[PS3] The Last of Us - Page 7
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ZasZ.
United States2911 Posts
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Scribble
2077 Posts
On June 18 2013 14:40 ZasZ. wrote: This game is really making me wish I had bought a PS3 instead of a 360...but since I am planning on buying a PS4...anyone know if it will be backwards compatible in any way, shape or form? If it is literally impossible for me to play this game, I'll just watch one of the youtube videos that sums up the story for me, because it looks amazing from what I've seen. They're using Gaikai to stream PS3 games (and presumably PS1/PS2 as well). | ||
ETisME
12343 Posts
On June 18 2013 14:02 Scribble wrote: They could technically continue it, but the better question is, 'should they?' The game ends on such a perfect note and feels so complete. Plus, with Naughty Dog's track record it's not like they need to rely on safe brand recognition friendly sequels to move sales. agreed, if anything, they should do the story in the view point of one of the major forces, be it fireflies or gov | ||
yokohama
United States1116 Posts
On June 18 2013 12:31 Disengaged wrote: But the story of Joel and Ellie are done. So says some articles. Wouldn't this kind of be a spoiler? | ||
MasterOfPuppets
Romania6942 Posts
If I may paraphrase what Swiftor said at the end of his stream (an opinion that honestly I tend to agree with) the scenes are so beautifully crafted that even if someone spoils something (by the way I don't necessarily agree that Disengaged spoiled anything) you will still be compelled by them, even knowing what was going to happen. They're that good. | ||
Vaelone
Finland4400 Posts
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PandaCore
Germany553 Posts
On June 18 2013 20:52 Vaelone wrote: I'm a few hours in now and the friendly AI's frequently running past enemies without the enemies reacting in any way is bit of an immersion breaker and combat involving a dozen enemies at a time can be a pain in the ass but otherwise I'm quite enjoying the game. That's probably my only real gripe with the game. Enemies seem to have the attention span of a goldfish and generally react very late or in odd ways. I've only played 8 hours so far and apart from that the game is really great and addictive. | ||
nihlon
Sweden5581 Posts
On June 18 2013 20:52 Vaelone wrote: I'm a few hours in now and the friendly AI's frequently running past enemies without the enemies reacting in any way is bit of an immersion breaker and combat involving a dozen enemies at a time can be a pain in the ass but otherwise I'm quite enjoying the game. I agree it's immersion breaking but playing a stealth game with AI followers aggroing enemies is one of the most frustrating things you can have so I can understand the design decision. | ||
s3rp
Germany3192 Posts
On June 18 2013 20:52 Vaelone wrote: I'm a few hours in now and the friendly AI's frequently running past enemies without the enemies reacting in any way is bit of an immersion breaker and combat involving a dozen enemies at a time can be a pain in the ass but otherwise I'm quite enjoying the game. Yeah that is kinda wierd at times. Funniest part i had so far was when one of my AI allies ran circles around the soldier i sneaked up on. | ||
Gamegene
United States8308 Posts
On June 18 2013 14:02 Scribble wrote: They could technically continue it, but the better question is, 'should they?' The game ends on such a perfect note and feels so complete. Plus, with Naughty Dog's track record it's not like they need to rely on safe brand recognition friendly sequels to move sales. They could just make some DLCs to expand the Last Of Us world, but a sequel would just be a cop out. | ||
Erasme
Bahamas15899 Posts
how joel and his brother survived after his daughter died | ||
InVerno
258 Posts
On June 17 2013 22:04 heishe wrote: Hard difficulty felt absolutely perfect to me. Yes you will die a decent amount, but it will be a Dark Souls kind of death, where you know 100% what you fucked up and that if you hadn't you would be alive. The game is literally never unfair, but always pretty challenging because you're always low on ammo. Even though you can take down enemies for free in stealth, the level design and AI makes it so that it's still perfectly balanced, because if you're not super careful about it, you will get spotted (I don't think there was any encounter that I just finished off with stealth... somewhere a long the way something always went wrong and I either died or had to finish the rest of with guns or at least try to bash their heads in). I'm not sure the game deserves a 10/10 simply because there are other games that I enjoyed more, but if I objectively think about it there is almost nothing wrong with this game. It doesn't have the gameplay depth of some games, and the story is less thoughtful than in other games, but for what it is and what it tries to be, it is pretty much perfect. Thanks a lot for the advice, i've really enjoyed this game on hard difficult, hope will turn even harder on next difficulty! Btw i see a lot of talking about the ending but none have talk about the thing disturbed me most, really was painfull to watch + Show Spoiler + At the end when Joel swears he said the the truth about fireflies, i mean, after a one year travel together shoulder to shoulder, everyone can imagine how important trust the other is, when it comes to live together in a survival situation described like a carnage.. this can be a very selfish act, because you know from now on Ellie will live in a lie. The moral dilemma behind that lie is very deep and tense, more than "savetheworld vs ellie'slife" but "Ellie living in a lie with me vs Ellie living (or dying) in the truth without me". I believe Joel has a great sense of the humanity, everyone is playing a part and he's trying to play his part at his best. In a world like that, there is no assurance that ellie will stay with him forever, maybe the day next he will loose her in an ambush from fireflies, but for today he will do the best to keep her with him. Everyone can criticize that choice, but it's the sublimation of the entire moral dilemma of the story "where's (if there's) the line between be selfish and be good when it comes to live or die?" because everyone can joke around being selfish or altruistic in the normal choices of the life, and even judge the others in that, but when it comes to the extreme situations like that, the existance of that line is not certain like it seems before. (sorry for bad english if is the case) | ||
