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rllmuk

Uncle Nasty

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  1. It was the length and lack of variety that dragged it down for me, the systems and characters outstayed their welcome and I wouldn't have noticed that anywhere near as acutely if a good few hours of flab were edited out. It could have been an easy 8 but it left me with a bad impression in the closing hours when I just wanted it to end. The outdoor sunny areas were amazing though and I loved that change of tone, also the Rattler's base with the Black Angels playing in the background was superb, especially with the chained up infected to play with. But all the flashbacks and jumping around in the story felt like disjointed padding and I didn't appreciate having to sit through that. What would really make this an exceptional 9/10 would be some kind of additional PvE Horde mode where you're dropped into one of the beautifully designed levels against waves of infected and humans, punctuate it with some of the "boss" characters and make it ranked so we can compete with each other. All of the walking/talking/QTE removed and just focussed on the combat would be a potential GOTY. Only straight 10/10 for me this gen is Bloodborne.
  2. I didn't really get the opportunity to, maybe I missed it earlier and got it late? I got it when Ellie was cut down from the tree and she shoved the guy into the clicker.
  3. The way she lines up for a second shot? That? Yes I did and I also unlocked the extension to the timer for that move. I wanted to see that skillset massively extended - give Abby the ability to drown people, obvious given the amount of water in the game. Allow her to pop out of water and drag an enemy back under with her. Allow her to electrify water with the cables you have to use to power generators with. Imagine how much more fun that would be instead of powering bloody generators. On the level with all the skyscrapers, allow Abby to fling the enemies over the edges with a dedicated move. Give her a move so she can drop down and grab a ledge to hide when an enemy walks past. There is loads they could have done with that character. Thinking about it, it was probably ND's ambition to make the game look cinematic that held it back as a videogame. All of that stuff I mentioned would be standard in other games, but in LOU2 all the extra animation and mocap would probably have taken another two years. Same reason as there's only two stealth kill animations, whereas in something like the superior Manhunt there were three animations for every single melee weapon. The cost of animating all those variations was just too high. The entire game feels like it was held back because of its production values. That scene near the end where you get on the horse riding through the burning village actually plays itself if you put the controller down. I hate these sections where you're burning through your ammo during a cinematic, only to find out that you had no influence over it anyway, or that they've given you infinite ammo for that section.
  4. In what way? The gameplay is almost identical, there's just more of it. Lots, lots more.
  5. Finished last night. Yeah. Hmmm. A weak 7/10 from me or a very strong 6/10. The gameplay just didn't develop enough to justify its length. Apart from a couple of different weapons Abby was identical to controlling Ellie which made changing characters meaningless in terms of gameplay. If Abby had vastly different abilities (I don't mean superpowers before anyone dives in) it would have made her sections more interesting, but her sections played almost identically. I didn't get the point of that. Some of the later weapons were sadly underused, the flamethrower and silenced SMG hardly got touched in my playthrough, I suppose they're banking on you going straight into NG+ but I will almost definitely never play this again. Likewise the environments, I can't help thinking a horde mode would be infinitely more fun in this world than the actual story and would exploit the environments more fully. Tonally I found the game drab because of the characters, not exactly depressing, but just like a massive shrug. All of the characters are unlikeable or annoying and spending time with them grated on me. By the end (and the end felt like it went on for hours) I was thinking "oh just shut the fuck up and get on with it", I hoped/wanted them all of the surviving characters to die and couldn't give a shit about any of them surviving. Just a horrible cast. The cult aspect was really underplayed and I would have loved to have seen more of that. When I think of my favourite games - Halo CE, Resi 4, Dark Souls - I could play any of them now on a fresh playthrough on any console and enjoy every second. With LOU2 I could not stand to hear any of their voices or annoying dialogue ever again, beyond that the gameplay loop is just too restrictive to consider playing ever again. I was glad to finish it and get it over with. The game itself is undeniably prehistoric. I did enjoy the combat for the first few levels of open combat sections, but it never really got going much beyond that, the entire game is pretty much crouching, rifling through drawers and repeating the same thing until the end. I got really tired of that repeated pattern every level, when Abby was introduced I really believed it would change the gameplay - maybe she is melee focussed/hand to hand combat expert and won't need to scavenge loot. Making her play the same as Ellie felt like letting the air out of a balloon for me. Overall too many annoying instances where the game pushes past the point of no return when you open a door and trigger a cutscene without warning, whether you'd finished exploring the previous section or not. As a game I don't feel like it progressed the medium whatsoever in terms of ideas, mechanics or concepts, it felt dated despite some really good combat situations. Actually make that a strong 6/10 on reflection.
