Trico has a butthole (and The Last Guardian is magnificent!)

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Casual Shinji

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CritialGaming said:
Casual Shinji said:
The game definately has rougher edges than other current gen games, but then it's achieving things no current gen game, or even last gen game really has. This is why I'm able to overlook things like a bad camera and floppy controls, when in any other game they'd put me right off.
What is it doing that no other game has done? I'm not denying your statement, I just don't see where it is coming from.
It gives you a fully independent A.I. the size of a house that follows you around for atleast 90% of the game. Having it traverse through tunnels and pits, and across pillars and ridges. And without using cheap tricks like warping or loading next to you. Apart from maybe one or two moments, whenever you see Trico come into view it's because he walked, jumped, climbed, or fell there from the place you last saw him.

A.I.'s like this don't exist in games anymore, and probably have only ever really existed in Ueda's games. Companions in games nowadays have this 'have your cake and eat it' design philosophy, where yes, they follow you around, but they're a complete non-entity that just warp to your side whenever the game demands it. You whistle for Roach in The Witcher 3 and he'll spawn within 10 yards of your position. You run around with your chums in FF15 and the game will make it so that, whenever one of them lags behind or gets stuck on the geometry, he'll just spawn outside the camera's view.

Trico doesn't pull any of that, and at every point he feels like a tactile presence in the gameworld.
 

Phoenixmgs_v1legacy

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RJ 17 said:
For those that are questioning Jim's judgement on it, do you listen to the Podquisition podcast? Because he goes into why he didn't particularly like it. While he did enjoy the narrative, what killed it for him were the controls. Evidently Trico is prone to just flat-out ignoring your commands and otherwise derping about in various forms. He referenced one scripted point where Trico had to jump a gap while the boy was riding him...only for the boy to fall off for absolutely no reason and die. Reload, get to that part again, and they clear the jump with no issue.

Also apparently there's an issue with differentiating between what's purely just stuff in the background and what's a ledge you're supposed to jump on/vines you're supposed to climb.

I haven't played it yet so I can't offer my own judgement, just wanting to put it out there that from my understanding, Jim's complaints were focused pretty much entirely on shoddy gameplay mechanics.
I've already posted in the thread that Jim didn't understand how to play the game:

Jim complains about Trico eating his barrels, but he doesn't pay attention to some basic things. If you watched his video and saw him complain about Trico not eating a barrel while crouched in a cave, well that's because Trico needs to be standing up to do the "eat barrel" animation. I don't know how such an experience gamer doesn't realize that. You don't have to put the barrels in such perfect spots either. Sometimes Trico has some minor troubles, but you can focus on figuring out where to go next while Trico tries a couple times to eventually eat the barrel. And to avoid the whole barrel "issue" completely, you can just stand in front of Trico holding the barrel and Trico will snatch it from you, but I guess Jim didn't try that. He complains about Trico snatching barrels from the air as you throw them, but if you seen his video, then you know he just picks up the barrel and tosses it as fast he can (hitting a railing too); however, lining up your toss and holding the barrel in front of Trico for a couple seconds and then tossing it works far far better.

I haven't had many issues at all of Trico with taking really long to do anything. Lots of times Trico will sorta lead you by pretty much going where needed, thus trying to get Trico to do something else is hard. A few times, I've had to gives commands a couple times but nothing like Jim described. From his review and video, I'm almost certain that Jim doesn't know that there are commands assigned to the buttons like pressing R1 + triangle to tell Trico to jump. Exert from his review, "A command system is in place, but it's bizarre, relying on holding down a button and using the left stick to point at things." You can see in his gameplay video as well that he never does any of the more specific commands either.
I like Jim as much as the next guy but his reviews are pretty bad at times; for the record, I couldn't care less what Jim (or anyone) scores a game but at least take the time to learn how to play a game. He did the same thing in his Vanquish review as he played it like a boring cover shooter because he didn't understand how to use the powers properly. "Vanquish is just another cover shooter with shallow gimmicks that have no applicable use. Sam's glide ability is only useful for escaping (or trying to), since there's no point getting up close and killed because you have no power left." I guess everyone else that posted Vanquish videos on YouTube got a "different" version of the game then.
 

