So I just got it on Friday and arrived at the first semi-open world spot. Unfortunately I'm on a business trip till next week, which means it'll take a few days till I can return to it.
Impression so far: Mechanically it's good old Last of Us so far, with prone added to it. The latter will probably make this game eveb longer for me since I just love to stealth everything MGS5 style.
Not a fan of the L2 dodge. I mean the same mechanic was also in Uncharted 3 (and 4? i guess) and felt more natural with circle, which is crouch here. I'm struggling a bit with the default layout. L1 to run / galopp also feels unnatural.
Not a fan of the story so far but I guess I'm supposed to hate it. The progression of story went from super slow to super fast back to super slow. Not a fan of that. Let's see what happens next.
Oh and the base PS4 turns into a jet engine.
Impression so far: Mechanically it's good old Last of Us so far, with prone added to it. The latter will probably make this game eveb longer for me since I just love to stealth everything MGS5 style.
Not a fan of the L2 dodge. I mean the same mechanic was also in Uncharted 3 (and 4? i guess) and felt more natural with circle, which is crouch here. I'm struggling a bit with the default layout. L1 to run / galopp also feels unnatural.
Not a fan of the story so far but I guess I'm supposed to hate it. The progression of story went from super slow to super fast back to super slow. Not a fan of that. Let's see what happens next.
Oh and the base PS4 turns into a jet engine.
spoiler for pizza and sy that stalker coming outta the wall was a nice build up to the next boss fight, or else his shape wouldn't have made much sense, love it
I feel like its right to assign the most used actions on the buttons, you're not supposed to dodge as often as you crouch, punch or jump.
By DerZuhälter Go To PostNot a fan of the L2 dodge. I mean the same mechanic was also in Uncharted 3 (and 4? i guess) and felt more natural with circle, which is crouch here. I'm struggling a bit with the default layout. L1 to run / galopp also feels unnatural.but if dodge is circle you're going complain that it's souls-like again lmaooo
.
I feel like its right to assign the most used actions on the buttons, you're not supposed to dodge as often as you crouch, punch or jump.
I assume I'm in the last stretch of the game, just finished the flashback where Abby and that guy who's a name I'm blanking on rn kiss in the aquarium. I'm liking the non-linear aspect of the story so far, reminds me of Godfather 2 lol, interesting to see what happened between the 2 games
By Freewheelin Go To PostI assume I'm in the last stretch of the game, just finished the flashback where Abby and that guy who's a name I'm blanking on rn kiss in the aquarium. I'm liking the non-linear aspect of the story so far, reminds me of Godfather 2 lol, interesting to see what happened between the 2 gamesNo you still have like the best acts left ;)
actS, plural.
By Yurtlicious Go To PostNo you still have like the best acts left ;)oooooh, cant wait thanks :D
actS, plural.
Forgive me if none of this is coherent.
Completed on Survivor, after 35 hours. I usually wouldn't ramble this much off a single playthrough but I won't be able to play through this a second time before I give my thoughts as this has taken up all of my time since release and I gotta return the PS4 to Best Buy soon. Cinematic games like this one usually benefit the most from just a single playthrough as multiple ones usually highlight the flaws that you don't notice or didn't bother you the first time through. I don't think this game will be any different but unlike any of Naughty Dogs games from the last 15 years or so, I think this will benefit from multiple playthroughs as well as it's their most well designed, playable and fun game in their portfolio.
Simply put, this is the greatest AAA videogame ever made. Co-director Anthony Newman tweeted that they were going to re-define AAA in 2020:
If any game can live up to this corny tweet, it's this one. Only Rockstar, after Red Dead Redemption 2 can hope to compete with the visual detail and production values on display here. Only Arkane Lyon can compete with the superbly crafted combat arenas. I certainly enjoyed the stealth combat more than in any MGS or Splinter Cell title. Only Square can compete with the score and in game music. It's just that good.
Gameplay
Before I talk about this game, I have to talk about the previous installments weaknesses. I played through the first game twice, once on hard , then the second time on the hardest difficulty, grounded. The gameplay, for the most part was split into "bonding" segments with Joel and Ellie as you would partake in sleep inducing environmental "puzzles" that have you turning a ladder into a makeshift bridge or carrying Ellie through a load time masking body of water. Then there's the combat, where you crouch walk, stealth kill and PopnShot humans and zombies with a wall hack just cause.
