Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Last Of Us 2 - now with protagonist-murdering trannies

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,486
Location
Lusitânia
TLoU was plagued by following very major trend of the time - magic senses, ligth crafting, light stealth, zombies (all to get that "survival" tag, even if there was no difficulty in surviving). With a heavy dose of pop-a-mole cover, health regen, spongy enemies, retarded AI and forced walky-talky moments and highly scripted segments.
It was a bad move on your part to list all this BS, because it is showing that you haven't played the game and you have no idea what are you talking about. Most of the stuff you mention are not even in the game.

Maybe you're the one who hasn't played this ''game''.

Magic senses: a common mechanic in AAA games, popularized by Assassin's Creed and the Batman games, that enables the player to see trough walls and other things - CHECK

Ligth Crafting: popular mechanic in the 2012-2015 period, where the player collects junk to combine into simple discardable items or upgrades - CHECK

Light Stealth: or rather tacked-on stealth, a totally unecessary mechanic, where the PC is either extremely silent or the enemies short-sigthed and deaf - CHECK

Pop-a-mole cover - CHECK

Forced walking moments - CHECK

Further more the devs did emphasise druing the months prior to launch that the gameplay was focused on survival.

Wow you are so monocled. Because you can't find dozens of examples of bugged AI for every Stealth games ever.

Except it's not bugged, the AI is just that bad.



Retarded AI - CHECK

Play some good stealth games.

Also here's the AI of your beloved game
This actually isn't worse than any non-Splinter cell AI

And Metal Gear, and Thief... shit even Skyrim's AI can detect your followers and kill each other.
 
Last edited:

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
And Metal Gear, and Thief... shit even Skyrim's AI can detect your followers and kill each other.
Teefs AI can't detect water arrows. Try again.

Pop-a-mole cover - CHECK
TLOU doesn't have sticky cover like splinter cell or even MGS5. Your character just magnetizes to the near cover you're standing to but there isn't any cover button.

Magic senses: a common mechanic in AAA games, popularized by Assassin's Creed and the Batman games, that enables the player to see trough walls and other things - CHECK
Eh listening mode is barely useful. Not as egregious as 3 different viewing modes of a splinter cell.

Ligth Crafting: popular mechanic in the 2012-2015 period, where the player collects junk to combine into simple discardable items or upgrades - CHECK
Survival game has a well done crafting mechanic. No problem with that.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,486
Location
Lusitânia
And Metal Gear, and Thief... shit even Skyrim's AI can detect your followers and kill each other.
Teefs AI can't detect water arrows. Try again.

Except in Thief 3 the AI can perceive changes to the enviroment (even noticing opened chests).
And in Thief 1 enemies don't need to be 5 meters away to spot or hear Garret and don't have terrible pathfinding. Oh and guards will run and call for help when injured, something TLoU fails to do even though one of the game's selling point was a smart dynamic AI that gave you the impression that the NPC's were figthing for their lives.

Pop-a-mole cover - CHECK
TLOU doesn't have sticky cover like splinter cell or even MGS5. Your character just magnetizes to the near cover you're standing to but there isn't any cover button.

Cover in Splinter Cell and MGS5 is meant for stealth and stading in cover isn't a reliable tactic since the AI is loaded with ways to take you out of cover. While the TLoU extensenvely features pop-a-mole shoot-outs and cover is an extremely reliable tactic because they just either stand in cover or run directly towards you.

Magic senses: a common mechanic in AAA games, popularized by Assassin's Creed and the Batman games, that enables the player to see trough walls and other things - CHECK
Eh listening mode is barely useful. Not as egregious as 3 different viewing modes of a splinter cell.

Now you going into retardo mode.
It literally lets you see enemies through walls. How the fuck is that not useful?
While in splinter cell, the 3 different modes have a distinct purpose plus downsides and aren't magical bullshit.

Ligth Crafting: popular mechanic in the 2012-2015 period, where the player collects junk to combine into simple discardable items or upgrades - CHECK
Survival game has a well done crafting mechanic. No problem with that.

Survival game with almost no survival mechanics or challenge.
 

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Survival game with almost no survival mechanics or challenge.
Lying isn't good.