  6. The best game and the worst game all in one handy package. Absolutely amazing how they pulled that one off, but there it is. I stopped playing during Season 2 and will never go back, it was so good for a while then descended into utter shit.
  7. Some of the artists who contributed concept art have posted their work on Artstation today, location spoilers so be aware: https://www.artstation.com/community/channels?sort_by=trending Edit: Quite interesting that other dev teams contributed art, one of the profiles is from a Blizzard artist https://www.artstation.com/mayday
  8. Traps and other environmental hazards are really underused in this. With the improved AI, dismemberment and less linear levels, I thought the game would offer the opportunity of creating more situations for cleverly taking enemies out and enjoying the carnage. Even with the equipment it does give you, there isn't much of an opportunity to use it - some of the weapons and equipment I don't think I used even once and I'm nearly at the end. I just wish they'd done more with the amazing world they created instead of prolonging it with the same activities. I mean things like chucking an electrical cable into a pool of water to electrify it; why not a skill tree that lets you drag enemies underwater to drown them, pulling/pushing enemies off ledges etc; setting traps in outdoor areas, using the environment to your advantage. It doesn't feel like they fully exploited this magnificent world by giving the player much new to do. Even the skill trees that are there are fairly inconsequential and boring - you never look forward to getting to the end of those trees and unlocking something that changes the game.
  9. I really like the stealth in this but there is nowhere near the depth of opportunity or ingenuity offered in MGSV. It's just madness to suggest that.
  10. Comparing this to MGSV is like comparing Toploader to the Rolling Stones, let's keep our heads guys.
  11. I still think it's a poorer stealth game than Manhunt, in that there's no risk/reward or gamble when you're doing a stealth kill. It's pretty much hit Square to win. In Manhunt you had the three increasingly graphic ways of killing with each weapon, depending on how long you dared to hold the kill button, but doing so exposed you to being discovered. In Last Of Us it's always the same outcome and always the same animation, with no incentive or visual feedback to discern between a quick messy kill or a beautifully planned and executed, well, execution.
  12. Is this incorrect then? "Development of The Last of Us Part II began in 2014, soon after the release of The Last of Us Remastered." https://en.wikipedia.org/wiki/The_Last_of_Us_Part_II Not being a dick (for once) genuine question.
  13. Pretty much, it is dated and prehistoric in gaming terms. All of its systems and events have made me feel nostalgic for old games - remember when we used to do this in games? Remember when this was a thing? The entire game is a throwback. But when it does come together it is better than the games it reminds you of, it's done with such style and panache that your memory is tricking you into thinking you've done this already - but it's never been as slick or exciting as this. This game was in development for seven years though, which I think is too long for any creative project - movie, album or game. Maybe the systems and gameplay would have been moved on considerably more if Naughty Dog had released this game in chapters and responded to current innovations and progressions in gaming, rather than dragging their seven year old ideas into the end of another generation and the beginning of a new one. I would love to see them let rip with the same creativity in gameplay as they do in visuals and character design, but their processes and pursuit of insane visual fidelity are clearly holding that back. Did anyone really think they would be powering generators and finding notes to open safes in Sony's big AAA game in the space year 2020 though? It's pretty absurd.
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