If I were to describe the gameplay of these sections, I'd say it was "serviceable", the best parts were the brutal and punchy melee animations and satisfying headshots. It was the studio's first attempt at something new after 3 Uncharted games and carried over pretty much nothing from that series. Playing on grounded improved the experience via added tension but after both playthroughs, the narrative was easily the strongest aspect of the game and if I were to name my favorite moments, they'd all be from the non-interactive parts.
On paper, in terms of mechanics listed, there isn't much to differentiate Part II from the 2013 title but you're probably playing on easy mode with all the accessibility options turned on if you think the sequel plays anything like what came before. Like I said, the level and encounter design in this game is only in competition with Arkane Lyons. This is Dishonored level 2 stuff here.
Before I get to the good stuff, I want to address the not so good stuff. The game takes about 30 minutes too long to get going. Through the first chapter and about half of the second, all the combat encounters are mostly with the two forms of Infected enemies you almost exclusively fight in the first game and the game has added nothing to these enemy types. As a result the first few combat encounters, on your first playthrough aren't very noteworthy(I suspect you can make these more fun with a new game+ arsenal at your disposal).
It's not until the first encounter with human NPCs, do you experience design brilliance. Don't mistake this for the gameplay not getting good until then though, because you get some design brilliance that has nothing to do with combat before that. The second chapter of the game has Ellie arrive in Seattle. This is the biggest level Naughty Dog has ever crafted and is built on their previous efforts in Uncharted 4 and Lost Legacy but this is clearly so far beyond anything in those games. This Wide Linear area has Ellie, her horse and a map. THere's an objective in this map but there's no waypoint, no shining beacon in the distance or minimap on screen. There's a city to explore. Unlike in Uncharted, where exploring felt like a waste of time, it's essential in TLOU. I explored damn near every inch of downtown Seattle as supplies are scarce and encounters deplete your stock almost entirely. There are buildings to explore, optional encounters, moments and cutscenes(that you don't want to miss), missable weapons and items, linked stories via notes, collectibles, safes to unlock, valuable supplies, etc and they're all so organically placed for the player. I must have spent 2 or 3 hours in this one section alone. It's fucking great.
And outside of that semi-open world I do, all the smaller environments take that same approach. They're wide and dense and beggin you to go through every room and open every drawer, read every note because you don't want to miss out on anything. This is a linear experience but it's not a tunnel.
Sidenote: being able to unlock safes by ear is so awesome. I love shit like that.
Then you have the combat, which is mostly against human NPCs and for good reason. Combat arenas are best in class stuff. Multiple entry points, multiple exit points. An arsenal for going quiet, loud or both. A dodge button that's implemented well. Brutal melee combat with the worst/best gore in a game. I could spend another 500 words praising it but I never planned to type this many words and it's 5 am. Think Dishonored 2 level arena design, think MGSV level controls and AI(but way more aggressive), Max Payne 3 tier gunplay and Naughty Dog animations behind it all. It's simply sublime. Yurt said in an earlier post but every time I knew I had to crab walk with Joel in the first game, I groaned and my intent was always to get it over with as quick as possible so I could watch the next cutscene. In Part II I've restarting encounters over and over again just to try out different approaches. Controlling Ellie is great , fighting the NPCs is great, it's sublime. The density of the arenas impresses m everytime, where as the last game was pretty much a tunnel but designed to make you feel like you were in a sprawling environment, part II realizes that often overwhelmed me with how many options were presented, multiple rooms, cracks in the wall, windows, basements, rooftops, etc. More than once after murdering the last NPC, I'd comb through the arena for supplies and think to myself "Wait, I could have gone through this way instead?"
There are segments here that would be peak RE, there are Uncharted tier setpieces, this game does it all and does it all well.
Sidenote: The encounters are so good that the ones that are less than excellent stick out like a sore thumb.
Sidenote: Shattering glass is so satisfying.
Ok it's 5:30 let's wrap this up.
Story
I won't say too much besides that this is one of the most engrossing stories I've ever experienced. Film, books, TV, whatever. It was enthralling. The ending was gripping, a tear may or may not have been shed.
