Trying to play other games after TLoU

Gonna go out on a limb and guess you have not played The Last of Us.

I've played it. Why would I give my opinion on a game I haven't played?

I didn't find anything about it special apart from presentation.

The characters and story didn't click with me at all.

Regardless though, even when I do play something I find absolutely groundbreaking I still don't feel like it "ruins other games". That's just ridiculous.
 
i played it for a few hours, got bored, then decided to play valkyrie profile instead.

i think i'm overdue for my monthly re4 run, now that i think about it..
 
Try to not let it distract you. I'm able to play Okami just fine after finishing TLoU even though I'm dying to replay it (I let a friend borrow it)

Oh man, my friend wants to borrow mine as well and I don't think I can go through with it because I just know I'll miss it and want to replay it once it's gone. I really enjoyed this game.
 
Gonna go out on a limb and guess you have not played The Last of Us.

That could be the only possible explanation. You either love the game or you haven't played it yet.

Watch a movie

I was going to post some similar snark, but then I remembered another topic where some poster suggested that the Last of Us has better writing than 90% of movies so I though it would backfire anyway.
 
Play RE4 again..

I've only played the demo. Like I said, I'm not usually a fan of creepy things running at me in dimly lot areas lol.

That said, I do have it on ps2 (got it for $10 a few years back) but should I try for an HD version (wii or ps3?)
 
OP is right. Game is amazing. One of the best of the medium.

But I think its possible to play other games, in a few days after everything in your mind settles down.
 
I've experienced this with some TV shows and books before - and to a much smaller degree than with TLoU, after Journey.

I'm not sure it's even possible to just continuously surf on a high tide of amazing games. Just as great food is most enjoyable if you have a side dish that 'resets' your taste buds before you grab another bite.

My advice is: something enjoyable, light and possibly something that you've played before, liked, but didn't finish.
 
Dota_2.png

TLOU can't hold my attention because of DOTA2...
 
TLoU was the first game in a long time where I did 4 playthroughs back to back mostly because I wasn't sure anything else I would play would be as great. I finally went out to try another game though and am having a blast with Saints Row 3. So try that.
 
play any game with decent combat and gameplay and it will outshine Tlou. you will be fine.

have you even played the game? combat and gameplay are satisfactory if not good. i liked it and the crafting system and some melee wepon mod stuff was very cool.
 
i played it for a few hours, got bored, then decided to play valkyrie profile instead.

oh yeah

I've only played the demo. Like I said, I'm not usually a fan of creepy things running at me in dimly lot areas lol.

That said, I do have it on ps2 (got it for $10 a few years back) but should I try for an HD version (wii or ps3?)

I don't even understand the words your put together to form your sentences. You played TLoU and now find other games lack, but only played the RE4 demo? Wii version with wiimote controls, go now, please...
 
I'm not a fan of horror games though. My least favorite moments of TLoU were dark areas with bloaters lol

Unless you're terrified of simple puzzles, forced chase sequences, and settings devoid of anything interesting, there's nothing frightening about Shattered Memories.
 
I know how the OP feels, but the key is playing a different gamestyle to you won't compare. I started on Bioshock: Infinite afterwards and it just seems to pale in comparison a bit for me. Still a great game though.
 
Go Retro. I had the same feeling you did so I fired up the Emulator and am now playing Chrono Trigger, excellent change of pace I must say.
 
I feel like i'll end up hating TLOU, by the end of the year.
I'm already sick of it. Knowing how I feel about these types of shooters having been disappointed with Naughty Dog's Uncharted efforts and the splooging people had over Bioshock Infinite, I knew not to fall into the hype for TLOU. It's just getting kind of overbearing hearing about it in every other thread already.
 
I've only played the demo. Like I said, I'm not usually a fan of creepy things running at me in dimly lot areas lol.

That said, I do have it on ps2 (got it for $10 a few years back) but should I try for an HD version (wii or ps3?)

RE4 isn't very scary actually, just tense. Go for the PS3 version.
 
Oh man, my friend wants to borrow mine as well and I don't think I can go through with it because I just know I'll miss it and want to replay it once it's gone. I really enjoyed this game.

Do what I do. I've had 5 very very desperate Xbox 360 friends come over and play through the game themselves while I do something else/watch/play Animal Crossing/browse the interwebs. Haha.

I'm like running a TLOU charity for disgruntled Xbox owners out of my home.
 
Change genre, completely.
Go for a gameplay-only indie.
 
