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TLOU (Before & After E3 demo) MAJOR differences!

Speaking of that Pittsburgh hotel level...another thing I found disappointing is that you can't stealth through the entire level avoiding enemies all together. I remember a video naughty dog released where Joel and Ellie bypassed an entire floor of enemies by climbing up some dressers through a hole in the ceiling. While this is still in the game and I managed to do the same thing, as soon as you get to the section where you have to open up the elevator, it immediately alerts all the enemies in the area....Kind of a bummer.
 

benny_a

extra source of jiggaflops
How exactly are you pulling that out of my statement?
Your thread title talks about "MAJOR differences". I did not pull that anywhere but your thread title.
You also called the game we can play the "shareware version".

If you hadn't chosen that poor a video to represent your argument, this thread would have resulted in more fruitful discussion.

Don't blame me for your lack of foresight when creating this thread.
 

zma1013

Member
I was hoping the discussion could at least be steered to that direction instead of the "oh-look-here's-the-negative-thread-bashing" responses I'm seeing to date.

I think the discussion has been quite good for the most part, perhaps not for you, but overall yes. You posted a video showing the video glitching or not working all the time that was quite obviously cherry picked and edited in a way to only show when it fails which isn't that often, and then we had people posting their own experiences either in video form or just telling us what happened. You know what I've learned from it? That the game AI is very dynamic and means that nobody will experience the encounters in the same way as others.

I see the original E3 demo and feel the game matches up to what it shows. There are no major differences. Perhaps minor, but not major. Am I able to recreate those exact scenes piece by piece, scene by scene, kill by kill? No because it's really dynamic and I doubt you're going to be able to replicate anyone's experience with it 1:1 and expecting that from any game with any sort of dynamics involved is just asking for the impossible.
 

Papercuts

fired zero bullets in the orphanage.
The E3 demo obviously puts everything in the best light possible and is exaggerated, but they still can do a lot of that stuff. Similarly, the OP video while showing stuff in the worst light all happens as well.

Mainly, the stealth AI is terrible. It is super barebones, pretty much blind, and lets you get away with a lot. The combat AI is a lot more active, which can lead to stuff meshing perfectly or some awkward example where a melee enemy will charge at you then turn around and run the other way and go in a circle for a bit, which happened to me a handful of times.
 
I wrote my thoughts of the game before watching the video and noticed the same issues as him.

As I've repeatedly said: I like the game, I think it's a good one - but it's far from being the incredible achievement that people describe it as

Me and my brother were playing together last night and we got to a section where we saw 4 guys searching for us in a basic triangle formation. We took the first guy out with the bow too late revealing our position to the other three. The second guy went to cover and the third and fourth drew up their guns. We switch to the rifle and drop the third guy which sends the fourth guy running to cover on our right peripheral. He starts sliding from cover to cover trying to get to a safe shooting position. Finally he gets in a spot where his head is slightly exposed. I get the rifle up and go to aim at him when I get grabbed by the second guy who made his way all the way around to flank us. Ellie throws a brick at the fourth guy who is running up on us I struggle away from the guy grabbing me, crack his head with my pipe which send the other guy running at a dead sprint. I bring up my rifle and get a head shot as he is running away......

My hand was sliding on the controller it was so slick with sweat. For me this game is the incredible achievement people were describing.

Sorry you never got anything like that cause its been happening to me in spades.
 

Clear

CliffyB's Cock Holster
Cave Johnson said:
Point being, had we have the game shipped exactly the way the E3 demo was intended we will be noticing a difference in playstyle.

Given nearly a year's more work on the game, I'd be shocked if the final version didn't play drastically better than the E3 demo. In fact numerous interviews and the Grounded documentary are very clear that ND were unhappy with the feel of the combat until a month from the completion date.

This is also not indicative of smoke and mirrors in the E3 slice either, the AI and combat mechanics (which interlock, obviously) need to be balanced and consistent for the entire game at all its difficulty settings, not just a single demonstration sequence.

Cave Johnson said:
If playing on hard mode while minimizing resources could be drastically different from the normal setting, then imagine the avenues where the AI could literally remove said resources if you are unable to reach it in time.