Everything was executed so damn well and most importantly, even if it wasn't, I am so fucking happy that a big, super expensive AAA project didn't play it safe. It would have been so easy for ND to have done so. Instead, we get a ballsy af narrative in the sequel to Sony's highest selling game ever and I'm happy that it appears that the sales are amazing. In an industry where AAA titles are homogenized in every aspect, it's inspiring to see a developer be bold in the area that defined the success of the first title.
Sidenote: Yara for sister of the year.
Visuals
I've posted enough about them in this thread but yeah, best looking game ever, If you disagree, you're wrong. I can't decide whether the environments or the character models or more impressive. . Hats off to Naughty Dog. Visuals included, they saved the best of everything for last. I've made sure to transfer the 2gbs of screenshots I took to a USB drive before I return the console.
Rambling over. There are faults in the package that I just don't care about right now(how annoying will those flashbacks be upon replaying? how quickly can you jog through the intro?) Maybe I will once I play through it a second time, hopefully on Grounded difficulty on a PS5 at 60fps.
8/10
Completed on Survivor, after 35 hours. I usually wouldn't ramble this much off a single playthrough but I won't be able to play through this a second time before I give my thoughts as this has taken up all of my time since release and I gotta return the PS4 to Best Buy soon. Cinematic games like this one usually benefit the most from just a single playthrough as multiple ones usually highlight the flaws that you don't notice or didn't bother you the first time through. I don't think this game will be any different but unlike any of Naughty Dogs games from the last 15 years or so, I think this will benefit from multiple playthroughs as well as it's their most well designed, playable and fun game in their portfolio.
Simply put, this is the greatest AAA videogame ever made. Co-director Anthony Newman tweeted that they were going to re-define AAA in 2020:
If any game can live up to this corny tweet, it's this one. Only Rockstar, after Red Dead Redemption 2 can hope to compete with the visual detail and production values on display here. Only Arkane Lyon can compete with the superbly crafted combat arenas. I certainly enjoyed the stealth combat more than in any MGS or Splinter Cell title. Only Square can compete with the score and in game music. It's just that good.
Gameplay
Before I talk about this game, I have to talk about the previous installments weaknesses. I played through the first game twice, once on hard , then the second time on the hardest difficulty, grounded. The gameplay, for the most part was split into "bonding" segments with Joel and Ellie as you would partake in sleep inducing environmental "puzzles" that have you turning a ladder into a makeshift bridge or carrying Ellie through a load time masking body of water. Then there's the combat, where you crouch walk, stealth kill and PopnShot humans and zombies with a wall hack just cause.
If I were to describe the gameplay of these sections, I'd say it was "serviceable", the best parts were the brutal and punchy melee animations and satisfying headshots. It was the studio's first attempt at something new after 3 Uncharted games and carried over pretty much nothing from that series. Playing on grounded improved the experience via added tension but after both playthroughs, the narrative was easily the strongest aspect of the game and if I were to name my favorite moments, they'd all be from the non-interactive parts.
On paper, in terms of mechanics listed, there isn't much to differentiate Part II from the 2013 title but you're probably playing on easy mode with all the accessibility options turned on if you think the sequel plays anything like what came before. Like I said, the level and encounter design in this game is only in competition with Arkane Lyons. This is Dishonored level 2 stuff here.
Before I get to the good stuff, I want to address the not so good stuff. The game takes about 30 minutes too long to get going. Through the first chapter and about half of the second, all the combat encounters are mostly with the two forms of Infected enemies you almost exclusively fight in the first game and the game has added nothing to these enemy types. As a result the first few combat encounters, on your first playthrough aren't very noteworthy(I suspect you can make these more fun with a new game+ arsenal at your disposal).