I'm already sick of it. Knowing how I feel about these types of shooters having been disappointed with Naughty Dog's Uncharted efforts and the splooging people had over Bioshock Infinite, I knew not to fall into the hype for TLOU. It's just getting kind of overbearing hearing about it in every other thread already.
TLOU is not a shooter. And it's nothing like Uncharted.

As I said in another thread:

I like UC2, but I never thought the gameplay was anything special. Its appeal to me was, and remains, its audiovisual presentation, and the way it shuttles the player through a variety of technically impressive set-pieces. But again: I never thought the gameplay in UC2 was anything special.

The Last of Us is a whole different beast, though. Most players will hardly ever shoot their guns in TLoU. Those who do will find themselves scouring every nook and cranny of the environment looking for bullets. I usually only had three bullets per gun -- maybe seven or nine, tops. So when you resort to your gun, you make sure "every shot counts," as Joel says. And when the bullet connects, there's none of the "sponginess" of Uncharted. In TLoU, bullets obliterate enemies, as they should; hell, shotguns will even dismember and disembowel (though there is an option to disable gore). It's raw, it's brutal. Your character doesn't fare well, either; power weapons will knock your character on his ass, and it can be a struggle to get back to your feet.

So, you often avoid direct combat. You crouch and tip-toe around the environment. You survey your surroundings for enemies. You slip through doorways and hop through open windows, effortlessly seguing straight back into a crouching stance. You throw bricks and bottles to distract enemies, drawing them to the opposite corner of the room. You lure them away, and sneak by... or maybe strangle them, at the risk of causing noise... or maybe grab them to hold them hostage as a human shield... or maybe throw them to the ground and hold them at gunpoint, forcing them to beg for mercy... or in most cases, if you've crafted a shiv from sufficient bindings and blades you scrounged up in the cabinets and closets and drawers, you stick them in the jugular, bleeding them out. Their comrades won't hear the kill, but they might find it later... They'll grow alert, intensify their patrolling... If they see you have a gun, they'll change their strategy completely, going on the defensive... They can spot you by the shine of your flashlight, so you'll want to turn it off. You can cause a stir to lure them into nail bombs you crafted, or hide behind furniture and wait for the opportune moment to throw a Molotov you scrapped together from rags and liquor. You can arm yourself with planks and pipes and hatchets and machetes. You can power up your blunt bludgeoning devices with blades. You can silently snipe enemies with a bow, provided you account for the trajectory and time it just right... Then you can retrieve the arrow, if it doesn't break on impact. You can flank your enemies, stalk them, elude them, up and down flights of stairs, through holes in the walls, down fire escapes, up ladders, in and out of bathrooms and utility closets, behind bars.

And those are just the human enemies. Then you have the runners, the stalkers, the clickers, the bloaters. All well within your ability to handle them, provided you're patient and observant. The controls in TLoU are streamlined and sensible, weighty and deliberate. None of the over-sensitive fiddly-ness of MGS controls... Nothing frustrating or unfair about the enemies. The enemies are smartly placed, in multi-tiered environments with numerous ways in and out, with copious bricks and bottles, with many solutions to the same puzzle, each encounter playing out like a clockwork construct no matter which way you approach it. The enemies telegraph their routines well, but they still have enough spontaneity to make them seem alive. The effect of the experience is something dynamic, something organic, with layers like an onion -- I'm on the final stretch of my second play-through, and it's remarkable how differently my enemy encounters played out this go-around, and how much tighter this replay feels, which is saying something, since the first playthrough was also well-paced and immensely gratifying.

BOTTOM LINE: I wasn't hyped for The Last of Us, and I've never considered myself a Naughty Dog "fan." I was merely so-so on UC2 and UC3. But TLoU is a legitimately excellent GAME... It's deep yet accessible... Tightly designed... Deftly paced... It's a subtle game, with lots of quiet downtime, lots of meditative moments... It exercises remarkable restraint I would've never associated with ND after the Uncharted trilogy. And semi-frequent enemy encounters are richly rewarding in their tactical complexity, in the way they encourage improvisation and experimentation. Many sequences are harrowing in their odds; you frequently feel vulnerable, and running away, hiding, sneaking and avoiding enemies altogether is often a viable strategy. It's that back and forth between predator and prey, the way it's executed so confidently here, that makes the action in TLoU so addictive. And then the world is so well-realized that you're not only driven to see the next story beat, but to pore over the background narrative cobbled together with notes and recorders and environmental details that trace the trajectory of mankind's struggle in a post-pandemic world.

