spoilers!
Agreed, and I also went back and added spoiler tags.I never said I didn't like it; it works as it's intended, emotionally-gripping intro that immediately grabs your attention and interest, which is a good idea because the real game starts pretty slow with the world-building and tutorial stuff and then increasingly grows right up into that impeccable second half of the game. It's good, but there's so much better stuff in here that ND has learned how to do. As much as I enjoyed UC2 back in '09, this is really the peak of that interactive cinematic action/storytelling game they've been trying to make all generation. A game that works on equal measure because of it's story and it's gameplay, how they reflect each other, and how every element adds up to the whole, from the incredible art direction, the fantastic sound design, the dynamic AI routines and relatively open approach to level design(particularly in the second half), the visceral but believable approach to violence, all the great animations that still control really well, etc. It's their best work to date.
I wrote a post on the subject here, if you want to look into it.
It's on Steam. Made by one person, showcases more brilliant puzzle design than almost every other game on the market. Ever. In history.
I never said I didn't like it; it works as it's intended, emotionally-gripping intro that immediately grabs your attention and interest, which is a good idea because the real game starts pretty slow with the world-building and tutorial stuff and then increasingly grows right up into that impeccable second half of the game. It's good, but there's so much better stuff in here that ND has learned how to do. As much as I enjoyed UC2 back in '09, this is really the peak of that interactive cinematic action/storytelling game they've been trying to make all generation. A game that works on equal measure because of it's story and it's gameplay, how they reflect each other, and how every element adds up to the whole, from the incredible art direction, the fantastic sound design, the dynamic AI routines and relatively open approach to level design(particularly in the second half), the visceral but believable approach to violence, all the great animations that still control really well, etc. It's their best work to date.
What's the difference between runners and stalkers? I finished the game but I didn't make any difference between both.
What's the difference between runners and stalkers? I finished the game but I didn't make any difference between both.
So I'm playing Survivor and I'm at theIs there any way to stealth through the area with Stalkers? I can't even get a stealth kill on any of them (for the tag) because they see me immediately, even if their backs are turned.sewers.
Like runners, they can still see, but they're more aggressive and can hide from you and follow you without having to have a clear line of sight the whole time, and make a different sound.What's the difference between runners and stalkers? I finished the game but I didn't make any difference between both.
Stalkers(lvl 2 infected) run around and hide and try to disorient you. Runners(lvl1 infected)...just rage and run at you
From The Last of Us Wikia
"Stalkers are the second stage of the Infected that have characteristics of both Runners and Clickers, mixed in the form of a hybrid. They are fast, can run and can see you like runners while looking and sounding as sinister in comparison to third stage clickers with the fungus just starting to sprout but attack similarly like Runners with flailing arms and in packs."
http://thelastofus.wikia.com/wiki/The_Infected
Like runners, they can still see, but they're more aggressive and can hide from you and follow you without having to have a clear line of sight the whole time, and make a different sound.
I just went through that on hard difficulty, and you're right, they're way too sensitive, unfairly so. If you creep even for a moment without the thumbstick down, you're toast, other times they notice anyway. There's also the holdover from Uncharted where an enemy will see you if you're aiming at them, it's a bit ridiculous. I just used the bow to get through it without raising alarms.
Do you like open levels with multiple ways to approach and tactics to try?I don't even know what to make of this. As you can certainly tell given past interactions we certainly don'thave the same tastes or look for the same things.
I am even more now doubtful that I will like it.
Yeah, there aren't any. Although you do get pretty slow pop-in when you skip the cutscenes, they start fully baked if you watch them.I'm wondering, where the hell are the load times in this game.
I'm skipping all the cut-scenes and I still don't see load times.
I'm wondering, where the hell are the load times in this game.
I'm skipping all the cut-scenes and I still don't see load times.
I'm wondering, where the hell are the load times in this game.
I'm skipping all the cut-scenes and I still don't see load times.
6/10 for technical proficiency, VO, music and little else.
O, and my first/only playthrough was 9h52m but I did a lot of dying and scavenging so it could probably be done much quicker.
Question then, is the combat as fantastically cinematic as they say? Particularly the melee combat?
Question then, is the combat as fantastically cinematic as they say? Particularly the melee combat?
The melee is a much improved version of what they attempted in UC3 with the blending towards surrounding environmental objects. Much less obvious warping around, and this extends to Joel himself who still touches the environment but in a much more way compared to drunk Drake in uc3.
Wow, sounds like the demo is true in regards to AI.The combat is easily the best I've seen in a ND game, particularly in what they're trying to achieve here. They take that environmental interactive thing UC3 had, but the sound design is so much better, and the M-rating means they can get away with more violent things. It's the way the screen shakes on impact, the way Joel falls backwards from a shot like it really fucking hurt and a speeding bullet just killed your momentum, the fluidity of the animations and how they flow into each other, the motion blur and deliciously violent sounding and looking explosion of body parts being dismembered from an nailbomb. This is making me sound like a psychopath here, but I mean it in the best way possible. There's this incredible sense of weight and impact to your blows, and the sway of your gun that makes every blow and bullet that much more effective.