CritialGaming

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Casual Shinji said:
CritialGaming said:
Casual Shinji said:
The game definately has rougher edges than other current gen games, but then it's achieving things no current gen game, or even last gen game really has. This is why I'm able to overlook things like a bad camera and floppy controls, when in any other game they'd put me right off.
What is it doing that no other game has done? I'm not denying your statement, I just don't see where it is coming from.
It gives you a fully independent A.I. the size of a house that follows you around for atleast 90% of the game. Having it traverse through tunnels and pits, and across pillars and ridges. And without using cheap tricks like warping or loading next to you. Apart from maybe one or two moments, whenever you see Trico come into view it's because he walked, jumped, climbed, or fell there from the place you last saw him.

A.I.'s like this don't exist in games anymore, and probably have only ever really existed in Ueda's games. Companions in games nowadays have this 'have your cake and eat it' design philosophy, where yes, they follow you around, but they're a complete non-entity that just warp to your side whenever the game demands it. You whistle for Roach in The Witcher 3 and he'll spawn within 10 yards of your position. You run around with your chums in FF15 and the game will make it so that, whenever one of them lags behind or gets stuck on the geometry, he'll just spawn outside the camera's view.

Trico doesn't pull any of that, and at every point he feels like a tactile presence in the gameworld.
I mean I'll give Trico points for his size. But Elizabeth in Bioshock Infinite did all those things, yet also didn't have (seemingly) stubborn A.I. She was easily one of the best A.I. companions in history.

Look I understand that you are impressed with Trico. But that is one aspect of a game which is mare by several other issues. But hey I get it. Some people really dig the game. I'm happy for you all. I simply could not overlook it's problems.

But that's me.
 

Casual Shinji

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CritialGaming said:
I mean I'll give Trico points for his size. But Elizabeth in Bioshock Infinite did all those things, yet also didn't have (seemingly) stubborn A.I. She was easily one of the best A.I. companions in history.
Really? Not that I played much of Infinite, but from what I did play Elizabeth came across as a dime a dozen companion who's only real purpose was just an added voice for the protagonist to bounch off of. And again, she was one of those companions who was there, except she wasn't, as enemies would completely ignore her and she could never come to harm by any means. She generally felt like a bunch of extraneous mechanics stitched together to give her some role in the gameplay. There was no true sense of physical interaction with her, apart from context sensitive or scripted sequences. Same with Ellie in The Last of Us, and she could at least sometimes get randomly caught by an enemy. And I REALLY like that game (probably more so than The Last Guardian), but it too takes a fairly "lazy" approach to implementing its A.I. companion(s).

The Last Guardian doesn't adhere to this type of placating to the audience, where they want companions on their journey/in the story, but they don't want to have to deal with them. The only other A.I. companion that avoids this while still remaining perfectly functional, that I can think of, is Ashley in Resident Evil 4. She could die, she could get killed or carried off by enemies, and you could accidentally (or intentionally) shoot her. And there was even a proper sense of interaction with her, as whenever you drew a weapon she would huddle meekishly behind your back. This was extremely practical from a gameplay perspective while also cementing the hero/damsel role in the game's narrative.

Trico feels like a being that inhabbits physical space, characters like Elizabeth and Ellie feel like impervious holograms. Trico is to A.I. companions what the Colossi in Shadow of the Colossus are to Boss fights.
 

CritialGaming

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Casual Shinji said:
Dude you missed out on just a really good story if you never got through Infinite. So you should really give it another shot, or watch an LP.

Anyway, your points are valid. However Ellie and Elizabeth both exist in a world that is far different for Trico's. Trico interacts with enemies only because there are not very many of them, and his reactions are actually fairly limited to either afraid or murder. Now I didn't beat the game, so I don't know how heavy the armored dudes get later on. But I personally felt his reactions were extremely basic.

Trico's got amazing animations though. I've never say that the game aint beautiful because it absolutely is. I do fell like the animations help Trico feel like a better A.I. than he is though.

But I'm kind of a cynical jerk so don't mind me.
 

Casual Shinji

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CritialGaming said:
Casual Shinji said:
Dude you missed out on just a really good story if you never got through Infinite. So you should really give it another shot, or watch an LP.
I've never been too keen on Bioshock. It just has a way of telling its story that I can't get into, i.e. the audio logs. Also I really didn't like the shooting very much. I thought I'd be able to get into Infinite more than the original, since characters actually seemed to have faces and were properly modeled this time, but alas...

As for the companions... It's not like I want every other one in games to be like Trico/Agro/Yorda, but I would like devs to take some inspiration from them and craft A.I. companions that allow for more creative interaction. It doesn't need to be 'protect them', just give me a neat way to make me feel aware of their presence through gameplay. I mean, Arkham Knight had an interesting way of doing this with the whole partner switch-up combo during combat. I would like for companions to grow beyond being simply story centric.
 