It's not until the first encounter with human NPCs, do you experience design brilliance. Don't mistake this for the gameplay not getting good until then though, because you get some design brilliance that has nothing to do with combat before that. The second chapter of the game has Ellie arrive in Seattle. This is the biggest level Naughty Dog has ever crafted and is built on their previous efforts in Uncharted 4 and Lost Legacy but this is clearly so far beyond anything in those games. This Wide Linear area has Ellie, her horse and a map. THere's an objective in this map but there's no waypoint, no shining beacon in the distance or minimap on screen. There's a city to explore. Unlike in Uncharted, where exploring felt like a waste of time, it's essential in TLOU. I explored damn near every inch of downtown Seattle as supplies are scarce and encounters deplete your stock almost entirely. There are buildings to explore, optional encounters, moments and cutscenes(that you don't want to miss), missable weapons and items, linked stories via notes, collectibles, safes to unlock, valuable supplies, etc and they're all so organically placed for the player. I must have spent 2 or 3 hours in this one section alone. It's fucking great.
And outside of that semi-open world I do, all the smaller environments take that same approach. They're wide and dense and beggin you to go through every room and open every drawer, read every note because you don't want to miss out on anything. This is a linear experience but it's not a tunnel.
Sidenote: being able to unlock safes by ear is so awesome. I love shit like that.
Then you have the combat, which is mostly against human NPCs and for good reason. Combat arenas are best in class stuff. Multiple entry points, multiple exit points. An arsenal for going quiet, loud or both. A dodge button that's implemented well. Brutal melee combat with the worst/best gore in a game. I could spend another 500 words praising it but I never planned to type this many words and it's 5 am. Think Dishonored 2 level arena design, think MGSV level controls and AI(but way more aggressive), Max Payne 3 tier gunplay and Naughty Dog animations behind it all. It's simply sublime. Yurt said in an earlier post but every time I knew I had to crab walk with Joel in the first game, I groaned and my intent was always to get it over with as quick as possible so I could watch the next cutscene. In Part II I've restarting encounters over and over again just to try out different approaches. Controlling Ellie is great , fighting the NPCs is great, it's sublime. The density of the arenas impresses m everytime, where as the last game was pretty much a tunnel but designed to make you feel like you were in a sprawling environment, part II realizes that often overwhelmed me with how many options were presented, multiple rooms, cracks in the wall, windows, basements, rooftops, etc. More than once after murdering the last NPC, I'd comb through the arena for supplies and think to myself "Wait, I could have gone through this way instead?"
There are segments here that would be peak RE, there are Uncharted tier setpieces, this game does it all and does it all well.
Sidenote: The encounters are so good that the ones that are less than excellent stick out like a sore thumb.
Sidenote: Shattering glass is so satisfying.
Ok it's 5:30 let's wrap this up.
Story
I won't say too much besides that this is one of the most engrossing stories I've ever experienced. Film, books, TV, whatever. It was enthralling. The ending was gripping, a tear may or may not have been shed.
Everything was executed so damn well and most importantly, even if it wasn't, I am so fucking happy that a big, super expensive AAA project didn't play it safe. It would have been so easy for ND to have done so. Instead, we get a ballsy af narrative in the sequel to Sony's highest selling game ever and I'm happy that it appears that the sales are amazing. In an industry where AAA titles are homogenized in every aspect, it's inspiring to see a developer be bold in the area that defined the success of the first title.
Sidenote: Yara for sister of the year.
Visuals
I've posted enough about them in this thread but yeah, best looking game ever, If you disagree, you're wrong. I can't decide whether the environments or the character models or more impressive. . Hats off to Naughty Dog. Visuals included, they saved the best of everything for last. I've made sure to transfer the 2gbs of screenshots I took to a USB drive before I return the console.
Rambling over. There are faults in the package that I just don't care about right now(how annoying will those flashbacks be upon replaying? how quickly can you jog through the intro?) Maybe I will once I play through it a second time, hopefully on Grounded difficulty on a PS5 at 60fps.
8/10
I've not killed a person yet and I'm still enjoying the encounters more than I expected I would
Feel like the opening section is by far the weakest part I've played so far, odd to start a game in an area that is notably static due to to the NPCs, who barely even talk to give the place a sense of vibrancy. Feels really good to explore every nook and cranny because I need to, rather than being a completionist.
Bit the bullet and put some points into listen mode so I could get to the health upgrades.
Feel like the opening section is by far the weakest part I've played so far, odd to start a game in an area that is notably static due to to the NPCs, who barely even talk to give the place a sense of vibrancy. Feels really good to explore every nook and cranny because I need to, rather than being a completionist.
