Was he right?

Was he right?

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I don't feel like watching another eceleb's hour-long "video essay" on this game. Is his particularly insightful? Can anyone summarise it?
Going by the title alone,
>Naughty Dog's Game Design is Outdated
it sounds like he's primarily trying to replicate the success he had with the Rockstar video. Nothing felt particularly old hat about TLOU2 to me. It was some of the best stealth action I've ever seen, actually.

I’ve just looked at the Reddit games comment section about this and it doesn’t seem worth watching. Basically he got filtered by Joel’s death and allowed it to taint his view of the game. Ergo, he’s another seethe because can’t into quality narratives

Don't know and I don't care.

Why not actually watch it? You'd probably enjoy his take if you liked the RDR2 vid.

His closing statement is
>In The Last Of Us 1, I became Joel.
>In The Last Of Us: Left Behind I became Ellie
>In The Last Of Us Part 2 I became disappointed

Unnecessarily long but his points are good, tlou2 lacks memorable characters and relations, that plus the journey being longer just make the sequel feel more uneventful.

mostly

100% right

Tlou2 is gears of War trying to take itself seriously and teach us some 5 year old level morality lesson that it doesn't even really land.

Well worth the watch

@526827878
Nice bait, almost had me

he's right. naughty dog games are video games trying to be movies, but a movie with a mediocre plot is worthless

That doesn't mean anything besides he didn't like it. What was an actual point he made?

Interesting. I don't really care about Left Behind (it's mostly filler except for the last couple minutes). TLOU2 did a great job grounding me in Ellie's shoes, and then it deliberately ripped me out of them and forced me to confront what a broken and obsessed person she had become. Then it dumped me in the shoes of another person, equally broken, and had me experience her path to redemption.

It generally exploits the connection between player and character. When you play as someone in a third-person game, what exactly does it feel like? Does it feel like you /are/ that character, or that you're embodying them, or simply issuing instructions, or just watching? Is it kind of all and none of those? Is it a unique thing that's hard to describe and whose nature changes considerably depending on the game, character, and story?
The game plays with all of that and pushes you out of your comfort zone a little bit. It can be a slightly unpleasant thing to experience considering how much we know and love Ellie, and how effective our introduction to Abby is in convincing us to blindly hate her. But I thought the result was highly engrossing, remarkably powerful, and demonstrated a strong creative vision.

It's also the reason I consider the "movie game" criticisms nonsensical, and why I completely disregard the opinion of anyone who "watched" the game instead of playing it. The unique power of video games is that we vicariously experience a taste of our protagonists' journeys, rather than simply watching them.

Honestly, I haven't seen his RDR2 video either, but I agree with the general sentiment. I liked the worldbuilding of RDR2 but it's so goddamn slow and clunky. Whereas with TLOU2 I thought both the story and gameplay were excellent and supported each other well.

>game design is outdated
>talks 90% about story
Just another brainlet

based as fuck. making sonygroes seethe by liking breath of the wild

>The unique power of video games is that we vicariously experience a taste of our protagonists' journeys, rather than simply watching them.
but if the game has no choice, then what does it matter?

tl;dw version is
>I prefer gameplay over story
>TLOU was the exception to that rule
>TLOU's story was so good I ignored the passable gameplay
>TLOU2 thinks it's being smart by talking about violence
>But you have no agency in that violence
>gameplay is still only passable (list examples of games that do each element better e.g. stealth, combat et.c)
>Game is too long and too story focused (reckons only 3+ hours of gameplay in 25 hour game compared to TLOU 12 hours)
>Story doesn't justify length

>Compares it to Bioshock Infinite

I've messed up the order, but that was the main points from what I remember

No, he's retarded. He keeps talking about shit like legos and water slides and gamer goo mind goblins like hes fucking 8 years old. An hour long video essay about a guy making the same joke about "IM SO FUCKING DUMB I WRITE MY SCRIPT IN WINGDINGS!! XDDD" about 4 times isn't worth listening to.

also
>themes its trying to tell you is elementary school tier and doesn't do it well for reasons already stated

>quality

Yeah he looks like the kind of homo that would love that shit

Story choices never made a game better. They may work in cryptic games like Souls games with no real protagonists but I would argue they destroy stories in most games by making them meaningless.

>never made a game better
False, false, false.

This is the best video about that piece of trash
youtube.com/watch?v=KOVH6l3jaFI

Game is designed to be 90% story, 90% of video is just story.

>best stealth action
lol

The way I see it, not every game needs to be an open-world RPG with 5+ endings and a general focus on broad-scale player agency. TLOU (both of them) are their characters' stories, not the players. We're along for the ride, and we're involved (in that unique videogame way I described), but it's not up to us to make their major life decisions for them. (Imagine if you could choose what to do about Ellie at the end of TLOU1... it would ruin it. Joel made his decision, and the player has to deal with it whether they agree or not.)

As someone who is burned out on said open world RPGs, and enjoys that feeling of being "along for the ride" on linear stories like this, I loved the result. And it helps that the combat is really, really fucking fun.

watch the fucking video shitlips

I ain’t reading all that but I’m happy for you

>he got filtered by Joel’s death and allowed it to taint his view of the game
that's literally not at all his point or even close to being the case

about not liking a game because his adhd brain needs to mash buttons?