Casual Shinji

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Casual Shinji said:
Ravenbom said:
It's a great game for sure. But I'd also point out that 8 is great. It's not mechanically all there and it's so AI dependent that many potentially great and memorable moments are hard to string together because you're waiting on the AI to decide to do something.
It's not a Call of Duty and I never expected it to play like one with scripted moments when I cross invisible markers and frankly I'm glad it's not like any other game out there except Ico... but... that still doesn't make it a 10. It doesn't have that Uncharted level of polish and seamless scripted events.

For instance, the falling bridge scene we've all seen demoed. I know EXACTLY what to do there the minute I saw it and I still died 3 times waiting for my cat-dog-bird to decide to line up at a critical moment to catch me.
For all the moments that make you forget that this is an AI and that this is a game, stupid deaths in the hallmark scene of the game will take that immersion and wonderment right back out of you.

It's exactly what I wanted, but it's not a 10 and it doesn't have to be, because it's exactly what I wanted. Still, I do acknowledge that it could be better.

I feel like too many people either love it warts and all or deride the game when, like most things, the actual truth is in between.
The game definately has rougher edges than other current gen games, but then it's achieving things no current gen game, or even last gen game really has. This is why I'm able to overlook things like a bad camera and floppy controls, when in any other game they'd put me right off.

The fact that you mention dying three times during that scene goes to show how nearly everything in this game is happening in real time. Even during what I assumed was a scripted sequence near the end, I fell off Trico and interrupted what was supposed to be this big moment of triumph. And I loved it. I loved that in these moments, which in any other game would've been completely scripted, I was still in control. There was even one time when Trico accidentally kicked me off a cliff during one of his more energetic moods, and I've not been able to replicate that occurrence. It's just something that happened randomly due to the game being so much more unrestrained by a script then other games.

That these things happen ironically make me feel more immersed in the game, because it gives the impression that Trico is a real creature and not an NPC programmed to help you out at all times. It would've been easy for them to make Trico obey your every command, or have him run you through the game without missing a single beat. Just as it would be easy for devs to make enemy A.I. that could read your every movement and utterly kick your ass. But it's the fact that they're not perfect that makes them believable.

This basically conveys the ironic mentality that modern gaming has devolved into: expecting everything to happen like it's scripted, even though it's one of the things most bitched about since last gen.

Based on what most people have said I have a feeling I'll enjoy this game even more than the SotC remaster, which was the first time I played the game.
 

CaitSeith

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Phoenixmgs said:
I've already posted in the thread that Jim didn't understand how to play the game:
And when a player doesn't understand a game, whose fault is it? The player not getting the games instructions, tells and not deducing the most optimal strategy? Or the game not communicating properly the instructions, tells and its most optimal strategy? Is git gud applicable to The Last Guardian? After all, several other reviews describe the same issues.
 

Phoenixmgs_v1legacy

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CaitSeith said:
Phoenixmgs said:
I've already posted in the thread that Jim didn't understand how to play the game:
And when a player doesn't understand a game, whose fault is it? The player not getting the games instructions, tells and not deducing the most optimal strategy? Or the game not communicating properly the instructions, tells and its most optimal strategy? Is git gud applicable to The Last Guardian? After all, several other reviews describe the same issues.
If you've seen any stream of TLG for any amount of time, you know the game throws up button prompts ad nauseam. Also, the game doesn't really have mechanics that take time to master either (like say Vanquish). It's a simple puzzle/platformer.

Here's a stream of TLG at the point in which commands are taught to the player. I'll just put the link since I'm not sure embedding allows for starting the video a specific time.
https://www.youtube.com/watch?v=0ti9ua1KrDQ&feature=youtu.be&t=2000

Do you think that's actually asking a lot of the player to understand? The commands are shown but not blatantly told what they mean as it's left for the player to figure out through use and experimenting. You see in Jim's video, he never uses such commands and even in his review says you can only use the analog stick plus command button, which is not true.

It's obvious Jim just tries to get through games as fast as possible because he gets mad at something not initially working and immediately blames the game instead of working it out himself. Much like his issues with feeding Trico. You can literally just hold the barrel in front of Trico and Trico will snatch it from your hands. I guess that sorta "outside-the-box" thinking is too much for Jim. I haven't seen any other person complain about Trico eating outside of Jim. You'll see in the stream above, Trico eats the barrels just fine pretty much anywhere on the ground yet Jim says barrels need to be in exact spots.
 