Vaelone
Finland4400 Posts
On June 18 2013 21:36 nihlon wrote: I agree it's immersion breaking but playing a stealth game with AI followers aggroing enemies is one of the most frustrating things you can have so I can understand the design decision. Yeah I understand why it works the way it does but I would have preferred if they for example made the AI's sit back a bit more instead of having stick on me no matter what kind of stupid pathing they have to take. Way too relevant http://www.penny-arcade.com/comic/2013/06/19 | ||
randombum
United States2378 Posts
My biggest complaint was how the game reduces enemy units if you die a few times. Like towards the end + Show Spoiler + Fighting the fireflies I would only really recommend this game to people who like getting immersed in the story, and I would put bioshock infinite as a better game in that regard. | ||
nihlon
Sweden5581 Posts
On June 20 2013 04:20 Vaelone wrote: Yeah I understand why it works the way it does but I would have preferred if they for example made the AI's sit back a bit more instead of having stick on me no matter what kind of stupid pathing they have to take. Way too relevant http://www.penny-arcade.com/comic/2013/06/19 Yeah sure it could have been done better, no doubt about it. The controls was more of an issue for me though. Maybe I'm just too PC damaged nowadays. | ||
Salv
Canada3083 Posts
Lastly, I know that some people have complained about the immersion being broken when you can just go through a door to 'lockout' enemies as it loads the next zone and starts you off in the next zone on a blank slate - so even if ten enemies were on your tail, the second you go through a certain doorway, the game forgets about the fact that ten soldiers were right behind you. In my playthrough this happened exactly one time. At the very end + Show Spoiler + in the hospital trying to save Ellie | ||
Millitron
United States2611 Posts
On June 17 2013 08:40 erin[go]bragh wrote: Very impressed with this game. The world is incredibly immersive and well crafted, the characters and dialogue are very well written and interesting, and all the "zombie" clichés are done incredibly well. IMO the gameplay is no slouch either, lots of games ride on emotional involvement in the place of gameplay (The Walking Dead is a good example) but the combat, crafting, and looting system in this game is pretty darn fun. I also like how the game isn't a gigantic loot fest a la Fallout or Skyrim. The urgency and importance of scrounging materials is felt (especially on harder difficulties) but the game does it without resort to turning over every single stone and searching every garbage can. The story and its execution is flawless. And its often the little things that propel it from mediocrity to greatness, which I love. A good example is the powerful prologue. + Show Spoiler [prologue spoilers] + The fact that you play as short stint as Sarah gets you more emotionally invested in the character. Just a couple minutes of development make a huge difference, we cared about what happened to her and Joel more now than if the game just started out as "Heres a guy, he loses his daughter" (as messed up as it sounds to say that.) I also enjoyed the development between Joel and Ellie, I think it was handled very well, and it didn't go anything like how I was expecting. Shes also easily the most helpful and non-aggravating ally I've ever had in a video game. For a game that often sticks close the typical safe zombie story elements, it keeps you guessing and wondering what's next. And when clichés do appear, they are done well enough that they don't feel jarring or forced at all. I often found myself saying "Oh boy this is going to happen, then this is going to happen" and was often wrong. Particularly about the ending. + Show Spoiler [Massive ending spoilers!] + I suspected it would come down to a "we can save mankind but she'll have to die" type thing, but I had no idea how it would be handled. This was a good example of one of those "happy sad" endings that left me fulfilled and overall happy with the situation, but knowing full well that it was a very selfish and morally ambiguous outcome. I can't remember the last time my heart was beating so hard during a game. The possibilities kept racing in my head. "Oh he's not going to reach her in time. Oh they are going to shoot him as he's running with her for the exit. Oh Marlene is going to change his mind and he's going to give her up." When they first cut to him in the truck I remember thinking to myself "She better fucking be in that back seat." The game kept me guessing, and I love it. It was also very important in how they put you in certain situations, and used gameplay instead of cutscenes. When I barged into the operating room, the doctors didn't pull assault rifles out of their asses and start blasting me. One goes for a scalpel, another cowers in a corner. It occurs to you that you're dooming countless numbers of people to death by infection, but you don't care. I didn't hesitate. I remember shooting the doctor cowering in the corner and she fell to the floor and started crawling towards the door. Now obviously as someone who plays lots of video games, graphic violence doesn't bother me and I can separate reality from fiction. But I remember a very distinct moment during that situation that very few games give me, and I can only describe it as "channeling my character." In this case, Joel. I knew what I was doing was wrong and selfish, but I didn't care. I aimed for her head and pulled the trigger. It's the kind of ending that leaves a lasting impact on you. It's not as simple as "a good ending or a bad one" or "happy or sad." It was, just like the majority of the game, gray. Joel is a man who clearly has done bad things and killed innocents, and as unsympathetic or morally ambiguous as the Fireflies seemed, a cure is obviously a invaluable step in mankind's recovery. But I can't say I wouldn't have done the exact same thing. The perspective you gained throughout the game makes the ending that much more powerful. Speaking of the little things + Show Spoiler + Remember the scene with the Giraffes outside the hospital? Remember how much it seems to affect Joel? Well if you pay attention to your room when you play as Sarah, you'll notice there's a stuffed Giraffe in one of the corners. | ||