No, this is actually a pretty terrible idea in practice because essentially what it does is set a hidden time-limit on collecting items.

That's the short version, here's a longer one:

Its a needless complication because (1) the player isn't immediately aware of both all the enemy movements and the locations of the items so they wouldn't necessarily be even aware of this occurring, (2) it has possible negative repercussions for the item economy of the area (and ongoing difficulty balance) if the items are lost when the enemy takes them, (3) even if the items were recoverable by slaying the enemy that would be incentivizing combat over avoidance and changing the gameplay - of course assuming that the player could somehow identify the item thief in the heat of battle.

Either way, the proof of the pudding would be implementing it and seeing how QA responded - something that very likely was done in the intervening time.
 

Hung_real

Member
I remember ND saying that the enemies will loot the area if you don't fight them. Does that still happen?

Yes they do loot the area if you don't fight them.

Is there actually a video online that shows the E3 demo 1:1? Or at least the last part with the wrestling on the ground?

Beside the cinematic gun wrestle at the end of E3 demo every other features in the demo make it to the demo (yes Ellie will throw stuff at enemy and will stab them in the back if they grab you - also they add random object on the ground that will emit sound if Joel steps on them)

You can still wrestle the enemy at gun point but they cut it down to just either (1)Joe grab them into human shield or (2)Joe got knocked back and shot in the face. ( ND probably think its just too cumbersome with that much animation, its also kinda break immersion when you often have 2 or more enemies enter room back to back )

Back to your question, i think its a little too hard to recreate the experience 1:1 just because the AI react and move to a different location everytime you play. I can damn assure you that the experience will be just as tense thou.

Reading some of the posts in this thread is funny cause I've finished the game twice (1 on Hard and 1 on Survivor) and as good as it is, the E3 demo is no where as tense as some part in my playthrough .

Yes it will because Naughty Dog makes the game. Not because the game deserves it.

The gaming press will ignore the horrific IQ, Bad Ai and generic gameplay all because their favorite sweetheart developer made it.

Child please
 
Me and my brother were playing together last night and we got to a section where we saw 4 guys searching for us in a basic triangle formation. We took the first guy out with the bow too late revealing our position to the other three. The second guy went to cover and the third and fourth drew up their guns. We switch to the rifle and drop the third guy which sends the fourth guy running to cover on our right peripheral. He starts sliding from cover to cover trying to get to a safe shooting position. Finally he gets in a spot where his head is slightly exposed. I get the rifle up and go to aim at him when I get grabbed by the second guy who made his way all the way around to flank us. Ellie throws a brick at the fourth guy who is running up on us I struggle away from the guy grabbing me, crack his head with my pipe which send the other guy running at a dead sprint. I bring up my rifle and get a head shot as he is running away......

My hand was sliding on the controller it was so slick with sweat. For me this game is the incredible achievement people were describing.

Sorry you never got anything like that cause its been happening to me in spades.
The funny thing is nobody can mention a game with better AI than this that is not 10 years old...
 

zma1013

Member
The E3 demo obviously puts everything in the best light possible and is exaggerated, but they still can do a lot of that stuff. Similarly, the OP video while showing stuff in the worst light all happens as well.

Mainly, the stealth AI is terrible. It is super barebones, pretty much blind, and lets you get away with a lot. The combat AI is a lot more active, which can lead to stuff meshing perfectly or some awkward example where a melee enemy will charge at you then turn around and run the other way and go in a circle for a bit, which happened to me a handful of times.

That's a much better argument for the OPs intentions. You have a video showing the game at it's best, and video showing the game at it's worst. However I think focusing on the worst aspect is the problem when the AI works far more often than it fails.

Reading some of the posts in this thread is funny cause I've finished the game twice (1 on Hard and 1 on Survivor) and as good as it is, the E3 demo is no where as tense as some part in my playthrough .

Yeah, actually playing the game had so many awesome and tense parts that are simply better than what they showed off. Perhaps not as slick or perfectly orchestrated but definitely more awesome and tense. I particularly enjoyed
the Ellie sequences the most because she felt a bit more frail with the lower health and the inability to straight up fist fight with grown men.
 