Casual Shinji

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hanselthecaretaker said:
Based on what most people have said I have a feeling I'll enjoy this game even more than the SotC remaster, which was the first time I played the game.
Well, it depends. SotC had a constant drive behind it; Find the Colossi, figure out how to get on it, kill it. This made for a very solid goal for you to strive for right up to the end. This might also be why most people prefer it over Ico. And TLG is way more in line with it than with SotC. I'd say it has even less of a drive than Ico. It really seems like the primary source of enjoyment comes from just being in Trico's company and observing his mannerisms.
 

CaitSeith

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Phoenixmgs said:
If you've seen any stream of TLG for any amount of time, you know the game throws up button prompts ad nauseam. Also, the game doesn't really have mechanics that take time to master either (like say Vanquish). It's a simple puzzle/platformer.

Here's a stream of TLG at the point in which commands are taught to the player. I'll just put the link since I'm not sure embedding allows for starting the video a specific time.

Do you think that's actually asking a lot of the player to understand? The commands are shown but not blatantly told what they mean as it's left for the player to figure out through use and experimenting. You see in Jim's video, he never uses such commands and even in his review says you can only use the analog stick plus command button, which is not true.

It's obvious Jim just tries to get through games as fast as possible because he gets mad at something not initially working and immediately blames the game instead of working it out himself. Much like his issues with feeding Trico. You can literally just hold the barrel in front of Trico and Trico will snatch it from your hands. I guess that sorta "outside-the-box" thinking is too much for Jim. I haven't seen any other person complain about Trico eating outside of Jim. You'll see in the stream above, Trico eats the barrels just fine pretty much anywhere on the ground yet Jim says barrels need to be in exact spots.
I need no stream. I have played the game myself, and I have found Trico having problems eating barrels from the floor too. By the way they introduce Trico (a man-eating beast), I thought it was unwise to let him take the barrel from the boy's arms. So most the time in my first playthrough I kept throwing them in front of him because that's the way you first do it.

It's true that it sounded like Jim lacked the patience required to familiarize himself well with the mechanics (frequently you don't even need to order Trico for him to move). However, how much of the gameplay is one expected to work out oneself when playing a game whose main appeal is the touching story and the gorgeous environmental design? I think this is pretty much related to what we were discussing in the "Bloodborne is genius" thread.
 

Casual Shinji

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Casual Shinji said:
hanselthecaretaker said:
Based on what most people have said I have a feeling I'll enjoy this game even more than the SotC remaster, which was the first time I played the game.
Well, it depends. SotC had a constant drive behind it; Find the Colossi, figure out how to get on it, kill it. This made for a very solid goal for you to strive for right up to the end. This might also be why most people prefer it over Ico. And TLG is way more in line with it than with SotC. I'd say it has even less of a drive than Ico. It really seems like the primary source of enjoyment comes from just being in Trico's company and observing his mannerisms.

That's fine by me. It actually took me three separate attempts to finish SotC, perhaps because there was too little to it to be engaged with. You had your horse, and the only objective was following the glowing sword over vast distances to the next beast to climb up and hang onto while it tries to shake you off.

Granted it was definitely a great game; imo mostly because it technically succeeded beyond what most games to this day have even attempted, and it genuinely made you think more often than not. But outside of a few stand out bosses it became a grind. If most of TLG revolves around hanging with an enormous bird-dog that you can explore temples and solve puzzles with, I'll be on cloud nine for at least a leisurely play through or two.
 

gsilver

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RJ 17 said:
He referenced one scripted point where Trico had to jump a gap while the boy was riding him...only for the boy to fall off for absolutely no reason and die. Reload, get to that part again, and they clear the jump with no issue.
Yeah. That's about where I left off from my rental.

Really frustrating. I died about 5 times at that point, whether it be from falling off mid-jump, or Trico knocking me off of the ledge when I was trying to climb onto him before it...
 

Phoenixmgs_v1legacy

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CaitSeith said:
I need no stream. I have played the game myself, and I have found Trico having problems eating barrels from the floor too. By the way they introduce Trico (a man-eating beast), I thought it was unwise to let him take the barrel from the boy's arms. So most the time in my first playthrough I kept throwing them in front of him because that's the way you first do it.