Bit the bullet and put some points into listen mode so I could get to the health upgrades.
By /sy Go To PostForgive me if none of this is coherent.
Completed on Survivor, after 35 hours. I usually wouldn't ramble this much off a single playthrough but I won't be able to play through this a second time before I give my thoughts as this has taken up all of my time since release and I gotta return the PS4 to Best Buy soon. Cinematic games like this one usually benefit the most from just a single playthrough as multiple ones usually highlight the flaws that you don't notice or didn't bother you the first time through. I don't think this game will be any different but unlike any of Naughty Dogs games from the last 15 years or so, I think this will benefit from multiple playthroughs as well as it's their most well designed, playable and fun game in their portfolio.
Simply put, this is the greatest AAA videogame ever made. Co-director Anthony Newman tweeted that they were going to re-define AAA in 2020:
If any game can live up to this corny tweet, it's this one. Only Rockstar, after Red Dead Redemption 2 can hope to compete with the visual detail and production values on display here. Only Arkane Lyon can compete with the superbly crafted combat arenas. I certainly enjoyed the stealth combat more than in any MGS or Splinter Cell title. Only Square can compete with the score and in game music. It's just that good.
Gameplay
Before I talk about this game, I have to talk about the previous installments weaknesses. I played through the first game twice, once on hard , then the second time on the hardest difficulty, grounded. The gameplay, for the most part was split into "bonding" segments with Joel and Ellie as you would partake in sleep inducing environmental "puzzles" that have you turning a ladder into a makeshift bridge or carrying Ellie through a load time masking body of water. Then there's the combat, where you crouch walk, stealth kill and PopnShot humans and zombies with a wall hack just cause.
If I were to describe the gameplay of these sections, I'd say it was "serviceable", the best parts were the brutal and punchy melee animations and satisfying headshots. It was the studio's first attempt at something new after 3 Uncharted games and carried over pretty much nothing from that series. Playing on grounded improved the experience via added tension but after both playthroughs, the narrative was easily the strongest aspect of the game and if I were to name my favorite moments, they'd all be from the non-interactive parts.
On paper, in terms of mechanics listed, there isn't much to differentiate Part II from the 2013 title but you're probably playing on easy mode with all the accessibility options turned on if you think the sequel plays anything like what came before. Like I said, the level and encounter design in this game is only in competition with Arkane Lyons. This is Dishonored level 2 stuff here.
Before I get to the good stuff, I want to address the not so good stuff. The game takes about 30 minutes too long to get going. Through the first chapter and about half of the second, all the combat encounters are mostly with the two forms of Infected enemies you almost exclusively fight in the first game and the game has added nothing to these enemy types. As a result the first few combat encounters, on your first playthrough aren't very noteworthy(I suspect you can make these more fun with a new game+ arsenal at your disposal).
It's not until the first encounter with human NPCs, do you experience design brilliance. Don't mistake this for the gameplay not getting good until then though, because you get some design brilliance that has nothing to do with combat before that. The second chapter of the game has Ellie arrive in Seattle. This is the biggest level Naughty Dog has ever crafted and is built on their previous efforts in Uncharted 4 and Lost Legacy but this is clearly so far beyond anything in those games. This Wide Linear area has Ellie, her horse and a map. THere's an objective in this map but there's no waypoint, no shining beacon in the distance or minimap on screen. There's a city to explore. Unlike in Uncharted, where exploring felt like a waste of time, it's essential in TLOU. I explored damn near every inch of downtown Seattle as supplies are scarce and encounters deplete your stock almost entirely. There are buildings to explore, optional encounters, moments and cutscenes(that you don't want to miss), missable weapons and items, linked stories via notes, collectibles, safes to unlock, valuable supplies, etc and they're all so organically placed for the player. I must have spent 2 or 3 hours in this one section alone. It's fucking great.
And outside of that semi-open world I do, all the smaller environments take that same approach. They're wide and dense and beggin you to go through every room and open every drawer, read every note because you don't want to miss out on anything. This is a linear experience but it's not a tunnel.
Sidenote: being able to unlock safes by ear is so awesome. I love shit like that.