Now you going into retardo mode.
It literally lets you see enemies through walls. How the fuck is that not useful?
While in splinter cell, the 3 different modes have a distinct purpose plus downsides and aren't magical bullshit.
Except in Thief 3 the AI can perceive changes to the enviroment (even noticing opened chests).
And in Thief 1 enemies don't need to be 5 meters away to spot or hear Garret and don't have terrible pathfinding. Oh and guards will run and call for help when injured, something TLoU fails to do even though one of the game's selling point was a smart dynamic AI that gave you the impression that the NPC's were figthing for their lives.
Someone just watched some videos. AI in the last of us does communicate with each other and they can hear when others are being assaulted. You can even see more of this in the second games trailer
Cover in Splinter Cell and MGS5 is meant for stealth and stading in cover isn't a reliable tactic since the AI is loaded with ways to take you out of cover. While the TLoU extensenvely features pop-a-mole shoot-outs and cover is an extremely reliable tactic because they just either stand in cover or run directly towards you
MGS5 is a shooter, the past two splinter cell games are cover based stealth games. The first one has a forced action scene and cover is plenty reliable in all splinter cell games.

Staying in cover to shoot or running towards you is generally speaking what AI does in splinter cell when a shootout begins.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,486
Location
Lusitânia
Survival game with almost no survival mechanics or challenge.
Lying isn't good.

It's a survival game where the player barely has to manage his resources or make thoughtful decisions on how to overcome a challenge.
Even BotW does a much better job in this deparment than TLoU did.

AI in the last of us does communicate with each other and they can hear when others are being assaulted. You can even see more of this in the second games trailer

And?
Thief also did that, back in 1998.

Cover in Splinter Cell and MGS5 is meant for stealth and stading in cover isn't a reliable tactic since the AI is loaded with ways to take you out of cover. While the TLoU extensenvely features pop-a-mole shoot-outs and cover is an extremely reliable tactic because they just either stand in cover or run directly towards you
MGS5 is a shooter, the past two splinter cell games are cover based stealth games. The first one has a forced action scene and cover is plenty reliable in all splinter cell games.

Staying in cover to shoot or running towards you is generally speaking what AI does in splinter cell when a shootout begins.

All MGS have shooting mechanics, but that doesn't make them shooters. Specially, when even in 5 the stealth gameplay is more developed than the gunplay.
Also the last two splinter cell games are the same to the splinter cell games what Thief (2014) and DmC are to their respective series. When I talked about Splinter Cell I was talking about the 1st one, Pandora Tomorrow, Chaos Theory and Double Agent.
And no, the AI in Splinter Cell doesn't just stand in cover waiting to be poped like a mole or run straigth towards you. And I replayed Chaos Theory last year, so I still remember it.
 
Last edited:

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,083
Location
Azores Islands
I played the first game when it came out on ps3 and the again on ps4, and it was an amazing experience both times. I really enjoyed the world building, the enemy design, the combat and especially the story. I wish they would still focus on Joel this game, but it's natural that they would expand the franchise with a younger protagonist, as Joel's arc is mostly done.
 
Joined
Sep 16, 2016
Messages
296
In my opinion, it's less a question of whether the AI is bad or if it's particularly unique (compared to contemporary third person shooters and survival games) and more a question of whether or not it's well made, and it's absolutely well made. It controls very well, all of the systems make sense within the context of the game and the gameplay loops feed into each other well, and I actually did feel like the AI was alright. It's a little too easy to abuse, but you could tell the devs tried and that's more than most can say.

The standout sequence for me was when you finally finish playing as Ellie during the winter section and switch back to Joel. You go from being completely vulnerable to essentially being the Terminator, and it was an incredibly satisfying switch. A number of gameplay sequences were just okay, and I found how invulnerable and non-present your AI companions were to be pretty immersion-breaking, but I think overall it's one of the best narrative-focused games I've played.

I'd quickly note - as an aside - that this also raises a lot of questions for me about the validity of such third-person action-adventure story games as a genre within gaming. Too much walking and talking, too little shooting. I'd say something like Max Payne is better overall, but maybe it's not fair to compare the "IGN comment section best game of all time" to one of the best third-person shooters of all time.
 

TheHeroOfTime

Arcane
Joined
Nov 3, 2014
Messages
2,887
Location
S-pain
The last of us is a very enjoyable game if you play it on the harder difficulties. Because is on those modes where all the improvements and stuff matters, and where enemies like the clickers are actually dangerous. On normal is just a chore, I remember a part of the game where as Joel I defeated a bucnh of infected ones in a bare-fist battle. It felt like I was playing Double dragon.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,142
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Survivor difficulty setting is really good, resources are rare and weapons are deadly. I have not tried "grounded" but I have heard you have to go full autism mode to survive.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,486
Location
Lusitânia
Sony: Doing AAA right.

Everyone else: Doing it wrong (sans Rockstar perhaps).

Kek.
Even Nintendo made a better job at a survival game, even though they weren't trying to make one.

xOAhrGM.jpg

xOAhrGM
 
Last edited:

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,909
Location
Hibernia
Last of Us world-building was really fucking bad

Joel lives in a quarantined police state, yet his partner can easily acquire ration papers and they spend their day in a shootout with some gang on the wharf. The police state is apparently ok with a bunch of randos being a drag on their society, despite having overwhelming firepower on their side.