It's true that it sounded like Jim lacked the patience required to familiarize himself well with the mechanics (frequently you don't even need to order Trico for him to move). However, how much of the gameplay is one expected to work out oneself when playing a game whose main appeal is the touching story and the gorgeous environmental design? I think this is pretty much related to what we were discussing in the "Bloodborne is genius" thread.
Sorry, I forgot you had the game. I don't really feel Team ICO games are played for story, that is something you kinda theorize about after actually finishing the game since the story is pretty minimalist. I'm pretty damn sure TLG has the most cutscenes in length vs ICO or SotC. To me, much of the story is the journey with your companion (Yorda, Agro, Trico) so the interaction with Trico is the primary element IMO. TLG, of the 3 games, definitely requires the most teamwork and interaction with your companion since Trico is the muscle and you're basically the Yorda in a sense. Thus, not putting much effort into trying to understand and work with Trico is a pretty big fail, especially when not even using the main mechanic of commanding Trico. There's very few mechanics in TLG and ignoring the main one is a huge disservice in playing the game. As Shinji said earlier in the thread, TLG is basically a pet simulator.
 
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Alright, Shadow of the Colossus and ICO fan coming straight out of finishing the game. Here's my thoughts:

THE GOOD

- Trico is amazing. The animations for it are just astounding. He can interact (almost) seamlessly with countless different complicated environments, and he moves and behaves incredibly believably as an animal. This is going to be the bar that I judge video game animals for in the future, and I'm going to be facing a lot of disappointment.

- World, graphics, everything is beautiful

- Lots of little details in the character behavior and world that are left around

- Story's good, but not as good as ICO or SotC. More on this

THE BAD
This is going to be longer, but it doesn't mean the game is bad. I still really enjoyed it

- The fucking narration. The narration was, at best, filling in something that could have been achieved with visual storytelling, and at worst reiterating something that had already been communicated with visual storytelling. This was one of my biggest issues with the game, since so much of what I liked about SotC and ICO was their little subtle details that they communicated the story with. The narration in this was too heavy handed, especially when they still have some of those subtle little details. Part of me wonders if there was some disagreement over this, and there was some conflicting ideas on how blatant it should be.

- Controls were pretty bad. The overall climbing was better (except for the turning), but they dropped one thing from SotC which was really sorely missed in this game. That is using a button like R1 to hold on. Why should it be so god damn difficult to get off of Trico? Achieving what should be a very simple task requires you to crawl to a place on his body which is handing down and drop off. Jumping off is incredibly difficult. I also don't like how I never really felt in sync with Trico. I loved the handling of Aggro, many people didn't like her, but I thought her controls were fantastic horse riding. I would have liked to see you become more in sync with Trico as the game went on, and see the result of this by your interactions becoming more fluid.

- As good as Trico's AI was, sometimes it was pretty frustrating. You learn some tricks for dealing with him to mitigate the bits that are hard to communicate, but you'd still get some blunders out of it. Several times throughout the game I'd enter a room with Trico, and try to coax him into jumping onto a ledge. After some failed attempts at him doing anything, I'll assume he can't reach the ledge, or it's too far. So I'll spend 20 minutes investigating every nook and cranny in the room to no avail. Frustrated I'll hop back on Trico and try to jump to that ledge for the 20th time, and this time he'll jump straight to it. Most of the time it worked fine (And it's pretty impressive it did), but those times it didn't were very frustrating.

- The puzzles weren't very challenging. The game constantly requires just enough thought to keep you engaged and feeling like you're being active, but not enough to actually push you.

- I remember areas in ICO far more than places here. With Trico you're moving so quickly from place to place that you barely get to notice any of them in any real detail. There's not really any equivalent to the gates, the mirror rooms, or the windmill in ICO. There's a couple general areas I remember though.

- The story. It's too spread out, and most of the time it's feeling like nothing is happening. Other times, it feels like the same thing is happening over and over again (Beating up Trico to make you feel angry). A lot of times they'll play up some danger, but you'll never really feel the stakes. For instance, just by virtue of the narration you know that Boy is going to make it out alright. While there is a touching scene between him and Trico after he's wounded, and it's very well done, it loses some of its bite from that. They needed to give you story in more spread out chunks throughout the game, and they needed things to happen beyond Boy falling and *shock* Trico catching him yet again. Or at least they need to stop slowing down time and portraying it as if it were unexpected

- The music was alright. It was disappointing coming out of the whimsical ICO music and the intense gothic SotC music
 

Casual Shinji

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The Almighty Aardvark said:
The fucking narration. The narration was, at best, filling in something that could have been achieved with visual storytelling, and at worst reiterating something that had already been communicated with visual storytelling. This was one of my biggest issues with the game, since so much of what I liked about SotC and ICO was their little subtle details that they communicated the story with. The narration in this was too heavy handed, especially when they still have some of those subtle little details. Part of me wonders if there was some disagreement over this, and there was some conflicting ideas on how blatant it should be.
This is my biggest issue by far. Everytime it pops up I feel like I need to actively try and ignore it. It serves to undermine the story-through-gameplay every time. I understand that there might be a need for the narration to give hints, but they could've made it some random voice. It also makes me think if this was something Ueda actually wanted or if some executives at Sony forced it in there.