Soooooo GOOD!
 
TLOU is not a shooter. And it's nothing like Uncharted.

As I said in another thread:

I like UC2, but I never thought the gameplay was anything special. Its appeal to me was, and remains, its audiovisual presentation, and the way it shuttles the player through a variety of technically impressive set-pieces. But again: I never thought the gameplay in UC2 was anything special.

The Last of Us is a whole different beast, though. Most players will hardly ever shoot their guns in TLoU. Those who do will find themselves scouring every nook and cranny of the environment looking for bullets. I usually only had three bullets per gun -- maybe seven or nine, tops. So when you resort to your gun, you make sure "every shot counts," as Joel says. And when the bullet connects, there's none of the "sponginess" of Uncharted. In TLoU, bullets obliterate enemies, as they should; hell, shotguns will even dismember and disembowel (though there is an option to disable gore). It's raw, it's brutal. Your character doesn't fare well, either; power weapons will knock your character on his ass, and it can be a struggle to get back to your feet.

So, you often avoid direct combat. You crouch and tip-toe around the environment. You survey your surroundings for enemies. You slip through doorways and hop through open windows, effortlessly seguing straight back into a crouching stance. You throw bricks and bottles to distract enemies, drawing them to the opposite corner of the room. You lure them away, and sneak by... or maybe strangle them, at the risk of causing noise... or maybe grab them to hold them hostage as a human shield... or maybe throw them to the ground and hold them at gunpoint, forcing them to beg for mercy... or in most cases, if you've crafted a shiv from sufficient bindings and blades you scrounged up in the cabinets and closets and drawers, you stick them in the jugular, bleeding them out. Their comrades won't hear the kill, but they might find it later... They'll grow alert, intensify their patrolling... If they see you have a gun, they'll change their strategy completely, going on the defensive... They can spot you by the shine of your flashlight, so you'll want to turn it off. You can cause a stir to lure them into nail bombs you crafted, or hide behind furniture and wait for the opportune moment to throw a Molotov you scrapped together from rags and liquor. You can arm yourself with planks and pipes and hatchets and machetes. You can power up your blunt bludgeoning devices with blades. You can silently snipe enemies with a bow, provided you account for the trajectory and time it just right... Then you can retrieve the arrow, if it doesn't break on impact. You can flank your enemies, stalk them, elude them, up and down flights of stairs, through holes in the walls, down fire escapes, up ladders, in and out of bathrooms and utility closets, behind bars.

And those are just the human enemies. Then you have the runners, the stalkers, the clickers, the bloaters. All well within your ability to handle them, provided you're patient and observant. The controls in TLoU are streamlined and sensible, weighty and deliberate. None of the over-sensitive fiddly-ness of MGS controls... Nothing frustrating or unfair about the enemies. The enemies are smartly placed, in multi-tiered environments with numerous ways in and out, with copious bricks and bottles, with many solutions to the same puzzle, each encounter playing out like a clockwork construct no matter which way you approach it. The enemies telegraph their routines well, but they still have enough spontaneity to make them seem alive. The effect of the experience is something dynamic, something organic, with layers like an onion -- I'm on the final stretch of my second play-through, and it's remarkable how differently my enemy encounters played out this go-around, and how much tighter this replay feels, which is saying something, since the first playthrough was also well-paced and immensely gratifying.

BOTTOM LINE: I wasn't hyped for The Last of Us, and I've never considered myself a Naughty Dog "fan." I was merely so-so on UC2 and UC3. But TLoU is a legitimately excellent GAME... It's deep yet accessible... Tightly designed... Deftly paced... It's a subtle game, with lots of quiet downtime, lots of meditative moments... It exercises remarkable restraint I would've never associated with ND after the Uncharted trilogy. And semi-frequent enemy encounters are richly rewarding in their tactical complexity, in the way they encourage improvisation and experimentation. Many sequences are harrowing in their odds; you frequently feel vulnerable, and running away, hiding, sneaking and avoiding enemies altogether is often a viable strategy. It's that back and forth between predator and prey, the way it's executed so confidently here, that makes the action in TLoU so addictive. And then the world is so well-realized that you're not only driven to see the next story beat, but to pore over the background narrative cobbled together with notes and recorders and environmental details that trace the trajectory of mankind's struggle in a post-pandemic world.

Soooooo GOOD!

You don't have to post this in 5 different threads.
 
