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The Last of Us Demo (GoW:A Exclusive) Discussion Thread

Actually seemed pretty difficult to me. The last room had me failing a couple times before I went a bit rambo which I felt bad about. Im sure its one of those things where you pick up tactics as you go.
 

James Sawyer Ford

Gold Member
I was apprehensive about Naughty Dogs ability to make a true game again as opposed to a series of funnels that takes you to the next cut scene or set piece.

Uncharted Drakes Fortune was a flawed masterpiece, with levels designed in a way that cleverly disguised how linear they were and encouraged exploration. The controls were a it sloppy and the gunplay average, but the package came together beautifully. In Uncharted 2 and 3, they kept all the controls and gunplay issues but then made the levels ultra linear and focused on the cut scenes.

I was worried that they'd carry this one step further in the Last of Us, especially after all the interviews with various Naughty Dog representatives talking themselves up as the beacons for story execution in gaming.

But after actually playing the demo, I got that great feeling I had in the original Uncharted again. This game is linear, as most games are, but like Uncharted its not OBVIOUS it's linear. They also find ways to distract you with weapon and item creation and the like. It's really good.

Why wouldn't you want a sequel though? I mean, as long as it doesn't come with the same complaints you had for UC2 & 3.

I think it's pretty much guaranteed to be a franchise...I think the title will manage to do well enough @ retail and receive great reviews.
 

Leeness

Member
Thank you SO much to Papercuts and Evolved1 for hooking me up and helping me out.

Will report back in...a long time, after my slow Internet downloads the demo. :D
 

Rumba

Banned
Not gonna buy it.

Had a headache playing just as I did with Resistance 3. Probably the motion blur or something.
 

Vire

Member
Is that guy who said he was going to upload the direct feed still doing it?

I'd like to see some uncompressed footage of the demo. Would be nice if Gamersyde did it...
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Still trying to figure out how to do the section totally through stealth.

Anyone had any success?

There's a good walkthrough vid a gaffer did... I can dig it up if you want.

It's hard, you have to make your move quick or the runners turn around on you. Get them into the choke asap and don't lollygag around behind them. They seem to have a sixth sense for people sneaking up on them (unless they're just standing there stationary... those guys you can take your time or even ignore until you're ready).

http://www.youtube.com/watch?v=BPod7awcUGU
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
Redboxed GoW... Spent a long time hunting for the demo to no success, and was convinced I needed to have the online pass.

Thankfully, not the case. Just have to log into the multiplayer once, it asks if you have the pass, say no, and then the demo option appears on the main screen by pressing square.
 

Sean

Banned
Is there some kind of story canon reason that the runners don't notice your flashlight beam? Or is it just a video game thing to make it easier/more forgiving for the player?
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Is there some kind of story canon reason that the runners don't notice your flashlight beam? Or is it just a video game thing to make it easier/more forgiving for the player?

Just gamey, as far as I know. They aren't blind, they can see you. So they should be able to see the light. Guess they thought it'd be too hard for people.

I actually played through without the flashlight the first few times. Didn't know they couldn't see it. There are areas in the game though that are pitch black, and you need the light. So I guess it was just a compromise they had to make for a less frustrating game?

I swear though I read an early preview that said runners could see the light. Maybe not. Idk... it was months ago.

they are blind....

Only clickers are blind. The runners can see you (but not your flashlight, apparently).
 
Questions:

Why did they change the UI from the E3 2012 demo? I quite liked the Demon Souls styled health bar compared to the RE styled one. The UI for the crafting was also more striking, though I liked it... had more crafting options too, which I'm guessing will unlock as you get into the game. I guess they figured this Ascension demo UI was less intrusive?

Is there any drawback to using the listen mode in the retail version?

What do you guys think stage 4 is? I like how it was ripped from that page you find... I thought clickers were hard, can't wait to see stage 4.

And Did anyone find that pendant/dog tag thing? :D
 

Ricky_R

Member
Just gamey, as far as I know. They aren't blind, they can see you. So they should be able to see the light. Guess they thought it'd be too hard for people.

I actually played through without the flashlight the first few times. Didn't know they couldn't see it. There are areas in the game though that are pitch black, and you need the light. So I guess it was just a compromise they had to make for a less frustrating game?

I swear though I read an early preview that said runners could see the light. Maybe not. Idk... it was months ago.



Only clickers are blind. The runners can see you (but not your flashlight, apparently).

The TLoU wiki says that runners have a weak eyesight. They can see, but I guess that anything they don't see will be justified by that.
 