Controls were pretty bad. The overall climbing was better (except for the turning), but they dropped one thing from SotC which was really sorely missed in this game. That is using a button like R1 to hold on. Why should it be so god damn difficult to get off of Trico? Achieving what should be a very simple task requires you to crawl to a place on his body which is handing down and drop off. Jumping off is incredibly difficult.
The peculiar thing is that the L2 and R2 triggers go completely unused. They could've implemented a hold function on either of those buttons.
The music was alright. It was disappointing coming out of the whimsical ICO music and the intense gothic SotC music
I actually feel like kind of an asshole complaining about this, because the music was good... but it wasn't Ico/SotC good.
 
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Casual Shinji said:
This is my biggest issue by far. Everytime it pops up I feel like I need to actively try and ignore it. It serves to undermine the story-through-gameplay every time. I understand that there might be a need for the narration to give hints, but they could've made it some random voice. It also makes me think if this was something Ueda actually wanted or if some executives at Sony forced it in there.
I was wondering that too. It seemed a little odd how some things are told very subtly, such that you'd miss them if you weren't paying attention, whereas other things are just shoved in your face. For example "I was exhausted after the day's events and fell into a deep slumber". No shit. You just showed him groggily falling asleep.I wonder if Sony wanted more talking in the game, and that was the least obtrusive way to get it in there.

I actually feel like kind of an asshole complaining about this, because the music was good... but it wasn't Ico/SotC good.
That's kind of where I'm at on a lot of things. Enjoyed the game, but some things just left me disappointed. More so than the complaints I had about ICO and SotC, because those had plenty of problems with them, but they were in areas that I could overlook more easily. It makes me amused when I see people complaining how fanboys will just eat it up no matter how bad it is, when being a fan has made me enjoy it less than I would have otherwise
 

sXeth

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CritialGaming said:
Casual Shinji said:
CritialGaming said:
Casual Shinji said:
The game definately has rougher edges than other current gen games, but then it's achieving things no current gen game, or even last gen game really has. This is why I'm able to overlook things like a bad camera and floppy controls, when in any other game they'd put me right off.
What is it doing that no other game has done? I'm not denying your statement, I just don't see where it is coming from.
It gives you a fully independent A.I. the size of a house that follows you around for atleast 90% of the game. Having it traverse through tunnels and pits, and across pillars and ridges. And without using cheap tricks like warping or loading next to you. Apart from maybe one or two moments, whenever you see Trico come into view it's because he walked, jumped, climbed, or fell there from the place you last saw him.

A.I.'s like this don't exist in games anymore, and probably have only ever really existed in Ueda's games. Companions in games nowadays have this 'have your cake and eat it' design philosophy, where yes, they follow you around, but they're a complete non-entity that just warp to your side whenever the game demands it. You whistle for Roach in The Witcher 3 and he'll spawn within 10 yards of your position. You run around with your chums in FF15 and the game will make it so that, whenever one of them lags behind or gets stuck on the geometry, he'll just spawn outside the camera's view.

Trico doesn't pull any of that, and at every point he feels like a tactile presence in the gameworld.
I mean I'll give Trico points for his size. But Elizabeth in Bioshock Infinite did all those things, yet also didn't have (seemingly) stubborn A.I. She was easily one of the best A.I. companions in history.

Look I understand that you are impressed with Trico. But that is one aspect of a game which is mare by several other issues. But hey I get it. Some people really dig the game. I'm happy for you all. I simply could not overlook it's problems.

But that's me.
Eh, Elizabeth in Bioshock constantly teleported offscreen. She had some basic contextual animations for when you stopped moving and weren't in combat. But the second you start moving quickly or get in a fight she just blanks out of the world except to spawn randomly and throw you ammo.

The Last of Us girl did something similar to whats being described, though again, she was comically dissassociated from the world. You could be stealthing through a den of the sonar-enemies with her whistling a bloody storm, or she'd run right through enemies and hails of bullets during combat sequences, all without having any effect on anything.



On the more direct topic, I watched a few different LPers first bits on TLG and just noticed really awkward cameras mostly, and a fair bit of struggle with controls.