlike most games, it's a slow burn build up that puts narrative and characters first, that just explodes into the most intense, tense combat scenarios I've ever played. The levels become open semi-sandboxes that offers myriad ways to approach combat. And stealth is always preferred.
But trust me, when you only have a smoke bomb, one pistol round, maybe an arrow or rifle round, no medkits and low on health, and there are three or four enemies hunting you...it's intense