The funny thing is nobody can mention a game with better AI than this that is not 10 years old...

F.E.A.R isn't quite 10 years old. Not that it matters. Very few games are based heavily around the actions of enemy AI [there've been quite the lack of stealth games this generation] and fewer still are AAA games that have a development time of 3-4 years. The AI in this game should be superior to the vast majority of other action games; few games are designed to allow the AI to exhibit such behavior in the first place.
 

Gold_Loot

Member
Me and my brother were playing together last night and we got to a section where we saw 4 guys searching for us in a basic triangle formation. We took the first guy out with the bow too late revealing our position to the other three. The second guy went to cover and the third and fourth drew up their guns. We switch to the rifle and drop the third guy which sends the fourth guy running to cover on our right peripheral. He starts sliding from cover to cover trying to get to a safe shooting position. Finally he gets in a spot where his head is slightly exposed. I get the rifle up and go to aim at him when I get grabbed by the second guy who made his way all the way around to flank us. Ellie throws a brick at the fourth guy who is running up on us I struggle away from the guy grabbing me, crack his head with my pipe which send the other guy running at a dead sprint. I bring up my rifle and get a head shot as he is running away......

My hand was sliding on the controller it was so slick with sweat. For me this game is the incredible achievement people were describing.

Sorry you never got anything like that cause its been happening to me in spades.

Bingo! So many moments like this..

Here is a post I made in the OT last week-


"I just had a guy on the floor begging for his life. I said " fuck it, you a dead man ". I drew my pistol and pulled the trigger * click click * uh oh no bullets I thought. He then shouted " oh you're dead now mother fucker! " he jumped up and put me in a choke hold. Ellie then saved the day with a shiv in the guy's back. I then proceeded to beat the hell out of him."


Yeah, this game delivers the goods.
 

Lucent

Member
One time on NG+ Normal, I entered a room thinking I'd cleared the whole area out, whilst Ellie hung back and crouched near to the door behind me. She knew there was one enemy remaining, but I didn't. Suddenly I heard her whisper "there's a guy behind you!' I spun around 180 degrees quickly, and saw something awesome. The guy had entered the room quietly with a shotgun, and was advancing on me. He had the listen mode's white aura around him (even though Listen was turned off because Ellie's warning 'marked' him). Suddenly Ellie jumped on his back and stabbed him several times in the chest whilst he spun crazily around trying to fight her off. Finally he slipped into death's cold clutches, I just looked on in awe, she had completely saved my ass.

And it was the best AI ever, and then I had chocolate ice cream. :)

It was amazing to see how badass Ellie got as the game progressed. It was like as soon as Joel trusted her enough with a weapon, she just became super helpful. She saved my ass so many times. There was a time where a Runner grabbed me and shoved me into some lockers and Ellie was like "I don't think so, asshole" or something and she jumped on him and started stabbing away. I love the stuff she says when she hurls a brick or bottle all of a sudden and I gotta take advantage of the situation and beat the guy down so I can save ammo.

Yeah, the enemy AI might not be as amazing as people expected based on that initial demonstration, but they had shown more very close to release, so I think that should've told people something. I'm sure AI is very difficult to program and I gotta give them credit for what they managed to achieve. Based on their track record, I am prepared to be blown away with what they do next with even more capable hardware.
 

dummydecoy

Member
*sigh* Knew the E3 demo's A.I. was too good to be true.

If Ubisoft previews = GFX bullshots, then Naughty Dog = AIshots?

Still, :(

Enhanced PS4 Remasterd Ultraelectromagnetic Edition plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
 

Lucent

Member
So is anyone going to change the title of this thread? I don't see the point in using the word "Major" when that's not even true.

Yeah I agree. It's definitely not major. And they're not the first developers to not fully deliver on their AI. I'd like to see a game that does that kind of AI better honestly.
 
Yeah I agree. It's definitely not major. And they're not the first developers to not fully deliver on their AI. I'd like to see a game that does that kind of AI better honestly.

Yep, if the OP wants a major difference in E3 demo and retail release, he/she should compare and contrast the Bioshock Infinite E3 2011 demo to retail release. Now those two have major differences.
 