PandaCore
Germany553 Posts
On June 19 2013 19:54 InVerno wrote: Btw i see a lot of talking about the ending but none have talk about the thing disturbed me most, really was painfull to watch + Show Spoiler + At the end when Joel swears he said the the truth about fireflies, i mean, after a one year travel together shoulder to shoulder, everyone can imagine how important trust the other is, when it comes to live together in a survival situation described like a carnage.. this can be a very selfish act, because you know from now on Ellie will live in a lie. The moral dilemma behind that lie is very deep and tense, more than "savetheworld vs ellie'slife" but "Ellie living in a lie with me vs Ellie living (or dying) in the truth without me". I believe Joel has a great sense of the humanity, everyone is playing a part and he's trying to play his part at his best. In a world like that, there is no assurance that ellie will stay with him forever, maybe the day next he will loose her in an ambush from fireflies, but for today he will do the best to keep her with him. Everyone can criticize that choice, but it's the sublimation of the entire moral dilemma of the story "where's (if there's) the line between be selfish and be good when it comes to live or die?" because everyone can joke around being selfish or altruistic in the normal choices of the life, and even judge the others in that, but when it comes to the extreme situations like that, the existance of that line is not certain like it seems before. (sorry for bad english if is the case) Now that I also finished the game + Show Spoiler + I kind of suspect Ellie knew that Joel didn't tell the truth, but still accepted his answer. She may still live a lie, but she is aware of it and accepting it. Afterwards I read an article about the intentions of the developers and they said something similiar: http://www.playstationlifestyle.net/2013/06/18/major-spoilers-naughty-dog-talks-the-last-of-us-beginning-ending-and-slightly-alternate-ending/ From the source: The original ending that for a long time we discussed is Ellie would believe the lie and you’d see them walking off to Tommy’s town and the camera would track up and you’d feel like, they’re going to be okay. It was about a week before we shot that scene and we thought, this isn’t honest, this doesn’t feel right, Ellie would know, I don’t buy it, we have to change this. This is an Ashley (voice actress of Ellie) thing but no matter what the acting direction is, she’s going to nod her head and be like, ‘okay…okay’. And throughout shooting, a lot of her improvisation for Ellie involved saying, ‘okay’. And I thought, you have to end on that. Whatever it is Joel tells her, she has to just be like, ‘okay’. But I really enjoyed the game, the setting and the story. Starting my Survivor playthrough now. One thing I will keep wondering about thought is + Show Spoiler + what Joel is saying to Ellie in that scene where you are in the burning house and she just killed David. It probably was a good directing choice, but it was the same in Lost In Translation at the end. It just keeps you wanting to know, but you'll probably never know. | ||
Thereisnosaurus
Australia1822 Posts
I won't lie, it's a lot better than the average game, but this game is to the greatest films and novels of all time as far as duke nukem forever is from it. Like, they said it was inspired by The Road. Even the road, which is great but unexceptional in the grand scheme of literature, beats the everliving shit out of it as a narrative. With a poleaxe. Just because a game is far and away better than what you are usually playing, this does not make it 'good' in an objective sense. It just makes it better than what you are usually playing. If what you are usually playing is the usual buggy, trite, derivative, uninspired, often misogynistic or racist tripe, congratulations, welcome to the realm of a game that is worthy of the amount of money spent on it. Something that enhanced your life in a meaningful way by its consumption, rather than just killing time. If a game is not this good, it is a BAD GAME. | ||
Millitron
United States2611 Posts
On June 20 2013 17:55 Thereisnosaurus wrote: It says a lot about the industry that a story as trite and manipulative as this is regarded as 'the citizen kane moment' I won't lie, it's a lot better than the average game, but this game is to the greatest films and novels of all time as far as duke nukem forever is from it. Like, they said it was inspired by The Road. Even the road, which is great but unexceptional in the grand scheme of literature, beats the everliving shit out of it as a narrative. With a poleaxe. Just because a game is far and away better than what you are usually playing, this does not make it 'good' in an objective sense. It just makes it better than what you are usually playing. If what you are usually playing is the usual buggy, trite, derivative, uninspired, often misogynistic or racist tripe, congratulations, welcome to the realm of a game that is worthy of the amount of money spent on it. Something that enhanced your life in a meaningful way by its consumption, rather than just killing time. If a game is not this good, it is a BAD GAME. Developers know their audience. If you don't like it, while millions of other people do, it doesn't mean the game is bad, it means you are not part of the target demographic. | ||
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