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The Last of Us Part 2

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Nah the sliders are perfect. Enemies on Hard, scissors and tissues on Everywhere. Lets you play the game like Rambo 4 if that’s what one wants. If it was default Hard, the mass market would simply give up at level 2

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54 minutes ago, the_debaser said:


Cover systems aren’t even last gen. They should’ve been binned when the 360 gen finished. 

Kind of tough for a game using stealth not to have a cover system. 

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I re-completed the first game on hard a few weeks ago, then I completed this on hard last week, and I'd say the first game is a lot more difficult. Being able to take down Clickers without a shiv, plus the extra options available to you in combat and the size of the arenas allowing for more flanking routes and places to hide - all of it makes a difference. I didn't feel like I was missing out on the combat options due to scarcer resources, either - I was torching dogs and blowing up fools with the best of em. 

 

YMMV, but Hard offers the best tension to satisfaction ratio, for me, and the tension is what makes this game so special (among a dozen other things). I finished Left Behind on Survivor the first time I played it, and even though finally getting through it was very satisfying, it was a bit of a slog. Grounded doesn't really sound very fun at all.

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36 minutes ago, Kevvy Metal said:

Friendly AI running around was a bit jarring in the first game, but it's so, so much better in this one. They stay behind you for the most part. They also never, ever alert the enemies, and are far more helpful in this one. Also they're not always there like little Ellie was in the first game. It's totally a moot point.

It's like complaining about sharp elbows or carpet textures. 

My dingbat partner in one Day 3 segment stole the position I was moving towards, then repositioned slightly to block me from getting back to my old cover without being spotted. But that's the exception rather than the rule.

 

Otherwise, they're pretty good.

 

One other pet annoyance- it's hard in this to discern what is a critical path I can't go back from, and what is an optional side room or area, without save scumming. I'm sure I've missed some stuff as a result.

 

Some of the hold-Triangle bits are obviously next steps but last night I saw a brightly-lit room at the end of a dark corridor, decided that it MUST be where the next big cutscene happens, went to open a boring looking door, to get some stuff before stopping for the night, and promptly triggered the next critical story juncture.

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18 minutes ago, Spacehost said:

One other pet annoyance- it's hard in this to discern what is a critical path I can't go back from, and what is an optional side room or area, without save scumming. I'm sure I've missed some stuff as a result.

 

 

I hear that.

 

There have been at least two occasions so far in which I ear marked a couple of rooms/buildings for investigation/looting only to go through 'one way' story windows. The first one, which I moaned about last week, was the worst as the big wheelie bin I had used to access an area simply disappeared when I went back to mop up the building, having just been funnelled out via an inadvertently triggered  cut scene. That was plain, avoidably  bad game design. The later trigger at least had the decency to collapse things behind me as part of the scene but was still irritating.

 

I am now very, very, wary that it will happen again so it is irritating to have that at the back of my mind when exploring.

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2 minutes ago, Mike S said:

I am now very, very, wary that it will happen again so it is irritating to have that at the back of my mind when exploring.

I've decided to accept it as an unavoidable issue with scavenging the post-apocalypse, but that means I'm becoming disinterested in exploring off the critical path unless I really need the extra gear- which, as mentioned, I rarely do thanks to how things are balanced.

 

I got bum-rushed doing an explore and wound up with less ammo overall and someone's shopping list last night, really put me off. But enough visiting the Govan ASDA at 6pm.

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3 minutes ago, Spacehost said:

I got bum-rushed doing an explore and wound up with less ammo overall and someone's shopping list last night, really put me off. But enough visiting the Govan ASDA at 6pm.

 

:lol:

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For the most part I think you can tell what's the critical path and what's not - anything where you'll jump down somewhere with no way to get back up, for example, is the way forward. You can always temporarily activate the way point arrow to see what way you're supposed to go before scouring everywhere else.

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3 minutes ago, Spacehost said:

I got bum-rushed doing an explore and wound up with less ammo overall and someone's shopping list last night, really put me off. But enough visiting the Govan ASDA at 6pm.

 

That general area has been developed a lot in recent years but at times was reminiscent of some of the settings in the game :D

 

Escaping into Bellahouston Park for some respite!

 

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5 minutes ago, Jamie John said:

For the most part I think you can tell what's the critical path and what's not - anything where you'll jump down somewhere with no way to get back up, for example, is the way forward. You can always temporarily activate the way point arrow to see what way you're supposed to go before scouring everywhere else.

