Zhukov said:
There is a point on the left side where the sniper can see you no matter what. It's right near the start, either when you move up behind the tree on the raised area or when you hop over the wall on the lower area.
Lolwut? Having to use distractions is automatically bad design?
How them straws holding up buddy?
You can move up behind the tree without being in line of sight, the tree blocks the sniper's view. Not to mention the sniper is looking down a scope at the rest of the group that is supposed to be distracting him (which was the plan Joel outlined in the cutscene, not my made up plan). And, the game doesn't allow you to shoot the sniper either.
Throwing objects is a really cheap stealth mechanic for the most part. Throw a bottle anywhere and the enemy (only ever ONE enemy) will come to investigate whether it makes sense or not (like you've thrown 3 bottles and 3 people have not returned, yet the 4th guy will still go investigate the next one). You can keep throwing bottles over and over again into the same corner and take down every enemy one by one. Something like pulling a fire alarm or a phone call are much more sensible distractions (obviously not something for TLOU). The AI is one of the main factors that makes a stealth game work, you want the AI to behave like normal humans. Of course, this doesn't apply for the infected.
BiH-Kira said:
Eh, Zelda games have that as well.
If you have your shield up and Z-target someone, you will move backwards while facing the enemy.
However if you don't Z-target the enemy, you will just turn around even with your shield up. As far as I know, this is the case with pretty much every single 3rd person game I've played that has a lock-on feature. Having the enemy locked on will turn on the "strafe" while having it off you have the regular control mode.
Honestly, it would be way worse if it was the way you want it to be.
Also I agree. TLOU is overrated. While I don't own a PS3, I played it for a while at a friends place. It's a 7.5/10 at best. While the story may or may not be interesting (didn't finish the game so I wouldn't know, but from the spoilers on the internet it seems meh), the gameplay is above average but nothing special. There is only so much you can do to hide the gameplay flaws with a good story, music and graphics.
As a note, my scoring system goes with 5 as a average and not 8 like it seems that most people do. 7-8 is good, 9 is great and 10 is almost impossible. It's reserved for those games that can be said have revolutionized gaming.
I haven't played a 3D Zelda. Very few games even have lock-on anymore. I wouldn't have even used lock-on in Dark Souls like ever if I could strafe and backpedal with a shield raised. I find lock-on to be a pretty much useless mechanic, it has certain times where it's useful but you can do at least 90% of things better without lock-on.
5 is average for me as well. I don't see why 7-8 is average for game reviewers though as that causes you to only have a 3 range from average to best ever, then all those games have scores with barely any spread between them. Plus, every other medium uses 5 for average as well. That was the main point of the whole thread really. Not that TLOU is bad, but how can 88 of 98 professional reviews be a 9 and higher? Game reviewers try to objective score games instead of subjectively score them. You can dislike/hate a game (and score it below average) even if the mechanics are sound and the game is very playable, which you don't see happening.
Vivi22 said:
If you honestly think that two TV speakers, regardless of the quality of the speakers, the layout and acoustics of the room, the hearing of the individual playing, and a variety of other factors, are anywhere near as effective as surround sound or headphones for picking out the direction of sound in a game then you're deluding yourself.
I'd be willing to bet that a lot of people would struggle with anything more than judging the rough distance of a sound and which side it's on with nothing but TV speakers in your average living room.
I played most of the game on my 32" LG's speakers and could tell the general area of the enemies just fine. I have a receiver (but it has a cold solder joint) and I played online shooters on it with just 3 speakers (front, right, center) and could pinpoint the exact location of my opponents. There's really no reason to have all 5 or 7 speakers.
Evonisia said:
I know some people at Naughty Dog played Gears of War, Uncharted rips the shooting off from it
That Gears ripped off Kill.Switch, which ripped off Winback. Gears did nothing unique, it probably just executed cover-based shooting the best at the time, it's not they came up with some idea no one ever thought of.
Charcharo said:
I disagree with you here. Games have better on average storylines and dialogue then movies and TV shows... and even books. You give the other arts way too much credit here, the average is LOW as F*CK!
Oh god no. There's probably less than 5 games a year with good writing. Just the way games are developed are a hindrance to the writers because the game levels and mechanics are done first and the writer has to link it all together instead of the story being written first.
There's very few games I'd actually "watch" if there was no gameplay (just cutscenes) vs the fact that I watch a bunch of TV shows and movies. Yeah, 90% of everything is crap but a TV show/movie is completely dependent on story/characters, there's no gameplay to save shit writing like a game.
Timpossible said:
But saying the game is bad because the gameplay has a "sluggish" feeling?
I didn't say the gameplay was sluggish. I said the camera is sluggish and there's no sensitivity option. I'm sure even horror 1st-person games like Amnesia have a camera sensitivity option and a slow camera isn't forced upon the player, correct me if I'm wrong because I don't play those games really. In a 3rd-person shooter, you aim with the free look camera as when you hit say L1 to aim, your crosshair should be on the enemy thus aiming with the free look camera. Any kind of shooter should allow the player to change the camera sensitivity so they can aim properly. All 3 Uncharted's have the same sluggish, nonadjustable camera as TLOU, they just don't understand shooters yet keep making them and repeating the same mistakes and never learning (in fact, moving backwards instead of forwards even).
Casual Shinji said:
FFMaster said:
The story seemed a bit odd as well, as the ending seemed to be the opposite of what you would except given the characters and the development.
How is that? It was so natural for the characters to act they way they did in the end, that I totally expected Naughty Dog not to go through with it and instead opt for some lame redemption/sacrifice ending. Which thankfully they didn't.
Exactly, Joel would make that same choice no matter what.