Papercuts

fired zero bullets in the orphanage.
The TLoU wiki says that runners have a weak eyesight. They can see, but I guess that anything they don't see will be justified by that.

I would think light would be the most obvious thing to see, even for someone blind hahah.

Doesn't bother me much, humans better react though.
 

Vire

Member
The thing I'm most impressed with demo, I've watched the last encounter on a handful of YouTube videos and it plays completely different every single time.

The AI is fantastic in this game, it really feels like a sandbox.
 
The thing I'm most impressed with demo, I've watched the last encounter on a handful of YouTube videos and it plays completely different every single time.

The AI is fantastic in this game, it really feels like a sandbox.
yup the ai is very good indeed.
 

Sean

Banned
Just gamey, as far as I know. They aren't blind, they can see you. So they should be able to see the light. Guess they thought it'd be too hard for people.

Yeah figured it was just for game purposes. I've always been playing on hard and turning off my flashlight near the runners but then I watched some other videos posted in this thread and noticed they weren't ever reacting to light, so it stuck out to me.

The TLoU wiki says that runners have a weak eyesight. They can see, but I guess that anything they don't see will be justified by that.

Their "weak eyesight" can spot Joel in the darkness from like 20-30 feet away yet not see a bright ass flashlight shining directly on them? Seems backwards. But at least that's sort of an explanation I guess.
 
So I caved and played the demo and HOLY SHIT! That's what you call a demo. I'm glad I played it and it just reaffirmed my action of preordering this game last year.
I absolutely love the way everything sounds in the game and the Clickers are one scary fuckers.
Oh while getting use to the controls this is probably old but I figured out the quick 180 turn. It's just hitting down on the left stick and X at the same time. I'm pretty sure that's going to be really usefull later in the game.
 
Went out and rented GoW:A from Redbox just to get access to the demo, and honestly - I felt a bit underwhelmed after all the hype. I mean don't get me wrong, I did enjoy it, but felt it was a bit short. The "clicker" design is also a bit strange to me, idk maybe I just need to run thru it a few more times.
 
Went out and rented GoW:A from Redbox just to get access to the demo, and honestly - I felt a bit underwhelmed after all the hype. I mean don't get me wrong, I did enjoy it, but felt it was a bit short. The "clicker" design is also a bit strange to me, idk maybe I just need to run thru it a few more times.

Yeah the demo is short but everything a demo is their to do it did, for me.
 
For anyone who wants some more moderately cryptic info on the multiplayer, fadi002 from the Naughty Dog forums pulled a bunch of strings from the demo files and it reveals some really interesting stuff, I'm pretty sure this multiplayer will be a bit different from anything we've ever seen.

I would love to make a multiplayer discussion thread since I want to talk about what is in this pastebin here but I dont have thread making privileges (No SP spoilers as far as I know, read about 75% of it) for those on media blackout I will keep quiet.

http://pastebin.com/kM7bFGy9
 

Lucent

Member
Anyone willing to hook me up with the download I can provide my dummy account, which is ready. Just send me a PM.
 

Leeness

Member
4hBGm.gif


That was so good. I'm so excited.

I died three times or so on the fight. I kept trying to stealth and it kept going OH SO WRONG. Fourth time through, everything went wrong again (runner saw me in my cover because I didn't realize...even if you're behind something, if you're not close enough to your cover, something can still see you. Runner saw me over the cabinet I was behind :) ) and I made it out even though I got into a big melee battle, I just got lucky and shived the clicker twice as it tried to get me and beat all the runners to death.

PHEW.

Can't WAIT for the full game! :D
 

Lucent

Member
4hBGm.gif


That was so good. I'm so excited.

I died three times or so on the fight. I kept trying to stealth and it kept going OH SO WRONG. Fourth time through, everything went wrong again (runner saw me in my cover because I didn't realize...even if you're behind something, if you're not close enough to your cover, something can still see you. Runner saw me over the cabinet I was behind :) ) and I made it out even though I got into a big melee battle, I just got lucky and shived the clicker twice as it tried to get me and beat all the runners to death.

PHEW.

Can't WAIT for the full game! :D

Awesome impressions in this thread. Really hope I can get the download on my dummy account so I can experience it myself. Sure, I could watch a video of it, but it wouldn't be the same as having to decide what to do on my own and hopefully feeling that controller rumple appropriately with each attack.
 