I'm sure there's workarounds, but I feel like things aren't as polished as they were in the earlier sections of the game where you just instinctually knew what the critical path was.

 

I feel like the adventure of the earlier sections, with their big open areas to explore or wide environments with one way out is sorta collapsing down into regimented linear paths with the odd side room. Thematically appropriate maybe but nothing in the past six or seven hours has even come close to touching

Spoiler

Hillcrest

.

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9 minutes ago, Jamie John said:

For the most part I think you can tell what's the critical path and what's not - anything where you'll jump down somewhere with no way to get back up, for example, is the way forward.

 

 

Those ones are obvious, yeah.

 

Entering a random room during a building explore only for that to trigger a scene is not. Nor is opening a door and then having the wall collapse behind you...

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I know I've got probably half the entire game still to play, but I feel like the game is telling one story- about how relentless oppressive misery and constant violence makes killers of us all- and there's a revenge plot happening on the other channel.

 

End of Day 3 spoilers.

 

Spoiler

It's not like I've even killed any of the core characters either, Ellie has. At least TLOU had the decency to make you, the player, doom all mankind. I don't get to do much except mash square to stop whatever pregnant woman or overly friendly dog has jump on Ellie, then WOOSH! Right in the neck.

 

The end of Day 2 not withstanding that is- I've never felt grimmer pressing Square in my life, as stupid as that sounds written down.

 

The game even has you do nasty little finishers on wounded enemies, but you're robbed of agency usually when you get down to finishing off some part of the "gang".

 

Meanwhile I, the player, have gone from trying to avoid killing too many people to relishing the chance to clear out the local enemies so I can go hunt for Pogs and pieces of equipment to make killing easier.

 

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7 minutes ago, Spacehost said:

I know I've got probably half the entire game still to play, but I feel like the game is telling one story- about how relentless oppressive misery and constant violence makes killers of us all- and there's a revenge plot happening on the other channel.

 

End of Day 3 spoilers.

 

  Hide contents

It's not like I've even killed any of the core characters either, Ellie has. At least TLOU had the decency to make you, the player, doom all mankind. I don't get to do much except mash square to stop whatever pregnant woman or overly friendly dog has jump on Ellie, then WOOSH! Right in the neck.

 

The end of Day 2 not withstanding that is- I've never felt grimmer pressing Square in my life, as stupid as that sounds written down.

 

Meanwhile I, the player, have gone from trying to avoid killing too many people to relishing the chance to clear out the local enemies so I can go hunt for Pogs and pieces of equipment to make killing easier.

 

 

So much want to say :) where exactly are you in terms of the Day 3 context above?

 

 

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1 minute ago, MardiganX said:

 

So much want to say :) where exactly are you in terms of the Day 3 context above?

 

 

Spoiler

Finished Day 3 entirely, did the flashback to find out that Abby is perhaps justifiably upset about Joel but like Ellie, needs a better friend group rather than a bunch of revenge-enablers. Suspect I'm about to replay 17 hours of game from the perspective of Abby.

 

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7 minutes ago, Spacehost said:
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Finished Day 3 entirely, did the flashback to find out that Abby is perhaps justifiably upset about Joel but like Ellie, needs a better friend group rather than a bunch of revenge-enablers.

 

 

You're probably now really getting to what the game is really getting at and while everything you said does ring true there is a different angle to it all at the core. I don't want to say anymore until you get through everything but be good to chat once you're done and reflect on your perspective now and at the very end.

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22 minutes ago, MardiganX said:

 

You're probably at the start of what the game is really getting at and while everything you said does ring true there is a different angle to it all at the core. I don't want to say anymore until you get through everything but be good to chat once you're done and reflect on your perspective now and at the very end.

Spoiler

Ugh, great, gotta slog through another 17 hours of best in class videogame production.

I'd better not be ashamed of my words and deeds after this.

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And done. 

 

The ending was almost as good as the first one for me, but unlike the first where I had absolutely no desire to have a sequel, this one makes me absolutely intrigued to see another tale in this pretty depressing world!

 

It's been a thoroughly outstanding journey though and one that has once again left me emotionally drained - which I think is a good thing occasionally. 

 

 

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They’ve introduced so many characters and factions now that it’d be easy to do another story, or perhaps this tv series that’s been talked about. 

