Rbz wrote...
All that's missing right now as far as I'm concerned is my experience with the thing.
And the experience has been enlightening.
It's amazing what Naughty Dog was able to squeeze out of the PS3 with this game. In addition to its impressive visuals, ND did an amazing job with the game's sound design. While all the other elements of the game that made it feel visceral are important, I believe the outstanding sound design is what makes this game shine. Just the sound is sufficient in making actions feel like they have a weight to them, giving the illusion that the interactions are real. Fortunately, I don't love sound enough to have the game's casual mode enabled. Fuck seeing through walls. This isn't Deus Ex.
The opening was engaging and did an exceptional job of setting the game's tone and providing context. Things went well until I got to the first firefight/stealth portion. I reiterate: the human AI might as well be simulating an alternate fungal infection of the brain, where the host exhibits a fluctuation in their mental capacity that moves between "reasonable" and "shit eating ape." One example of this new infection in action: I was being cautious and sneaky while the guards were on alert (and knew of my existence and murderous tendencies), then all of a sudden a guy ran right past me from behind, turned around while 5 feet in front of me, then started shooting. The worst example of this has to be the time when Tess tries to delay the inevitable and I have a limited amount of time before shit gets real-er. While in front of a locked doorway, I'm given the choice of going left or right in a courtyard. After heading left, I checked out the right side. The military then broke through the doorway while I was behind cover, Ellie ran right past all of them, one of them then said, "do you hear that," and they all proceeded to run to the left side. That shit is jarring and ruins the experience for me at that moment, which is a damn shame because it's clear how much effort ND put into making an atmospheric, immersive, visceral and gripping game.
Speaking of atmospheric, I'm rather impressed by the lighting. Outdoor areas are gorgeous and indoor locations are actually dark and seeing only what is revealed by the flashlight gives the game a nice survival horror feel. I'm sure that was't an accident because of the game's survival horror elements: a vulnerable protagonist, limited supplies, scavenging and the option to avoid serious conflict. The animation quality is top notch and I really like that the sound design, coupled with the animations, gives the game a sense of tangibility. When I press the melee button to attack someone, it seems as if I'm actually hitting another person in-game. Another example of tangibility is Joel's tendency to reach out and touch walls (and other obstructions), whether it be while hiding or sprinting. The animations and facial expressions in the cutscenes managed to leap over the uncanny valley and gave the scenes a degree of verisimilitude. Here's something that's fucking annoying, though: melee animation scripts tend to override each other, giving fights a disjointed feel. For example, if I have a melee weapon and I trigger a melee animation, sometimes a fungal fuck will trigger their own melee after I pull back the weapon for a swing, leading to them overriding my script and hurting me as a result. That's bullshit. I attacked first, so I have the right to beat the shit out of them. The same happens with humans. It's infuriating and interrupts the flow of combat.
Now, while I gave examples of disappointing AI behavior, I also implied that retardation is not the AI's full-time job. When events happen as planned, the human AI can be rather impressive (at least compared to the enemy AI I'm used to seeing nowadays). The game points out that enemies react to whether or not you have a firearm, and this feature is entertaining to witness when a confrontation plays out naturally in real-time. The infected are worthy "zombies." It took some time to adjust my sneaking style to be able to conserve ammo; the first time the game forced me to clear an area with infected, I had to restart at least 5 times because they didn't conform to the same enemy behavior patterns I'm used to dealing with in stealth oriented games. Every time the fungal brigade is out for blood, battles have a sense of urgency to them, because hesitation means death. The only thing bloaters taught me is how infuriating it is to try to make precision shots with a fucking analog stick (while the enemy constantly moves and the weapon sways). Pro tip: adult allies make for good distractions; they have god mode and can keep the entire pack from overwhelming you. Also, L2 is your friend. Finger your friend often.
I don't really have anything to say about any particular character, but suffice it to say that they are human beings. I think at this point it's safe to say that "human" characters is a staple of Naughty Dog games. Instead of just video game characters, ND is proficient at making believable humans. The small things like an ally's reaction to what you do, the player character talking to themselves, friendly banter, and even the casual offhand comments like "thanks" or "aw, doggies" add to the illusion of a character's humanity and make it easier for non-sociopaths to empathize with them. I
will say, however, that Ellie's companion AI appears to be even more sophisticated than Elizabeth's from Bioshock Infinite. That's fucking impressive. The game's character driven story is engaging from beginning to end and does a fantastic job of attaching me to Ellie and Joel.
Despite the faulty AI and the occasional quirky gameplay, the synergy among all the elements of this game create something greater than what I experienced in Bioshock Infinite. I give this glorious motherfucker a 9/10, and unless it can be dethroned by GTA 5 (I doubt it), this is my new GOTY. At the very least, I'll state that I can understand why so many people would be eager to give it a 10. I'm glad that Naughty Dog fulfilled most of their promises and avoided the pitfall that Infinite didn't; this game is far from a generic third person shooter. (At least the single player is.) As far as I'm concerned this is a must buy for sonyfags. Sony's very fortunate to have such a high caliber developer making exclusives for them.
It took me 20 hours to beat the game on hard. Also: flamethrower master race.
Before I end the post, I'd like to mention a couple of other things I appreciated about this game:
-I like that to be superhuman you have to become a drug addict. I'm sure Joel and Max Payne would make the best of friends.
-I
really like Joel's crab walk and his allegiance to the crab people. May the almighty Crustacean put the balls of his enemies in a vise grip.
Addendum:
Cyndas wrote...
the purpose of that is that they do not in any way hinder your presence
I believe this is an AI issue that can be fixed, at least in some circumstances. If I'm within pissing distance of a clicker, how hard is it to program the AI to shut the fuck up? It doesn't make the fungal fuck go apeshit, but it forces immersion to seppuku because the game's not following its own logic at that point. Anyway, while not compromising your position is one of the reasons, the rationale can be more broadly stated as: making sure that your companions aren't a burden. I think it's universally agreed upon among gamers that vulnerable escorts are a pain in that escort's ass (because they have a tendency to fucking die at the slightest scrape). Remember Ashley from Resi 4? Fuck her. I was glad every time she got captured. She bitched when I looked up her skirt, but how else was I to retain my sanity? The last thing I need is to restart because the person I'm supposed to be protecting dies because they were kind enough to take a bullet for me. What we saw in Infinite and The Last of Us was a compromise. It doesn't make any sense, but at least the game becomes less infuriating.