The game would have been improved by having two endings. Let the player decide Abby's fate. Instead of a cornball scene where Ellie is perfectly happy to murder her until she has a flashback that suddenly changes her perspective, why not let the player decide whether or not they feel adequately moved enough to spare her?

seethe harder tranny

>The game would have been improved by having two endings. Let the player decide Abby's fate.
What fucking nonsense. This would only pacify the seething incels but it would not make the story better at all.

I would have, among other things like put the abbey narrative at the start, have it such that at the final fight, the qte prompt slowly fades away and after a certain point, it's up to the player whether they continue or not

Yeah, I'll stand by that. I do specifically mean "stealth action", so it's competing against games like MGS or Dishonored and not pure stealth games like Thief or Splinter Cell. Which games do you think did it better?
>list examples of games that do each element better e.g. stealth, combat etc
See above but would be curious to know what games he listed
>reckons only 3+ hours of gameplay in 25 hour game compared to TLOU 12 hours
This is demonstrably not true at all, are you sure that's an accurate paraphrase? I'd estimate the game is a little less than half story (including cutscenes and walk-and-talks) and more than half pure gameplay (including combat and exploration/traversal puzzles).

My Survivor run was 30 hours. There are 10-hour "game movie" videos on Youtube, and they include more than just the cutscenes (they include gameplay for context, every significant line from companions during exploration, etc).

Go jerk off to link, nintentranny.

>kill hundreds of people to reach one person so you can kill them
>find them tied up on a post
>hmm, actually my rage is now satisfied now that she bit my fingers off, let's go home

Do you think TLOU1 would have been improved if you could choose whether to save Ellie?

more like
>game forces you to kill
>"now feel bad"
>yet you don't know who the fuck was that person

No, but perhaps it would have if you played as the Fireflies for half the game and the devs forced you to try and empathize with them

he did a mode that lets you do the combat sections back to back after he finished story mode

That came out to 3 hours something

Unless you count wandering around, riding somewhere on a horse or QTEs as gameplay.

Maybe you do idk

>This is demonstrably not true at all
his basis for making that claim was the time it took him to beat all combat encounters back-to-back on hard when you unlock the ability to play them after beating the game

He is right.
Fuck every game that forces you to walk slowly down a hallway for a "cinematic experience"

This. What’s outdated is the obsession with open world RPGs. Give me an immersive game with great mechanics and replayability. I don’t care to play a game like Skyrim again because even though I can make a character with a new destiny, the core gameplay loop will still be ass. An RPG like Divinity OS gets this right, same with Mass Effect; different playthroughs can be wildly different to each other, in terms of gameplay and story.

If the RPG story mechanics are superficial, just ditch them and make something more focused.

Reminder that Abbys characters are so fucking forgettable that the game literally gives Ellie Polaroid photos with their names written on them to keep track of them. Which is hilarious, because it's so fucking unnatural. Can you imagine taking pictures with your friends and then labeling each picture with their names just in case you forget? Like it would have been fine if Ellie wrote the names herself to try and remember them, but as it was it was so unnatural.

>Was he right?
Yes, Fire Punch did the "revenge is bad" story better.
:)

nice projection sonygro. go jerk off to abby like the tranny you are

>I’ve just looked at the Reddit games comment section about this
Good for you, fuck off and stay there.

>kill hundreds of people to reach one person so you can kill them
You forgot that this game is part stealth. So its up to you if you killed them.

>>hmm, actually my rage is now satisfied now that she bit my fingers off, let's go home
Her motivation is not rage at this point anymore. She has PTSD and thought that it would cure her to kill the Abbynator. She just realized at the very end that it would not help.

Not the same guy but what difficulty? TLOU2 only makes sense to play on Survivor, any easier and the immersion disappears. I haven’t played a game more immersive than TLOU2 on Grounded

>So its up to you if you killed them.
except it's not
you cannot beat TLoU2 without killing anyone

Tranny Crossing is calling you, faggot.

don't give a shit about that game, cuck. seethe harder

He was spot on about how much of a missed opportunity the rope mechanic was.

You seem pretty in the know considering there are no links or words or sources in OPs post..

Snip snip that's the sounds of your dick.

>missed opportunity the rope mechanic was.
Well there is a reason for it to be underused.
They don't want to trigger the 41%.

You can beat it without killing anyone who wasn’t involved in Joel’s death, i.e you can beat it without killing any human “un-names” NPC

It would have worked even better in the first game because you dont have the perspective that its all about Joel. The problem people have is that they love daddy Joel too much. They view him as an actual person instead of a character in a story.

The rope is waiting for you nintentrannies.

I agreed with pretty much everything he said but he didn't touch on any new or interesting points. But that's just me, maybe some people will find it insightful if they're unsure whether they liked the game or not. Personally I see it as a total failure. TLOU1 made up for mediocre gameplay with a great story, TLOU2 is just the same gameplay but now with an awful story.