• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The Last Of Us - Off screen footage from PAX East

prwxv3

Member
Yes, I'm aware of that, but still - I'm scared that it will be scarce only to some point.

I know, stupid thinking, but still I'm unable to believe, that we'll get a blockbuster game focused only on stealth and survival. I hope I'll eat a crow or two.

You dont have to go stealth. They have a crafting system to craft mele weapons, molotovs, ect so you can face enemies straight on if you want. But after watching people die frequently going full on Rambo I am not sure if its the best method.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
I get the whole "visual representation of what you hear" idea, but the execution is way too Instinct/Detective Mode for this game's atmosphere. It could've been more like focusing to hear enemies is visualized by Joel imagining where the footsteps are coming from. Maybe a dark vignetting around the screen that fills more of the screen the longer you "focus," and a faint light that "blips" in accordance to the footsteps which grows brighter/clearer the longer you focus. That way the game could give a hint about what's around the corner without outright highlighting the enemy.

fw6If4c.jpg

The "threat ring" of MGS4 and Portable Ops would have been a better way of doing it, although thats a little immersion breaking UI stuff.
 

jett

D-Member
The "threat ring" of MGS4 and Portable Ops would have been a better way of doing it, although thats a little immersion breaking UI stuff.

I just thought of an easy way to do it. Joel moves his head in the general direction where sound is coming from when you press the current wallhack button.
 

Derrick01

Banned
How do you accidentally hit a button exactly? And if you somehow do so, so what? You have issues.

You've never, ever hit the wrong button or moved your hand and swiped a button before? I don't like dumbed down features that help people who are too scared to utilize a brain cell while playing games so I prefer to have them not in games at all, or disabled at least. I would be upset if I accidentally hit whatever button does that and it shows 3 guys nearby, spoiling the point of exploring or tension in that part.
 

Data West

coaches in the WNBA
Yeah, I haven't been following this game but I thought that a lot of people were hyped?

Arne better be reading this topic regarding those see-through walls, bleh.

It's the same people who harp on every little detail.

That said, x-ray vision is dumb.
 
A lot of people will struggle with those OHK enemies so I'm not surprised they included a way to make it easier. Just don't use it, problem solved.
 

sunnz

Member
Yeah, I haven't been following this game but I thought that a lot of people were hyped?

Arne better be reading this topic regarding those see-through walls, bleh.

I think this xray crap is something we just find very off putting.

The rest looks amazing, but that is just quite horrible to see, EVEN if its optional. Many other ways to make you aware of players rather than having them shine through walls.
 
All it takes for me to be satisfied is a simple OPTIONS > DO YOU THINK TOMB RAIDER WAS HARD > YES | NO

Instinct mode gone.

I just thought of an easy way to do it. Joel moves his head in the general direction where sound is coming from when you press the current wallhack button.

Perfect.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
I just thought of an easy way to do it. Joel moves his head in the general direction where sound is coming from when you press the current wallhack button.

That would be a gigantic hassle to keep in the animation system, have it be noticeable enough. Can just imagine the engine freaking out and Joel going into full Owl 180 neck turn mode "HMMMMMM?"

It should be an item like an earpiece you equip in place of whatever else (maybe you have to hold a hand to your ear), and then gives you the MGS4 threat ring.
 

MYE

Member
Does it make sense when I say that I dont care much for the look of this game?
Dont get me wrong, the tech is great and the world is very detailed, but it has...no personality? The lighting is flat. I dunno.

The-Last-of-Us-E3-2012-Gameplay-Trailer_3.jpg


large.jpg


If this was a movie I'd be complaining about the boring cinematography
 

Cidd

Member
Lmao at that guy getting his ass chomped on three times in a row, Guess you got to play smart, which I'm really liking.
 
Personally I don't like stealth games because you tend to spend most of the game behind a wall or something and have no idea what is actually going on.

As such, I welcome the xray feature and intend to use it to make the game more enjoyable. If I'm throwing a rock or something, I would like to see what it does to my enemies and if it is safe to proceed.
A nice compromise would be if the feature could only be used when you sighted enemies, and then only for a short time until you peeked in again.
 

Data West

coaches in the WNBA
It's especially jarring when you've got this game that's like 'it's realistic man, he doesn't auto regen health and you have to grab crap out of your bag to heal... btw did we mention he can see through walls for no real explainable reason?' it doesn't fit the game's mood or promises AT all.
 
Is that One hit kill?

Awesome

Yes, the Clickers (they're blind) are one hit kills. If they touch you then you're done as it doesn't seem like they even bring up a prompt to give you a chance to save yourself. The Runners are the other form of infected shown so far. They just maul you in packs, and they can see a little.
 

jett

D-Member
I wonder if they will have a proper headphone mode, something akin to binaural audio or dolby headphone technology. fuckin' do it ND.

That would be a gigantic hassle to keep in the animation system, have it be noticeable enough. It should be an item like an earpiece you equip in place of whatever else (maybe you have to hold a hand to your ear), and then gives you the MGS4 threat ring.

What hassle? They already have it in their engine. Drake is constantly moving his head in every direction in Uncharted 3's "stealthy" parts. :p
 
I just thought of an easy way to do it. Joel moves his head in the general direction where sound is coming from when you press the current wallhack button.

That would be good for one enemy, but wouldn't work right for multiple because Joel's head would go CRAZY. If they HAVE to put in some kind of wallhack ability, there has to be a visual, but there's a more elegant way of doing it than "THERE. YOU SEE DAT? DAT'S A GUY WHO GONNA BITE YA. DERE HE GOES. LOOK AT 'IM."
 

Reiko

Banned
Does it make sense when I say that I dont care much for the look of this game?
Dont get me wrong, the tech is great and the world is very detailed, but it has...no personality? The lighting is flat. I dunno.

The-Last-of-Us-E3-2012-Gameplay-Trailer_3.jpg


large.jpg


If this was a movie I'd be complaining about the boring cinematography

Reminds me of Crysis 3 and a bit of Gears.
 
I just thought of an easy way to do it. Joel moves his head in the general direction where sound is coming from when you press the current wallhack button.

What if the enemy is right behind you? Is Joel supposed to turn around suddenly making you walk in the opposite direction? And what about when multiple enemies are coming from different directions?
 

TTG

Member
You have to manually activate it so it is easily ignored.

Not if some encounters are designed around the player using it. Not a big issue either way, it's just funny to see a mechanic like that in that setting. The developer explanation reminded me of the daredevil movie.
 

sunnz

Member
What if the game is built around that mechanic? Hmmmmm

Exactly what I hated so much about Far cry 3 and its stupid camera.

Thankfully many many people felt the same way and it was pretty much removed ( can use camera, just wont spot enemies) though the use of mods within a week of release lol.#

Though this does seem worse than the camera sadly.
 

jett

D-Member
That would be good for one enemy, but wouldn't work right for multiple because Joel's head would go CRAZY. If they HAVE to put in some kind of wallhack ability, there has to be a visual, but there's a more elegant way of doing it than "THERE. YOU SEE DAT? DAT'S A GUY WHO GONNA BITE YA. DERE HE GOES. LOOK AT 'IM."

He "looks" at the nearest enemy, I guess. I don't know. As it is it just couldn't be sillier.

What if the enemy is right behind you? Is Joel supposed to turn around suddenly making you walk in the opposite direction? And what about when multiple enemies are coming from different directions?

Do you people have that little imagination? He wouldn't turn his head Exorcist-style , nor would he turn his entire body. If an enemy is behind you then he turns his lead slightly to the right or left, you'd know when you're better positioned against an enemy the less "turned" his head is, like a compass of sorts. Hell, I only thought of this crap five minutes ago. And ANYWAY, wallack wouldn't help you at all with an enemy behind you. :p
 

Patapwn

Member
...they should have went for a different system regarding that 'enemy detect' thing

X-ray vision doesn't make sense.

I get the whole "visual representation of what you hear" idea, but the execution is way too Instinct/Detective Mode for this game's atmosphere. It could've been more like focusing to hear enemies is visualized by Joel imagining where the footsteps are coming from. Maybe a dark vignetting around the screen that fills more of the screen the longer you "focus," and a faint light that "blips" in accordance to the footsteps which grows brighter/clearer the longer you focus. That way the game could give a hint about what's around the corner without outright highlighting the enemy.

I really thought it was going to be like what you describe. Surprised it's much less creative
 
Does it make sense when I say that I dont care much for the look of this game?
Dont get me wrong, the tech is great and the world is very detailed, but it has...no personality? The lighting is flat. I dunno.

The-Last-of-Us-E3-2012-Gameplay-Trailer_3.jpg


large.jpg


If this was a movie I'd be complaining about the boring cinematography

Dilapidated/post-apocalyptic urban setting, we've seen it 97548749576045789 times this generation.
 

Chamber

love on your sleeve
Still wish this game was just Joel and Ellie surviving amongst the other humans. The gameplay from last E3 was more interesting than any of this stuff with the Infected.
 
kinda funny they show 3 different people playing in 3 different parts and all died because of that clicker. I wonder if the game will be penalized for being too hard.
 

i-Lo

Member
ND for the love of all things plasma, could we kindly have an opacity option for the HUD?

fw6If4c.jpg

The "threat ring" of MGS4 and Portable Ops would have been a better way of doing it, although thats a little immersion breaking UI stuff.

Yes, this is the perfect solution as height of each crest would be proportional to the distance from the source of noise.

If that wasn't possible, blurred and hazy figures/blobs could represent approximate position with amount of transparency being proportional to the distance from the sources. The closer the source is the more opaque the ghostly soft and hazy figure is.
 
He "looks" at the nearest enemy, I guess. I don't know. As it is it just couldn't be sillier.

I agree that would would still be better than straight up x ray vision. If they could iron out any kinks regarding Joel's head going nuts (or turning backwards, EEEK), it would be great.
 
Stupid instinct modes need to fucking die. Tomb Raider, Hitman and TLOU all little crutches for stupid people to play the game.
I hope you can toggle it off and I won't use it when playing BUT the inclusion is a bit questionable
ND for the love of all things plasma, could we kindly have an opacity option for the HUD?



Yes, this is the perfect solution as height of each crest would be proportional to the distance from the source of noise.

If that wasn't possible, blurred and hazy figures/blobs could represent approximate position with amount of transparency being proportional to the distance from the sources. The closer the source is the more opaque the ghostly soft and hazy figure is.
I still think it shouldn't be there at all anyway.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
I guess the irony is right now, 'Listening Mode' has more in common with MGO's S.O.P "see through walls" tricks than the nuanced threat ring which can be seen cleaner in this bullshot:

QstMMGK.jpg


Kojima is God.
 

TTG

Member
Exactly what I hated so much about Far cry 3 and its stupid camera.

Thankfully many many people felt the same way and it was pretty much removed ( can use camera, just wont spot enemies) though the use of mods within a week of release lol.#

Though this does seem worse than the camera sadly.

Far Cry 3 regularly throws a lot of enemies at you in places with dense foliage, across wide open spaces... makes sense to give the player a better sense of what is going on. It also makes scouting out a camp important. If you have no way of tracking the guys with the miniguns, you may as well jump right in as soon as you have the opportunity to take one of them down vs moving on to check out the rest of the area.

The stuff shown here looks completely different.
 

jett

D-Member
I guess the irony is right now, 'Listening Mode' has more in common with MGO's S.O.P "see through walls" tricks than the nuanced threat ring which can be seen cleaner in this bullshot:

QstMMGK.jpg


Kojima is God.

Threat ring really was genius. Too bad you don't really need or use it much in that game. :p
 

i-Lo

Member
I still think it shouldn't be there at all anyway.

If the player had a great sound system or good headphones then we could eschew using this crutch. However, in a game like this where certain enemies can do one hit kills something needs to be analogous to Joel's keen sense of hearing. That said, I am all for eliminating this mode on harder difficulty.
 

Proxy

Member
The one hit kill clickers are awesome. On the subject of the listen mode, I don't mind it as long as it's optional.
 
One of the interviews with the game director mentioned that the reason the wallhack exists is for people without surround sound or good headphones, as well as being for difficulty. One of the main foci of the game is sound, so that's not surprising.

If you have the former, or if you're comfortable with the difficulty level, just don't use it.
 

sunnz

Member
Far Cry 3 regularly throws a lot of enemies at you in places with dense foliage, across wide open spaces... makes sense to give the player a better sense of what is going on. It also makes scouting out a camp important. If you have no way of tracking the guys with the miniguns, you may as well jump right in as soon as you have the opportunity to take one of them down vs moving on to check out the rest of the area.

The stuff shown here looks completely different.

I don't think having wall hack is a good way of having good sense of your surroundings.

You can still use your ears to hear them and I mean you even can throw rocks to move enemies into a location for you to kill them/ to have them distracted.


I have taken enough camps in FC3 to tell you that is really is not that hard without using it. Sure its more challenging than having the wall hack, but its a lot more rewarding and defiantly possible.

You can still scout and since the enemies have such linear/ easy to remember routes/locations it's also easy to remember exactly were they are once you move in to take over.

Either snipe from far, easy as it gets, or move in with a silent weapon and use stones when needed if an enemy gets close. Makes the game a lot more intense and makes enemies coming up to you a lot more surprising as you wont know they are near you.

Using the spot feature to scout removes any kind of challenge IMO, it makes going into the camp too easy as you know were everyone is ( like I said, without using it is still easy if you know what you are doing)


Being stealthy is not meant to be all that easy, The risk is getting spotted and fired on, which is almost non existent once you use the spot feature as you "know" this guy is coming as you see him through a wall.
 
I think it looks great. The melee looks brutal (which is good), but if the system requires QTE for dodging or blocking then Im not gonna like it, period.

And yeah I agree they could have come up with a better way of visually representing what Joel hears to preserve immersion, but I dont mind it the way it is now.

Still needs that ND polish though, I see why they delayed it.
 
Top Bottom