Senoculum

Member
The Last of Us has fine AI.

Man, I still remember the review for Onimusha on OPM saying how the game had good AI because enemies don't take turns to attack, slashing your character simultaneously, keeping you stuck in a combo of death.

Those were the days. When enemies simply attack you upon seeing you... Lol.
 
*sigh* Knew the E3 demo's A.I. was too good to be true.

If Ubisoft previews = GFX bullshots, then Naughty Dog = AIshots?

Still, :(

Enhanced PS4 Remasterd Ultraelectromagnetic Edition plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

Have you even read the thread?

One time on NG+ Normal, I entered a room thinking I'd cleared the whole area out, whilst Ellie hung back and crouched near to the door behind me. She knew there was one enemy remaining, but I didn't. Suddenly I heard her whisper "there's a guy behind you!' I spun around 180 degrees quickly, and saw something awesome. The guy had entered the room quietly with a shotgun, and was advancing on me. He had the listen mode's white aura around him (even though Listen was turned off because Ellie's warning 'marked' him). Suddenly Ellie jumped on his back and stabbed him several times in the chest whilst he spun crazily around trying to fight her off. Finally he slipped into death's cold clutches, I just looked on in awe, she had completely saved my ass.

Me and my brother were playing together last night and we got to a section where we saw 4 guys searching for us in a basic triangle formation. We took the first guy out with the bow too late revealing our position to the other three. The second guy went to cover and the third and fourth drew up their guns. We switch to the rifle and drop the third guy which sends the fourth guy running to cover on our right peripheral. He starts sliding from cover to cover trying to get to a safe shooting position. Finally he gets in a spot where his head is slightly exposed. I get the rifle up and go to aim at him when I get grabbed by the second guy who made his way all the way around to flank us. Ellie throws a brick at the fourth guy who is running up on us I struggle away from the guy grabbing me, crack his head with my pipe which send the other guy running at a dead sprint. I bring up my rifle and get a head shot as he is running away......

My hand was sliding on the controller it was so slick with sweat. For me this game is the incredible achievement people were describing.

Sorry you never got anything like that cause its been happening to me in spades
 
Your thread title talks about "MAJOR differences". I did not pull that anywhere but your thread title.
You also called the game we can play the "shareware version".

If you hadn't chosen that poor a video to represent your argument, this thread would have resulted in more fruitful discussion.

Don't blame me for your lack of foresight when creating this thread.

But the video does show major differences. Tone, application, enemy approach was different. Maybe "shareware" remark wasn't the best term to be translated over but I was highlighting the fact that it discrepancy gap between E3 and the demo is that big IMO.



I think the discussion has been quite good for the most part, perhaps not for you, but overall yes. You posted a video showing the video glitching or not working all the time that was quite obviously cherry picked and edited in a way to only show when it fails which isn't that often, and then we had people posting their own experiences either in video form or just telling us what happened. You know what I've learned from it? That the game AI is very dynamic and means that nobody will experience the encounters in the same way as others.

So far the application on AI "dynamism" is only emphasized on the combat part. Very very few posts convey the looting, the self awareness and even enemy reactions comparison. This proves that people were only focusing on the bugs and glitches and deliberately ignoring the other issues (Which still falls under the AI dynamics).

I see the original E3 demo and feel the game matches up to what it shows. There are no major differences. Perhaps minor, but not major. Am I able to recreate those exact scenes piece by piece, scene by scene, kill by kill? No because it's really dynamic and I doubt you're going to be able to replicate anyone's experience with it 1:1 and expecting that from any game with any sort of dynamics involved is just asking for the impossible.

I've previously reiterated in my response that "most" of the stuff you see at E3 has made it into the game. That is undeniable. This is the biggest contention used against me even though I fully acknowledge it. What I was trying to show was that the minute enemy reactions, awareness and the pacing has literally changed the tone of the game. I did not deny their playthroughs, I too even stated from the OP that I enjoyed the "depth" (a lot of responses which seems to have flown over people's heads). Problem is, even if the AI is decent as it is RIGHT NOW is still leagues behind from E3 which is why I made the U2 train sequence comparison.


Given nearly a year's more work on the game, I'd be shocked if the final version didn't play drastically better than the E3 demo. In fact numerous interviews and the Grounded documentary are very clear that ND were unhappy with the feel of the combat until a month from the completion date.

This is also not indicative of smoke and mirrors in the E3 slice either, the AI and combat mechanics (which interlock, obviously) need to be balanced and consistent for the entire game at all its difficulty settings, not just a single demonstration sequence.

It would be nice to have ND be a little more transparent. The fact that we have to go and find issues ourselves is a little disheartening.

No, this is actually a pretty terrible idea in practice because essentially what it does is set a hidden time-limit on collecting items.


That's the short version, here's a longer one:

Its a needless complication because (1) the player isn't immediately aware of both all the enemy movements and the locations of the items so they wouldn't necessarily be even aware of this occurring, (2) it has possible negative repercussions for the item economy of the area (and ongoing difficulty balance) if the items are lost when the enemy takes them, (3) even if the items were recoverable by slaying the enemy that would be incentivizing combat over avoidance and changing the gameplay - of course assuming that the player could somehow identify the item thief in the heat of battle.

In response #1 & #2:

But that's exactly what makes this game a "survival" game. The challenge isn't directed based on how good you you are with your mechanics, it's how you evaluate your agency on based on the sandbox provided. Any sandbox must take into consideration the lowest possible scenario - in this case, the minimal amount of resources technically needed for the player to progress. This means any additional loot is the equivalent of Mario gaining extra lives thereby lowering the difficulty curve ahead.

The original Biohazard did this quite well which is why you can avoid 90% of the kills even though the entire environment gives you more than enough ammunition to take every single enemy out. The problem with #1 is that your design is quite formulaic and eliminates unpredictability in favor streamlining the playthrough. By no means is your point invalidated, it's just that with so many games being so adverse to risky game design this could've been a game changer right then and there.

This is why I fully endorse a customized gameplay, one vanilla standard and the one presented at E3, this gives more choices to a broader type of audience who want their playthroughs differently.

On point #3.

But that's exactly what I want. I don't want an is/or scenario for this game. By making the enemies dynamic, you are giving a high degree of player agency. This is why the E3/PAX demo was intense. You just don't know how the situation would play out making the player to adapt himself in all situations. If you wanted an all stealth/all action playthrough then this would be no different than the recent re-iterations of Splinter Cell.

If ND is trying to sell me a game about "survival" then they should be consistent to the design principle because the "wrong" type of gameplay could easily destroy any immersion invested into it. You are not Sam Fisher, you are not Solid Snake. If the player is under threat, the game should make me FEEL like I'm under threat. Knowing I can or cannot loot based on my agency could easily carry my evaluation of my reactions and impressions till the end of the game.

Yes, your points are good but that is exactly why so many game developers are so risk averse. They don't want to stray from conventional design, they want to play it "safe". Make no mistake, TLOU is still heads and shoulders above others when it comes to riskier design but I feel that they should've pushed the "extra" mile. We needed another "Demon's Souls", one that breaks current gaming trends and ND being influential as they are were in the best possible position to do that and they blew it IMO.

NOTE: Looks like the original poster has uploaded the "unedited" version of the video. I'm going to update the OP for comparison along the PAX & E3 demos
 

Angry Fork

Member
Haven't played the game yet, that video is shocking. It's not just about what the AI does but even how they move. The E3 demo they move so much more fluidly, they slip when they're trying to run and move their body differently in order to avoid fire. Was that not real? Was it some form of CGI? The final version looks so cheap and standard in comparison.

And then the fearless issue. The guy awkwardly running up to you when you have a shotgun. Is this a rare occurrence this guy happened to look for or something that happens often?

And in the other videos you get the impression there are tons of weapons around now. Why is there a rifle + shotgun + enemies having all of this too etc.? The E3 demo gave the impression that the 2 main characters only had the pistol for like the rest of the year with maybe a shotgun showing up once the entire game, like it was The Road where the father and son literally have no weapon capabilities except that gun with a few bullets. Would that have been too hardcore or is it like that?
 