The AI is rather smart too, at least the alert state ones. This leads to some very entertaining, dynamic sequences.
No spoilers here, but random situation. I'm in this building, shot one guy in the face, other guy ran the other direction and hid behind some shelves. I know he's there, he knows I'm there, too. I'm just waiting for him to come out and shoot him like all the other cover shooters I've played. But he's just sitting there. 30 seconds nearly go by and this other mothafucka sneaks up behind me, grabs me, dude in cover pops out and shoots me dead.
Another situation. 1/3rd through the game, enemies have molotovs. I'm in a room with two exits, front and the back, and a small window you can't jump out of. I stealth kill a guy, another guy sees me through the window. I try to run out of the room, somebody throws a molotov RIGHT at the door, blocking that exit. I turn back and around and pull out a revolver, waiting for these guys to show up. 3 bullets, gotta make 'em count. One guy rushes in, miss the first shot(and his leans his body to the left to avoid it, or maybe it hit him in the shoulder), nail him with the second. I run out the door, another guy is leaning against the wall waiting for me to run out, hits me with a pipe. Low on health, he's about to swing again, I'm about to die here. Then it was like the clouds parted on some shit because BAM Ellie shoots him in the back from above, I rush him when he's stunned, melee him with the butt of my revolver, then smash his head against a ledge.
There's this dynamic, scrappy feel to the combat. Bullets are a lot rarer here than UC, and every one feels precious. When you pull of a shotgun blast with your last shot RIGHT before a Clicker one-hit kills you, it feels great, in that desperate, skin of your teeth way the Uncharted series mostly does only in artificial "ledge you're
climbing on broke oh no" scripted way. You scramble around from enemies and regroup, praying you have enough items to craft something useful. Running away is a legitimate strategy here, which is a big no-no for most games that are looking to empower the player through domination of all his opponents. But The Last of Us is about surviving. That means scrapping together whatever you can, desperate split second decisions to rush a guy with a steel pipe and hope you come out alive(you're not gonna win every melee battle in this game), praying to God that clicker doesn't stumble your way as you sloooowly creep by, trying your hardest not to use any ammo or get hit on this section because you know you're gonna have to live with that for the next encounter.
Best of all, it doesn't have that "happy-go-lucky adventuer killing hundreds of people" disconnect some people complained about(I didn't, but I get it). Killing people here feels like it isn't easy, and every death has a weight to it. It makes sense in the context of the world, who these characters are, and how the violence changes them. Combat is that much more effective here because of how all these elements add up to create this world where you struggle to survive, where the characters in the cutscenes and the characters in the gameplay exist in the same harsh world, and you get to experience that violent journey through your interactions.
tl;dr: the combat is good, and it works especially well at creating the desperate survivor narrative ND is trying to achieve.
Just finished "Summer". Man, what a ride. The stuff at the end there was predictable but still heavy. This game is amazing...
How the fuck do I get past this partthe underground tunnel right before the hospital, with those two fucking Bloaters in the end
Try loading it while you're signed off of PSN? Also, try deleting the game data and retrying?
How the fuck do I get past this partthe underground tunnel right before the hospital, with those two fucking Bloaters in the end
I deleted patch data and then repatched which actually ended up doing the trick. However I was playing through thelevel and I got to the section where you have toGo Big Horns. The fence crashes open and I push thepush the garbage disposal into the fence. I climb up the truck and there aregarbage disposal next to a truck. At this point I'm expecting to receive a prompt to hoist Elle up somewhere but it never appears. Was I missing something or did my game bug out ? Thinking that this section may be bugged I tried to re-load the section. The game never loaded and I I shut it off in frustration.4 solar panels with lights above them
How the fuck do I get past this partthe underground tunnel right before the hospital, with those two fucking Bloaters in the end
I actually stealthed that part. There´s a buttload of glass bottles and bricks laying on the left side (very near to them), slowly lure them away with it by just chucking it farther away from you each time. Then sneak to the end, boost up Ellie and haul your ass up the container lol.
Good luck!
From my memory when you get from the truck to where the solar panels are, there's an area that you can climb up yourself-- no Ellie boost required.
This game is absolutely one of those special late gen games that represents a console's full potential and will undoubtedly stand as the PS3's pinnacle. It's what makes the initial loading time a necessary cost for the game to look and run as it does rather than just poor optimization like it is in something like Morrowind Xbox.This entire game.... used less than 256MB of video ram. Naughty Dog texture work on PS4 is gonna be legendary.
They used only 5MB of main RAM for animations... Everyone's animation! Joel [traversal, all ranged weapons, all melee weapons, all procedural close combat stuff] + Ellie + all enemies!!!!!!
From my memory when you get from the truck to where the solar panels are, there's an area that you can climb up yourself-- no Ellie boost required.
Edit: looked it up to confirm: here's a video showing the part I'm talking about.
Does the season pass still include the documentary? Doesn't say anything about it in the description on the PSN Store. Wanted to make sure before I bought it.
Does the season pass still include the documentary? Doesn't say anything about it in the description on the PSN Store. Wanted to make sure before I bought it.
Ugh, that game was such pretentious shit.
Glad you enjoyed it though, they need the support.