Everything is apparently really bad and hopeless and life expectancy is really low, then you get to Pittsburgh and there are legions of bandits who only survive by hunting down others and taking their belongings. Not eating their victims. Just eating the food they have with them. So just like that, there's a city in the middle of nowhere that can support hundreds of military aged men leading a parasitic existence. Just how many people pass through this city, per week, anyway?

Then you have the hydroelectric dam. Apparently it's a fortress, with electrified fences yada yada, but then a bunch of raiders storm in from nowhere and kill lots of people. So on one hand, the world is so dangerous that you need big fortifications just to survive, yet on the other hand nomadic gangs have no problem staging attacks against them. Which is it? This is particularly egregious since a later chapter considers firing a gun in a forest a death warrant, because the sound attracts zombies.

I could forgive all of the above, but I will never forgive the fucking firefly faction. It's so retarded I can't even.
 

Adon

Arcane
Joined
May 8, 2015
Messages
667
Last of Us world-building was really fucking bad

Joel lives in a quarantined police state, yet his partner can easily acquire ration papers and they spend their day in a shootout with some gang on the wharf. The police state is apparently ok with a bunch of randos being a drag on their society, despite having overwhelming firepower on their side.

Everything is apparently really bad and hopeless and life expectancy is really low, then you get to Pittsburgh and there are legions of bandits who only survive by hunting down others and taking their belongings. Not eating their victims. Just eating the food they have with them. So just like that, there's a city in the middle of nowhere that can support hundreds of military aged men leading a parasitic existence. Just how many people pass through this city, per week, anyway?

Then you have the hydroelectric dam. Apparently it's a fortress, with electrified fences yada yada, but then a bunch of raiders storm in from nowhere and kill lots of people. So on one hand, the world is so dangerous that you need big fortifications just to survive, yet on the other hand nomadic gangs have no problem staging attacks against them. Which is it? This is particularly egregious since a later chapter considers firing a gun in a forest a death warrant, because the sound attracts zombies.

I could forgive all of the above, but I will never forgive the fucking firefly faction. It's so retarded I can't even.

I agree with almost all of the above except for the hydroelectric dam. At no point does the game ever tout it as a fortress. All Joel asks is about the defenses, and Tommy responds that they have people taking turns being guards and an electrified fence which at the time was completely useless since they had no electricity.

But yes, TLOU has some weird inconsistencies with its story. The general gist is well-executed but there's a bunch of tiny bits that don't make sense. There's a point where Ellie tries to confront Joel about getting rid of her and leaving her with Tommy despite the fact that that was clearly Joel's attitude and goal since the beginning and only ended up going along with escorting her because of Tess.

TLOU wasn't bad, but as far as stories set in a post-apoc world, Telltale's TWD was much better at getting me invested into its characters than TLOU did.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,933
Location
The Swamp
Weird, I thought TLoU had great world-building. The story wasn't perfectly consistent, but what video game is? The environments are extremely detailed for a PS3 game, and the atmosphere really drew me in. The only part I disliked was when Joel was injured and you had to play as Ellie. Suddenly this 14 year old girl becomes The Terminator and can slaughter battle-hardened survivors left and right. Other than that small section though, I thought the game was fantastic and probably the best console-exclusive I've played.


TLOU wasn't bad, but as far as stories set in a post-apoc world, Telltale's TWD was much better at getting me invested into its characters than TLOU did.

I played the first season of TWD and thought it was "ok". You're right in that it does a good job of getting you invested in the characters, but the problem (for me) was that's all it does. There's no gameplay to speak of - just point & click sequences and dialogue. If all I cared about was the story and characters, I'd just read a book.
 

Adon

Arcane
Joined
May 8, 2015
Messages
667
I played the first season of TWD and thought it was "ok". You're right in that it does a good job of getting you invested in the characters, but the problem (for me) was that's all it does. There's no gameplay to speak of - just point & click sequences and dialogue. If all I cared about was the story and characters, I'd just read a book.

Cute but irrelevant to my point.

Even the gameplay I thought was just okay for TLOU. My overall problem with TLOU is that despite having some well-done moments, and some solid execution, it never becomes more than the sum of its parts. Unsurprisingly, the game just feels like Uncharted with a bunch of other mechanics thrown in and still lacking something to bring them all together. In fact, for every part that it does well, I feel like there's another part it fumbles around in. Now, don't get me wrong, I like the combat and I like what I'm seeing of TLOU2 as it seems to be a good improvement over the first game, but even for its time, TLOU was nothing special.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom