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The Last of Us 2 needs to transition to full RPG gameplay

OP, I don't buy your insistence that TLOU's story and gameplay are incongruous with one another. In fact, I think they reinforce each other quite well. You don't really provide any good argument of why you think the combat sections are out of place, especially when the game does a great job of contextualizing practically every combat encounter. Joel and Ellie aren't even hyper aggressive, if they could've gotten to the Fireflies without any fighting they would've preferred it that way, but they were preyed on by larger groups...which is exactly how an apocalyptic scenario would play out. Besides, thereviews are plenty of segments of the game with very little combat.

With that said, making the game an RPG doesn't solve any of the issues you are suggesting the game has.
Let's not forget that Joel is as predatory and violent as any of the scavengers that you fight (ie he used to be part of a group like that). It's like playing as an ex-Savior from Walking Dead.
 

ButchCat

Member
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If the original had been a choice-driven narrative RPG, then the ending and overall story wouldn't have had the impact it did. That's the strength of having a set, definitive story. Why would I care if X character died if I could have saved them in another playthrough?

Also, not every game needs to be open world. Build on what made the first game great, and don't cave into what every other franchise is doing.
 
Nah.

-Make the levels a little bit more open/complex with some interesting side stuff
-Add more crafting options but keep it simple
-ia (humans) vs ia (infects)
-Deliver on the ia we saw in the debut gameplay of the first game
-Have an actual hub for your faction that you can visit for the multi

Keep the rest the same more or less imho. Basically expand what we saw in the first game.
 
Fuck no. Should even drop that crafting shit.

NOOOOOOO!

The world of TLOU was visceral and tactile; it had a very tangible feel to it. Part of my enjoyment was derived from interacting with it. Being able to open cupboards and search things was very appealing, and addicting. I wanted MORE of that, in addition to crafting things from the supplies I could find.

I don't want a fucking RPG, I just want more of what we've already had.
 
I know ppl kinda hot on open world RPG now...What with horizon & Zelda release...But come the fuck on people.....Not every game has to be same as the current good game you are playing...

Why don't you propose the next thatgamecompany game to be a RPG while you are at it...
 

Nottle

Member
Perhaps some sections where you encounter npcs that aren't entirely hostile. Maybe you run into a shop once or twice. But I'm fine with the last of us being a linear game with a chapter structure.
 

HeelPower

Member
OP, I don't buy your insistence that TLOU's story and gameplay are incongruous with one another. In fact, I think they reinforce each other quite well. You don't really provide any good argument of why you think the combat sections are out of place, especially when the game does a great job of contextualizing practically every combat encounter.

They are dissonant.

For example, Ellie's reluctance to fight David on first sight makes little sense given the way the game consistently played out.

Two suspicious,armed men approach her.Usually in the game you'd be on the ready to easily kill them,and in fact ,shortly after , Ellie is capable of and does that to multiple faceless goons.

But because the gameplay stops and a cutscenes ensues, Ellie is suddenly blessed with the ability to reason with the outside world.

"Do you have medicine?"

Oh wait! people do reason , talk with each other and trade resources in this universe! Because its a cutscene.
 

Floody

Member
No it isn't.

I don't find it believable that people,20 years after the breakout, refuse to reason or do anything other than kill on sight.

The game doesn't doesn't believe it either, you have characters like Sam and Henry for a reason.

Even David and Marlene(the big baddies) don't aggress and engage you the moment they spot you.

But every other goon outside of cutscenes does.Huge disconnect between cutscenes and gameplay.

David's men shoot at Joel and Ellie on sight in the University, then David tricks Ellie into leading them back to Joel so they can kill and eat him, he then wants Ellie to be his little toy, because he's a piece of shit.
The Firefly's aren't after you or even necessarily bad guys until Joel attacks them. The others are essentially just bandits killing any who cross them so they can steal your shit. The people who aren't dicks are probably in settlements.
 
They are dissonant.

For example, Ellie's reluctance to fight David on first sight makes little sense given the way the game consistently played out.

Two suspicious,armed men approach her.Usually in the game you'd be on the ready to easily kill them,and in fact ,shortly after , Ellie is capable of and does that to multiple faceless goons.

But because the gameplay stops and a cutscenes ensues, Ellie is suddenly blessed with the ability to reason with the outside world.

"Do you have medicine?"

Oh wait! people do reason , talk with each other and trade resources in this universe! Because its a cutscene.

I fail to see how turning it into a "full RPG" would fix these complaints of yours.

Im firmly in the camp that both gameplay and story complement each other beautifully in TLoU.
 
The gameplay of Last of Us is what's keeping me from liking that game, and making my way through it. I like the story execution and the performances are good, but I'm having to force myself to actually PLAY it. Enough people I like seem into it that I wanna see it through, but I'm just having a miserable time trudging through it.

Would love the sequel to address the gameplay problems.
 

StoveOven

Banned
They are dissonant.

For example, Ellie's reluctance to fight David on first sight makes little sense given the way the game consistently played out.

