Basically, I prefer observing reviews breakdown gameplay to it's fundamental mechanics. What works, and how it is approached. For instance, Vanquish, that is a game that requires a competency around it's systems that, if you break it down to parts and weave them together would automatically make it distinct from other shooters. The difference between having a review that is rushed and a review that can explain it's systems could mean "another shooter" or "a unique approach to shooter design". Nothing I've read from TLOU reviews indicate it's basically Uncharted's more passive stealth approach (gameplay wise).
There are plenty of reviews that attempt to differentiate the game from Uncharted, but what are we really discussing here? We can discuss what makes an interesting or better written review, but I didn't think we were going to do that.
I'll link HyperBitHero's
video. His explanation mirrors my own.
The findings in that video are highly contentious and even disputed by Naughty Dog. The AMA is linked under the YouTube video. Still, I think this is probably not worth arguing.
edit: I'm footnoting this to say Naughty Dog[gers] instead of Naughty Dog. I don't know that the employees in the AMA speak for the company as a whole.
How so? Why is being alerted "bad design"? The game doesn't end when you are spotted so why would that be relevant here? Unless of course, you treat every encounter as a is/or mandatory stealth approach, then you and I have very different expectations of a tactical game. "Outside your control" happens when you create emergent design. It seems ND saw the line and decided to step back a bit but not enough to see where that they practically dumbed the AI only be observant when alerted by you.
It's bad design to punish the player (entering an alert state in a stealth game is essentially a fail state) for behavior she cannot control. There are two design options here: the NPCs are simply along for the ride until you enter alert (at which point they become active and enemies target them) or they are able to trigger alert statuses on their own. I think the latter scenario would be disastrous. Again, at times the party is huge. Transitioning stealthily between cover points with 3 NPCs all who could be triggering fail states would be tedious.
I can't think of too many games where non-controllable (at all) NPCs can trigger fail states. I can't think of any, actually. Potentially something like an older Rainbow Six.
Here is a
discussion of the extended TLOU reveal.
I don't think you understood what I meant. I don't contend that people did not discuss the game at length in 2012. I contended that they didn't talk more about the gameplay in 2012 than post-release of the game. That comment has not been substantiated.
I sense that by criticising this game has got a strong reaction from you. What's wrong with being "competent"? I don't intend to put words in your mouth but it seems that any praise other than devout worship is unacceptable. I don't know about you but when I say "competent", that's actually me praising the game considering I see 90% of the games as trash. It really takes a lot to actually impress me.
You affirmed Neff's incredibly self-centered and pretentious view of the game and "gamers." That, coupled with how you characterized the consensus (or what could be one), elicited a very strong reaction in me.
The rest is putting words in my mouth as you say so I won't respond to it. I'm pretty lax about responding to what other people think individually of a title or a series.
I'm really very non-confrontational. I don't take arguing well. It gives me heartburn. I'm on GAF to relax and enjoy myself.
I am pretty much the exact opposite when other people characterize broader reactions; I find it to be obnoxious. Not that you are obnoxious.
What would you say has more praise leaning towards: Gameplay or Story?
I think the game is praised as a whole for what it is--tight integration of the two where both sides are holding up their end of the bargain equally.