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If a third game is as good as 1 and 2, then obviously it'd be great to have one, but I'd prefer to see a new IP from Naughty Dog first. They should do a PS5 'Remaster' of this for Christmas, then start working on a new IP for release in a few years' time, then TLOU Part III at the end of the PS5 gen, with maybe an Uncharted game in between. Easy :coffee:

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Hopefully they’re already working on their next game for PS5 and get at least two out during that generation. Either way can’t imagine we’ll see anything new from them until 2022/23. 

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I don't see them going back to Uncharted. They're gonna do Factions, maybe a tarted-up PS5 version of this and then hopefully a new IP. After that, I'd be fine with a Part 3 or something else in this universe. I thougt I didn't need a part 2 after completing the first but I was wrong.

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Hard on this is not that hard. You’ll die and it’s challenging, but you can still go in all guns blazing and have a decent chance of success.

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Story and character wise, Uncharted is done right? If I remember the ending of 4 correctly that is.

 

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For me, Uncharted 4 wrapped up Nate's tale wonderfully well and the more times I've played it the more I've enjoyed it. 

 

Lost Legacy was absolutely brilliant though - would be more than happy to have more adventures with Chloe, or maybe some tales of a younger Sullivan!

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Put some respeck on his name. Victor "Goddamn" Sullivan.

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2 hours ago, MardiganX said:

 

You're probably now really getting to what the game is really getting at and while everything you said does ring true there is a different angle to it all at the core. I don't want to say anymore until you get through everything but be good to chat once you're done and reflect on your perspective now and at the very end.

 

I'm into the final third now and (spoiler for end of Day 3)

Spoiler

 

for me the story shifting to Abby and her crew threw into sharp relief the fact that I wasn't totally invested in Ellie's revenge story. As much as I was enjoying it I felt like I was playing as a foolish character, enabled by other foolish characters, whom I didn't necessarily believe would act in this way, nor would be capable of merking so many WLFs in quick succession. That's all subject to change depending on how it all wraps up but, for now, I feel a bit like Ellie was sold down the river to ensure that the player is able to get on-board with Abby.

 

As soon as Abby's story properly kicked off I was all-in. Her motivation, her relationships, her physicality and toolset/moveset - it's all more engaging that Ellie's segment in my opinion. Abby is a brilliant character. I can't wait to get back to it each evening now.

 

 

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8 minutes ago, Pob said:

 

I'm into the final third now and (spoiler for end of Day 3)

  Reveal hidden contents

 

for me the story shifting to Abby and her crew threw into sharp relief the fact that I wasn't totally invested in Ellie's revenge story. As much as I was enjoying it I felt like I was playing as a foolish character, enabled by other foolish characters, whom I didn't necessarily believe would act in this way, nor would be capable of merking so many WLFs in quick succession. That's all subject to change depending on how it all wraps up but, for now, I feel a bit like Ellie was sold down the river to ensure that the player is able to get on-board with Abby.

 

As soon as Abby's story properly kicked off I was all-in. Her motivation, her relationships, her physicality and toolset/moveset - it's all more engaging that Ellie's segment in my opinion. Abby is a brilliant character. I can't wait to get back to it each evening now.

 

 

Obviously I'm yet to finish it, and only just did Day 3, but

Spoiler

I wonder how it would have worked if they had played their cards closer to their chest narratively, interleaved the stories more. Keep some secrets, build to a point where you realise that Abby is the person who killed Joel, and that Ellie and co are the people who have been slaughtering Abby's friends, when they finally meet again. That would be quite the gut-punch.

 

Then you wind up going back through the story rapidly filling in the blanks, and having to kill Joel and all Abby's friends in flashback or something? Yeah whatever, something like that.

 

I'm looking forward to Abby's run anyway.

 

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5 hours ago, Spacehost said:

Obviously I'm yet to finish it, and only just did Day 3, but

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I wonder how it would have worked if they had played their cards closer to their chest narratively, interleaved the stories more. Keep some secrets, build to a point where you realise that Abby is the person who killed Joel, and that Ellie and co are the people who have been slaughtering Abby's friends, when they finally meet again. That would be quite the gut-punch.

 

Then you wind up going back through the story rapidly filling in the blanks, and having to kill Joel and all Abby's friends in flashback or something? Yeah whatever, something like that.

 

I'm looking forward to Abby's run anyway.

 


I definitely think there would have been a neater, more effective way of threading everything together if ND hadn’t been so obsessed with secretism and keeping everything under wraps. In many ways the narrative design of the game feels somewhat beholden to the review embargo and PR campaign.

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