Two suspicious,armed men approach her.Usually in the game you'd be on the ready to easily kill them,and in fact ,shortly after , Ellie is capable of and does that to multiple faceless goons.

But because the gameplay stops and a cutscenes ensues, Ellie is suddenly blessed with the ability to reason with the outside world.

"Do you have medicine?"

Oh wait! people do reason , talk with each other and trade resources in this universe! Because its a cutscene.

This is the first (and if I'm correct only) time that Ellie is by herself. Before that Joel was always leading the way with the killing, and afterwards David is until that section ends and Joel is again. It would make sense that Ellie is more hesitant when she is making her own decisions and not following somebody else's lead.
 

HeelPower

Member
I fail to see how turning it into a "full RPG" would fix these complaints of yours.

Im firmly in the camp that both gameplay and story complement each other beautifully in TLoU.

Perhaps ND can adapt to a new definition of RPG.

It doesn't have to be UbiRPG or Open world ,but one that goes further into merging gameplay and the deeply felt narrative.
 

HardRojo

Member
Let's make it open world, with towers to reveal the map and a shit load of side quests, maybe introduce a detective vision like button and secret tombs with basically neon signs around the entrance.
 

geordiemp

Member
Hell no

Open world boring combat and lots of wandering around, poorer graphics and animation and shit open world story.

Hey, lets put some climbing in their 2, you can eat food on the way up - lol

Oh, lets put a tower in to climb and you can fetch things....uuuhhhh, oh and some puzzles

LEAVE TLOU ALONE
 
Hell no. The game was pretty damn fun as it was. Gameplay still matters! The last thing i want is another game with a great story but mediocre gameplay, aka Witcher 3.
 

Dr.Sanchez

Neo Member
I disagree. I hope it's not open world either. Maybe make the areas larger, but I don't want to roam around doing quests and whatnot in the kind of game I think ND wants to do with TLoU2.
 

Mosse

Neo Member
Nah, keep TLOU2 like it is. A bit more interaction with the enviroment and some npc would be nice. I would prefer a tight, well paced game with the story in focus. I don't want dialogue options that change the story or side missions and stuff like that.

I would like the kind of gameplay changes from Uncharted 3 to Uncharted 4, not too different but more combat options and stuff like that. But don't go full RPG, that would be better suited for a new ip.
 

Sanctuary

Member
Perhaps ND can adapt to a new definition of RPG.

It doesn't have to be UbiRPG or Open world ,but one that goes further into merging gameplay and the deeply felt narrative.

Think about how amazing it would be to take base Joel, strip away everything he can do, and then offer the ability to get it back through "leveling up" and survivor points! There's already a game like this. It's called Dying Light. TLOU already had "crafting", and to some, that's all it takes to make a game an RPG for some reason.
 

Hazmat

Member
This is one of the worst ideas I've ever heard. Lots of people (myself included) enjoyed the gameplay. It's a shame that it seems like you didn't, but you should probably look for a different game rather than hope they completely change the mechanics of a very popular and successful game for its sequel.
 

neurosyphilis

Definitely not an STD, as I'm a pure.
"Its simply far from a convincing world.Its not inhabited,its not alive. "

Holy shit, maybe because it takes place during an apocalypse ?
 

notaskwid

Member
I guess OP wants to be able to negotiate with goons instead of fighting for the sake of realism. But I'm not sure how that would work in a game context without making it more robotic and fake, or at least I've never seen it.
And I'm not sure how much more realistic would that be in this setting.
 
Did you play on easy or something OP? Really don't get what your talking about with the gun stuff...the game is pretty intense and hard on the correct difficulty, the enemies aren't pushovers or brainless at all and you actually need to conserve your ammo, you don't just 'shoot everything in the face"
 
If they want me to like it even less than sure....

I was hoping that they get in contact with a big group of people so they have supplies so you dont have to constantly look for them. Running around looking for supplies is not fun at all, ruins exploring.
 
They are dissonant.

For example, Ellie's reluctance to fight David on first sight makes little sense given the way the game consistently played out.

Two suspicious,armed men approach her.Usually in the game you'd be on the ready to easily kill them,and in fact ,shortly after , Ellie is capable of and does that to multiple faceless goons.

But because the gameplay stops and a cutscenes ensues, Ellie is suddenly blessed with the ability to reason with the outside world.

"Do you have medicine?"

Oh wait! people do reason , talk with each other and trade resources in this universe! Because its a cutscene.
You are ignoring the context of that entire scene. She is alone, and she is in a vulnerable position because Joel needs help that she can't provide. She attempts to reason with them because it is her only chance at saving Joel. If Joel wouldn't have been injured, she probably would've just killed them on sight, or made them go away and left on her own.
 

ButchCat

Member
I think Focus is burnt into the TLoU DNA. The "wide-linear" maps encourage exploration because of the density of the maps and the points of interests, take that away and then you're stretching it thin over a canvas of nothingness.
 
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