Haven't played the game yet, that video is shocking. It's not just about what the AI does but even how they move. The E3 demo they move so much more fluidly, they slip when they're trying to run and move their body differently in order to avoid fire. Was that not real? Was it some form of CGI? The final version looks so cheap and standard in comparison.

And then the fearless issue. The guy awkwardly running up to you when you have a shotgun. Is this a rare occurrence this guy happened to look for or something that happens often?

And in the other videos you get the impression there are tons of weapons around now. Why is there a rifle + shotgun + enemies having all of this too etc.? The E3 demo gave the impression that the 2 main characters only had the pistol for like the rest of the year with maybe a shotgun showing up once the entire game, like it was The Road where the father and son literally have no weapon capabilities except that gun with a few bullets. Would that have been too hardcore or is it like that?

It's much different the first time through. When I got to that section the very first time I played it I had a pistol with a few rounds, a shotgun with 1 shell, and everything else was empty. Second time through I played it and got to that part, I was fully stocked up on everything as I knew exactly what to expect prior to playing. It's different each time.
 

demolitio

Member
I've seen the humans in TLOU do some pretty crazy shit but also incredibly smart shit to where I'd say it's the most impressed I've been in a game's AI during combat. They have a habit of stealthing up on me just like most human players do to them and it blew me away.

Are there differences? Yes. Is it so much that it feels like shareware or deserves to be mentioned in the same sentence as A:CM? Hell no but I don't like hyperbole...
 
I've seen the humans in TLOU do some pretty crazy shit but also incredibly smart shit to where I'd say it's the most impressed I've been in a game's AI during combat. They have a habit of stealthing up on me just like most human players do to them and it blew me away.

Are there differences? Yes. Is it so much that it feels like shareware or deserves to be mentioned in the same sentence as A:CM? Hell no but I don't like hyperbole...

Re-read my statement again:

Cave Johnson said:
It is very sad that the game has been toned down to this level not to the extreme levels of Bioshock: Infinite or Aliens: CM

I have updated the OP with new videos. I highly suggest you watch them all again.
 
The AI was a bit hit and miss for me. Sometimes it seemed quite smart, sometimes a guy would stand there while I strangled his friend not 3 or 4 meters away. One point I fired at a group of hunters and they ran away into a yard but started patrolling the small yard looking for me which seemed kind of dumb. Another point I took out a bunch of helmeted guys one after the other because they wouldn't budge from their spot and kept popping their heads up looking around even after I'd shot their helmet off. I never got the begging for mercy response but maybe the conditions are very specific.

Saying that, the AI was good enough to create some really tense moments and often I was unaware of someone creeping up on me until it was too late. Can't really complain.
 

demolitio

Member
Re-read my statement again:



I have updated the OP with new videos. I highly suggest you watch them all again.

I've watched the videos but that doesn't change my experience with it. Like I said, dumbed down from E3 but hardly bad A.I. by any means and provided more entertainment in combat than other games out there that consists of guys that just sit behind cover and pop out every once in a while (even in so-called tactical games) whereas this game there's different personalities and tactics used to where it doesn't play the same way twice in certain areas and your weapon situation is always different as well.

And I realize what you said about A:CM but to even bring that up in any sort of comparison after saying this is like the shareware version is a little extreme.

I'd love to play against their original intentions for the A.I. but it's still better than most games out there and has kept me on my toes more than most games. The only REALLY jarring thing to me is when Ellie decides to run out in the open and stand right next to the survivors that are trying to find me for the first time as I'm hiding around the corner quite a bit away from them. I understand why the survivors don't get alerted by companions in the open since that'd make stealth runs impossible but Ellie shouldn't be doing crazy shit like that. :D
 
I've watched the videos but that doesn't change my experience with it. Like I said, dumbed down from E3 but hardly bad A.I. by any means and provided more entertainment in combat than other games out there that consists of guys that just sit behind cover and pop out every once in a while (even in so-called tactical games) whereas this game there's different personalities and tactics used to where it doesn't play the same way twice in certain areas and your weapon situation is always different as well.