TLOU is not a shooter. And it's nothing like Uncharted.

As I said in another thread:

I like UC2, but I never thought the gameplay was anything special. Its appeal to me was, and remains, its audiovisual presentation, and the way it shuttles the player through a variety of technically impressive set-pieces. But again: I never thought the gameplay in UC2 was anything special.

The Last of Us is a whole different beast, though. Most players will hardly ever shoot their guns in TLoU. Those who do will find themselves scouring every nook and cranny of the environment looking for bullets. I usually only had three bullets per gun -- maybe seven or nine, tops. So when you resort to your gun, you make sure "every shot counts," as Joel says. And when the bullet connects, there's none of the "sponginess" of Uncharted. In TLoU, bullets obliterate enemies, as they should; hell, shotguns will even dismember and disembowel (though there is an option to disable gore). It's raw, it's brutal. Your character doesn't fare well, either; power weapons will knock your character on his ass, and it can be a struggle to get back to your feet.

So, you often avoid direct combat. You crouch and tip-toe around the environment. You survey your surroundings for enemies. You slip through doorways and hop through open windows, effortlessly seguing straight back into a crouching stance. You throw bricks and bottles to distract enemies, drawing them to the opposite corner of the room. You lure them away, and sneak by... or maybe strangle them, at the risk of causing noise... or maybe grab them to hold them hostage as a human shield... or maybe throw them to the ground and hold them at gunpoint, forcing them to beg for mercy... or in most cases, if you've crafted a shiv from sufficient bindings and blades you scrounged up in the cabinets and closets and drawers, you stick them in the jugular, bleeding them out. Their comrades won't hear the kill, but they might find it later... They'll grow alert, intensify their patrolling... If they see you have a gun, they'll change their strategy completely, going on the defensive... They can spot you by the shine of your flashlight, so you'll want to turn it off. You can cause a stir to lure them into nail bombs you crafted, or hide behind furniture and wait for the opportune moment to throw a Molotov you scrapped together from rags and liquor. You can arm yourself with planks and pipes and hatchets and machetes. You can power up your blunt bludgeoning devices with blades. You can silently snipe enemies with a bow, provided you account for the trajectory and time it just right... Then you can retrieve the arrow, if it doesn't break on impact. You can flank your enemies, stalk them, elude them, up and down flights of stairs, through holes in the walls, down fire escapes, up ladders, in and out of bathrooms and utility closets, behind bars.

And those are just the human enemies. Then you have the runners, the stalkers, the clickers, the bloaters. All well within your ability to handle them, provided you're patient and observant. The controls in TLoU are streamlined and sensible, weighty and deliberate. None of the over-sensitive fiddly-ness of MGS controls... Nothing frustrating or unfair about the enemies. The enemies are smartly placed, in multi-tiered environments with numerous ways in and out, with copious bricks and bottles, with many solutions to the same puzzle, each encounter playing out like a clockwork construct no matter which way you approach it. The enemies telegraph their routines well, but they still have enough spontaneity to make them seem alive. The effect of the experience is something dynamic, something organic, with layers like an onion -- I'm on the final stretch of my second play-through, and it's remarkable how differently my enemy encounters played out this go-around, and how much tighter this replay feels, which is saying something, since the first playthrough was also well-paced and immensely gratifying.

BOTTOM LINE: I wasn't hyped for The Last of Us, and I've never considered myself a Naughty Dog "fan." I was merely so-so on UC2 and UC3. But TLoU is a legitimately excellent GAME... It's deep yet accessible... Tightly designed... Deftly paced... It's a subtle game, with lots of quiet downtime, lots of meditative moments... It exercises remarkable restraint I would've never associated with ND after the Uncharted trilogy. And semi-frequent enemy encounters are richly rewarding in their tactical complexity, in the way they encourage improvisation and experimentation. Many sequences are harrowing in their odds; you frequently feel vulnerable, and running away, hiding, sneaking and avoiding enemies altogether is often a viable strategy. It's that back and forth between predator and prey, the way it's executed so confidently here, that makes the action in TLoU so addictive. And then the world is so well-realized that you're not only driven to see the next story beat, but to pore over the background narrative cobbled together with notes and recorders and environmental details that trace the trajectory of mankind's struggle in a post-pandemic world.

Soooooo GOOD!
wait are you telling me that one can employ stealth in this game
 
This reminds me of when I tried playing Halo 3's campaign after completing Half-Life 2 for the first time. It really put me off playing the Halo 3 campaign.
 
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