Then you have the combat, which is mostly against human NPCs and for good reason. Combat arenas are best in class stuff. Multiple entry points, multiple exit points. An arsenal for going quiet, loud or both. A dodge button that's implemented well. Brutal melee combat with the worst/best gore in a game. I could spend another 500 words praising it but I never planned to type this many words and it's 5 am. Think Dishonored 2 level arena design, think MGSV level controls and AI(but way more aggressive), Max Payne 3 tier gunplay and Naughty Dog animations behind it all. It's simply sublime. Yurt said in an earlier post but every time I knew I had to crab walk with Joel in the first game, I groaned and my intent was always to get it over with as quick as possible so I could watch the next cutscene. In Part II I've restarting encounters over and over again just to try out different approaches. Controlling Ellie is great , fighting the NPCs is great, it's sublime. The density of the arenas impresses m everytime, where as the last game was pretty much a tunnel but designed to make you feel like you were in a sprawling environment, part II realizes that often overwhelmed me with how many options were presented, multiple rooms, cracks in the wall, windows, basements, rooftops, etc. More than once after murdering the last NPC, I'd comb through the arena for supplies and think to myself "Wait, I could have gone through this way instead?"
There are segments here that would be peak RE, there are Uncharted tier setpieces, this game does it all and does it all well.
Sidenote: The encounters are so good that the ones that are less than excellent stick out like a sore thumb.
Sidenote: Shattering glass is so satisfying.
Ok it's 5:30 let's wrap this up.
Story
I won't say too much besides that this is one of the most engrossing stories I've ever experienced. Film, books, TV, whatever. It was enthralling. I hated the new characters, I loved the new characters, It made me like the returning ones a lot more and a lot less. The ending was gripping, a tear may or may not have been shed. Catharsis when it cut to black.
Everything was executed so damn well and most importantly, even if it wasn't, I am so fucking happy that a big, super expensive AAA project didn't play it safe. It would have been so easy for ND to have done so. Instead, we get a ballsy af narrative in the sequel to Sony's highest selling game ever and I'm happy that it appears that the sales are amazing. In an industry where AAA titles are homogenized in every aspect, it's inspiring to see a developer be bold in the area that defined the success of the first title.
Sidenote: Yara for sister of the year.
Visuals
I've posted enough about them in this thread but yeah, best looking game ever, If you disagree, you're wrong. I can't decide whether the environments or the character models or more impressive. . Hats off to Naughty Dog. Visuals included, they saved the best of everything for last. I've made sure to transfer the 2gbs of screenshots I took to a USB drive before I return the console.
Rambling over. There are faults in the package that I just don't care about right now(how annoying will those flashbacks be upon replaying? how quickly can you jog through the intro?) Maybe I will once I play through it a second time, hopefully on Grounded difficulty on a PS5 at 60fps.
every word
i gotta play this shit when dean is done
punk bought it on disc so i can't even download it
true scust
punk bought it on disc so i can't even download it
true scust
By Freewheelin Go To Postin my defence it was cheaper to buy physical than digitalIt always is Dean.
Follow your heart.
By n8 dogg Go To Posti gotta play this shit when dean is doneHe played part 1 the other day. Maybe you should check if he actually plays the right title.
punk bought it on disc so i can't even download it
true scust
Base PS4 performance seems solid but the image quality is a bit muddled with the film grain effect exacerbating the issue. Only blemish in an otherwise gorgeous game. The inevitable PScinque version should look bonkers.
In this second openish area is there a way back to the apartments? Can't believe you can't jump back over the fence with the blue material on it. I left quite a lot unchecked and haven't saved for ages.
By Hitch Go To PostIn this second openish area is there a way back to the apartments? Can't believe you can't jump back over the fence with the blue material on it. I left quite a lot unchecked and haven't saved for ages.I don't think so lol
Gonna replay the day's progress then.
Really should give you more than one autosave when there are unmarked points of no return and it's vital that you explore
Lesson learned, save after every encounter
Really should give you more than one autosave when there are unmarked points of no return and it's vital that you explore
Lesson learned, save after every encounter
By /sy Go To Post
Looks a lot better in still pictures than it does on YT after the compression has chewed it up.
As soon as I returned the PS4 I started fiending to replay some of these encounters. ugh. PS5 come soon.
Maaaan. What a fuckin game.