Which of course begs the question: Why isn't the mode available in higher difficulties? I say let the players choose how they want to play. Of course, the game at it's current point still manages to hold out on it's own but one cannot deny the "if" scenario. I doubt this would the impression had it been release the way it was supposed to.

And I realize what you said about A:CM but to even bring that up in any sort of comparison after saying this is like the shareware version is a little extreme.

Fair enough, I think I was a little too passionate with my remark. But I hope the message gets across.

I'd love to play against their original intentions for the A.I. but it's still better than most games out there and has kept me on my toes more than most games. The only REALLY jarring thing to me is when Ellie decides to run out in the open and stand right next to the survivors that are trying to find me for the first time as I'm hiding around the corner quite a bit away from them. I understand why the survivors don't get alerted by companions in the open since that'd make stealth runs impossible but Ellie shouldn't be doing crazy shit like that. :D

Which begs the question: Why not regulate that kind of mode for higher difficulties? It's not like they needed to eliminate it entirely. The only reason my playthrough was more engaging because many stated that the "hard" mode is the way to go. If I played the game at normal mode from the beginning I would most definitely be disappointed. Goes to show how much emphasis item economy is to this game.
 

sonicmj1

Member
Which of course begs the question: Why isn't the mode available in higher difficulties? I say let the players choose how they want to play. Of course, the game at it's current point still manages to hold out on it's own but one cannot deny the "if" scenario. I doubt this would the impression had it been release the way it was supposed to.
How far does this extend? A ton of stuff changed between the E3 demo and now, like the UI, level design, and enemy placement. Do you want them to keep layouts they threw out due to playtesting? Why do you think they made the changes they did during development?

Options are nice, but game developers are obligated to make choices for their players. Some people might want the AI to be even more lax. Maybe they don't want to take damage at all. Maybe some people want to die if they're seen once. How many of these options are Naughty Dog obligated to support, even if their design experience suggests that these ways of playing don't fit their design?

Which begs the question: Why not regulate that kind of mode for higher difficulties? It's not like they needed to eliminate it entirely.

What do you mean by this? Are you referring to the enemy being able to see/hear your AI companions?
 

Stillmatic

Member
I was curious so today I loaded up the E3 demo section too and played it around a dozen times. I was playing on Survivor, each time I took the same route, strangled the first guy, shot a guy in the main area then ducked away into the room. I died half of the time engaging them this way, and every single time the fights played out differently. The enemy behavior was different in reacting to where I went and my actions, as well as what they were saying to me and each other. Ellie's actions and what she said varied a lot with each playthrough as well. Even the amount of enemies alerted in the area seemed to change too.

Here's a video of the last 2 demo playthroughs of my night (not cherry picked fwiw, I recorded most attempts), they play out different and the enemy count is different too. At the end of the 2nd attempt you can see I was still a bit on guard after taking them out, I was expecting way more in the area based on the previous attempt but it seems there weren't, and there was nobody in the rooms after the fade out.

*edited out the vid: didn't realise I exported with the audio quality so low, lol, i'll re-upload in the morning, sorry

edit 2:
Vid is back up: http://www.youtube.com/watch?v=wRqk2EbHv1w&hd=1

A few hiccups here and there but overall the enemy AI is fantastic, It was actually pretty fun trying this, damn intense too. I recommend trying it out for yourselves. :)
 

JB1981

Member
I was curious so today I loaded up the E3 demo section too and played it around a dozen times. I was playing on Survivor, each time I took the same route, strangled the first guy, shot a guy in the main area then ducked away into the room. I died half of the time engaging them this way, and every single time the fights played out differently. The enemy behavior was different in reacting to where I went and my actions, as well as what they were saying to me and each other. Ellie's actions and what she said varied a lot with each playthrough as well. Even the amount of enemies alerted in the area seemed to change too.

Here's a video of the last 2 demo playthroughs of my night (not cherry picked fwiw, I recorded most attempts), they play out different and the enemy count is different too. At the end of the 2nd attempt you can see I was still a bit on guard after taking them out, I was expecting way more in the area based on the previous attempt but it seems there weren't, and there was nobody in the rooms after the fade out.