Leeness

Member
Awesome impressions in this thread. Really hope I can get the download on my dummy account so I can experience it myself. Sure, I could watch a video of it, but it wouldn't be the same as having to decide what to do on my own and hopefully feeling that controller rumple appropriately with each attack.

I'd give it to you if I could but I'm already a piggy backer :) Good luck, I hope someone will be able to give you a hand.
 
THe combat is what really surprised me. I was worried it would be overly cinematic and linear, but it is more open ended than I expected if that scenario is anything to go by. Really with Uncharted would have had similar combat instead of just throwing hundreds of respawning enemies at you Smash TV style. I think it would have fit that game as well.
 

Gun Animal

Member
So far it seems like if you stripped the combat and level design down to it's essential mechanics and looked at it from a top-down perspective, it would be VERY reminiscent of Hotline Miami. That's a very good thing.

From that perspective, the listen ability makes a ton more sense. It's not about surprises around every corner and more about figuring out the best way to deal with everyone in an area, knowing that you can die in a split second and any loud noises will bring everyone down on you at once. It's like "Alright, I know I can take two runners in open combat, but not three, and I can only handle one clicker at a time without dying. How do I best crowd manage and put this situation in my favor?" I definately can't wait to see how human enemies improve this set-up.

edit: wow, I just realized that going from runners (mindless shooter zombies) to clickers (old-school horror zombies) to real humans (complex, ruthless AI) is an incredibly smart way to scale difficulty and bring newer, more casual gamers into the fold. If I'm right about that, then this would be a great game for introducing casual gamers to the more difficult/hardcore side of the spectrum. A gateway drug, if you will.

double edit: in contrast, a game like dark souls is horrible for evangelizing difficult games and gaming as a hobby because of how difficult it is to penetrate from the start. This is a true fact: the majority of the people who played (not purchased, necessarily) Dark Souls either didn't finish the tutorial, or gave up immediately after finishing the tutorial. It's like how most Christian Youth Missionary types use just the New Testament portion of the NIV for evangelical purposes even though they personally prefer King James or an even more esoteric translation, because it's much easier for newcomers to digest.
 

Lucent

Member
So far it seems like if you stripped the combat and level design down to it's essential mechanics and looked at it from a top-down perspective, it would be VERY reminiscent of Hotline Miami. That's a very good thing.

From that perspective, the listen ability makes a ton more sense. It's not about surprises around every corner and more about figuring out the best way to deal with everyone in an area, knowing that you can die in a split second and any loud noises will bring everyone down on you at once. It's like "Alright, I know I can take two runners in open combat, but not three, and I can only handle one clicker at a time without dying. How do I best crowd manage and put this situation in my favor?" I definately can't wait to see how human enemies improve this set-up.

edit: wow, I just realized that going from runners (mindless shooter zombies) to clickers (old-school horror zombies) to real humans (complex, ruthless AI) is an incredibly smart way to scale difficulty and bring newer, more casual gamers into the fold. If I'm right about that, then this would be a great game for introducing casual gamers to the more difficult/hardcore side of the spectrum. A gateway drug, if you will.

That sounds like what Robert Downey Jr. does in the Sherlock Holmes movies. lol
 
Popped in a GoW:A disc, and can't seem to find the demo available it download? Where the heck it is!?

Did you download the update for GOW? It should say "press square" for the demo at the bottom of the main menu.
If you did download it, I think someone earlier said they had to access the multiplayer first.
 

8byte

Banned
Did you download the update for GOW? It should say "press square" for the demo at the bottom of the main menu.
If you did download it, I think someone earlier said they had to access the multiplayer first.

Thanks, will definitely try this out (and edit with an update). Probably missed that since my overscan is massive due to my streaming set up.
 

Mr. Fix

Member
Anyone know what the changes between difficulties affect? Aside from more damage taken, I'm hoping the A.I.'s a bit more brutal and the resources are severely limited.
 

nitric0

Member
I just redbox'd GoW:A and there was nothing in the case sleeve when it popped out of the kiosk. The gaming God's don't want me to play this game..
 

Gorillaz

Member
Went out and rented GoW:A from Redbox just to get access to the demo, and honestly - I felt a bit underwhelmed after all the hype. I mean don't get me wrong, I did enjoy it, but felt it was a bit short. The "clicker" design is also a bit strange to me, idk maybe I just need to run thru it a few more times.

Videogamer TV/UK actually said the demo doesn't give the game justice. Especially to people who weren't that into it in the first place.


They already reviewed it and are waiting for the embargo but they said they understood why that was the demo but said it wasn't a good rerpesentation
 
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