Those final moments in Santa Barbara were more dramatic and intense than what you see in most movies. I was wanting to root for Ellie the whole game but Abby's just so damn fun to play and probably has the best segments in the game (the hospital/rat king, and the entire island segment is fantastic from start to finish) which makes it very easy to like her. The biggest problem I had with her is I didn't like the supporting characters in her story (Owen the biggest f u c c b o i to ever exist in a game) but once Yara and Lev are introduced and you start to bond with them her story really picks up. Honestly Yara's death might have fucked me a little more than Joel's. And when Ellie put that knife to Lev's throat she officially took it too far.
And then that final flashback with Joel and Ellie actually made me tear up just a little bit :( Realizing that was their final moment and I hate Abby all over again
Man. What a game.
PS sy thanks for the tip on the safes. There were a couple where I think I didn't find the notes and one the clue was vague and stupid (something about a fish on a calendar or something idk I didn't have all day)
Those final moments in Santa Barbara were more dramatic and intense than what you see in most movies. I was wanting to root for Ellie the whole game but Abby's just so damn fun to play and probably has the best segments in the game (the hospital/rat king, and the entire island segment is fantastic from start to finish) which makes it very easy to like her. The biggest problem I had with her is I didn't like the supporting characters in her story (Owen the biggest f u c c b o i to ever exist in a game) but once Yara and Lev are introduced and you start to bond with them her story really picks up. Honestly Yara's death might have fucked me a little more than Joel's. And when Ellie put that knife to Lev's throat she officially took it too far.
And then that final flashback with Joel and Ellie actually made me tear up just a little bit :( Realizing that was their final moment and I hate Abby all over again
Man. What a game.
PS sy thanks for the tip on the safes. There were a couple where I think I didn't find the notes and one the clue was vague and stupid (something about a fish on a calendar or something idk I didn't have all day)
By /sy Go To PostLate game(I'm assuming) spoilers
God fucking dammit Tommy is jaded as shit. I can't blame him, looking like that and Maria dumping him.
Yeah dude doesn't have shit to live for, felt bad for him. Straight up walked in their house and said "Fuck your family and get my bro's revenge" Probably isn't gonna be happy about Ellie leaving her alive in Part 3 either
That fucking sniper segment in the garage was making it hard for me to like him too. Got me so many fucking times. It really is masterful the way this game makes you love/hate these characters
By /sy Go To PostAlso, why the fuck is Ellie so skinny? It's breaking my heart ;_;
Dem arms doe
Another random I guess spoilerish thought
I wish Isaac was in the game more, his big scene was great and very menacing. Can't go wrong with Jeffrey Wright. I thought it was him and I was right. I also thought Owen was voiced by Topher Grace and I was not right.
I wish Isaac was in the game more, his big scene was great and very menacing. Can't go wrong with Jeffrey Wright. I thought it was him and I was right. I also thought Owen was voiced by Topher Grace and I was not right.
By /sy Go To PostAlso, why the fuck is Ellie so skinny? It's breaking my heart ;_;You expecting one of domino’s instagram models?
By Pizza Go To PostAnother random I guess spoilerish thoughtYes. I'm wondering if he was added late in the story. All the notes mentioning him made me want to see more of him, the actor id a hell of a job for me to even remember him considering how little he's in the game.
I wish Isaac was in the game more, his big scene was great and very menacing. Can't go wrong with Jeffrey Wright. I thought it was him and I was right. I also thought Owen was voiced by Topher Grace and I was not right.
Got to the red tunnel, loosing the clickers of the WLF was fun. Stopped just as I had to take on the new infected type. Didn't have it in me to puzzle it out at lunch. Assuming they're not stealthable and I'll have to go loud, but there looked to be so many around that I wasn't ready to get going.
By JesalR Go To PostGot to the red tunnel, loosing the clickers of the WLF was fun. Stopped just as I had to take on the new infected type. Didn't have it in me to puzzle it out at lunch. Assuming they're not stealthable and I'll have to go loud, but there looked to be so many around that I wasn't ready to get going.You can bypass the whole area via stealth. Not sure what difficulty you're playing on but there are supplies there you might need.
Fair. there was one in each doorway when I dropped down, so it felt very much like a fight was about to happen.
I'm finding the directional audio a little frustrating at times, there have been a few too many moments when I can't hear Dina because of where she is, makes me feel I'm missing too much
I'm finding the directional audio a little frustrating at times, there have been a few too many moments when I can't hear Dina because of where she is, makes me feel I'm missing too much
Will start a new playthrough soon. Psy, would you augment any individual difficulty sliders below survivor based off your playthrough? Would you bump resources down to hard for example, or was it pretty much perfect for you? I beat the game with everything on hard. Generally everything was fine, though I'd be a bit eh at the idea of resources becoming even more scarce. Line of sight was pretty unforgiving in terms of stealth as well. I would like the combat difficulty to go up a notch.
By masud Go To PostThis game looks so good. Wish I could play it with a kb+m
One of the rare games for PS5 that I'd actually prefer a 30 fps targeted upgrade for visuals over just going 60 fps. The only significant upgrade being some raytracing for example would be pretty massive even though the prebaked stuff here is amazing.
By Dark PhaZe Go To PostWill start a new playthrough soon. Psy, would you augment any individual difficulty sliders below survivor based off your playthrough? Would you bump resources down to hard for example, or was it pretty much perfect for you? I beat the game with everything on hard. Generally everything was fine, though I'd be a bit eh at the idea of resources becoming even more scarce. Line of sight was pretty unforgiving in terms of stealth as well. I would like the combat difficulty to go up a notch.Everything on survivor. As long as you're thorough in scouring for supplies you'll have more than enough to engage in fire fights. Especially if you're doing New game+
I've still not got the resources to initiate a firefight, getting close to the TV station
I can use a few bullets in a pinch when things have gone tits up, but no more than that. I shouldn't have bothered with the rifle scope, not used it once.
Used the bombs for the first time just now, good shit. Shame you can't throw them anymore. Molotovs seem to only be deadly if you get a direct hit with them, the splash damage does fuck all even if someone is on fire for ages. Every shotgun shell I find feels like Christmas.
Don't think I've seen a game with these enemy pathing mechanics, they seem to have set paths that change depending on which direction you apprach them from.
I can use a few bullets in a pinch when things have gone tits up, but no more than that. I shouldn't have bothered with the rifle scope, not used it once.
Used the bombs for the first time just now, good shit. Shame you can't throw them anymore. Molotovs seem to only be deadly if you get a direct hit with them, the splash damage does fuck all even if someone is on fire for ages. Every shotgun shell I find feels like Christmas.
Don't think I've seen a game with these enemy pathing mechanics, they seem to have set paths that change depending on which direction you apprach them from.
By Hitch Go To PostI've still not got the resources to initiate a firefight, getting close to the TV stationhead shots only
These fuckers just don't drop any ammo, it's frustrating. Take out 4 armed guys with a mix of bombs, stealth and melee weapons, not a single bullet dropped between them.
Maybe they essentially only drop ammo that you use to keep you from building up a decent stock of it.
Maybe they essentially only drop ammo that you use to keep you from building up a decent stock of it.
You don't ever get a decent stock since the max ammo capacity is fairly low per gun. There are just sections where they feed you bullets in anticipation, and some where it just feels fallow. It's nice for forcing a mixup of styles.
i don't read the posts itt because i don't want to get spoiled, but jesus... what a game.
kojima would be proud of the TACTICAL ESPIONAGE ACTION at display here.
naughty dog have really evolved. very, very good stuff. what a developer.
i just got past the bit where you chase and kill nora, and ellie finds out about joel and the fireflies.
pet peeve: maybe this is the from software influence, but there should be a punishment for dying. would really make it a lot more tense. the game as it is, does the exact opposite. when you die multiple times (please no bully), it makes certain encounters easier. i'm playing on hard.
kojima would be proud of the TACTICAL ESPIONAGE ACTION at display here.
naughty dog have really evolved. very, very good stuff. what a developer.
i just got past the bit where you chase and kill nora, and ellie finds out about joel and the fireflies.
pet peeve: maybe this is the from software influence, but there should be a punishment for dying. would really make it a lot more tense. the game as it is, does the exact opposite. when you die multiple times (please no bully), it makes certain encounters easier. i'm playing on hard.