*edited out the vid: didn't realise I exported with the audio quality so low, lol, i'll re-upload in the morning, sorry

A few hiccups here and there but overall the enemy AI is fantastic, It was actually pretty fun trying this, damn intense too. I recommend trying it out for yourselves. :)

Fuckin intense dude !
 

ShogunX

Member
Maybe Naughty Dog will patch the A.I. like they patched the motion blur in & fixed the aiming in Uncharted 3.

I really hope so because like I said in the proper OT the AI is pretty much ruining my experience so far. Having friendlies fumble around bumping into clickers as I'm trying to stealth kill them is killing both the immersion and tension.
 

IcyEyes

Member
I was curious so today I loaded up the E3 demo section too and played it around a dozen times. I was playing on Survivor, each time I took the same route, strangled the first guy, shot a guy in the main area then ducked away into the room. I died half of the time engaging them this way, and every single time the fights played out differently. The enemy behavior was different in reacting to where I went and my actions, as well as what they were saying to me and each other. Ellie's actions and what she said varied a lot with each playthrough as well. Even the amount of enemies alerted in the area seemed to change too.

Here's a video of the last 2 demo playthroughs of my night (not cherry picked fwiw, I recorded most attempts), they play out different and the enemy count is different too. At the end of the 2nd attempt you can see I was still a bit on guard after taking them out, I was expecting way more in the area based on the previous attempt but it seems there weren't, and there was nobody in the rooms after the fade out.

*edited out the vid: didn't realise I exported with the audio quality so low, lol, i'll re-upload in the morning, sorry

A few hiccups here and there but overall the enemy AI is fantastic, It was actually pretty fun trying this, damn intense too. I recommend trying it out for yourselves. :)

Awesome report!
I like this kind of post !
 

Clear

CliffyB's Cock Holster
Cave Johnson said:
Yes, your points are good but that is exactly why so many game developers are so risk averse. They don't want to stray from conventional design, they want to play it "safe".

Its less risk-aversion than simple pragmatism.

Look at this way, if you present a build to a group of 10 testers and 8 out 10 dislike something, whereas the other two think its super-awesome, who's viewpoint do you prioritize?

And don't think of this as a binary process; there's nothing to say that you cant present them with x number of iterations in order to get more testers coming back with a positive response to the thing they had an issue with.

Sometimes, stuff just doesn't work despite your hopes and best intentions. So often there are side-effects and consequences that you think are going to be surmountable but turn out to when addressed to open up a further pandora's box of shit!

The reality is that you don't have an infinite amount of time and manpower to spend on fixing everything, so triage must kick in at some point.

Good developers tend to take a brutally pragmatic approach, as a coder one of the best pieces of advice I ever got is that more times than not if you have a routine that has a bug that you simply cannot pin down, the best approach is to delete the thing and start over from scratch. This is because if you've already got it figured out in your head, actually writing the code isn't the time-consuming part. If it still doesn't work after you've rewritten it, chances are good that its your thought-process that is wrong, not a fault in your implementation.
 
I really hope so because like I said in the proper OT the AI is pretty much ruining my experience so far. Having friendlies fumble around bumping into clickers as I'm trying to stealth kill them is killing both the immersion and tension.

The only part of the Ai that bothers me is the clicker stealth areas. Your supposed to be really quiet and move at a snails pace while your companions stomp all over the damn place running into bottles and such with no effect to the clickers. Obviously if they made it so that the clickers could be triggered by your partners that would be absolutely awful. They should just stick behind you at a crawls pace.
 
That's a pretty baseless accusation. If anything, we should be more cynical and more critical with our analysis considering that they managed to throw us a curveball underhandedly at the end. Even taking the AI issues aside, many other features like searching through drawers and such is unnecessarily taken out from the game. Nowhere did I state the game did not deserve the reception, all I did got a video and posted the observation to relay discussion considering the theme (the AI) is a highlight for anyone who observed the game since it's reveal.

Now it's back-pedalling and sweeping issues under-the-table because anybody who criticizes the game (whether legit or not) MUST have an agenda to hate it. Look at my previous posts especially since the reveal and have been a staunch defender of the original E3/Gamescom playthrough. This on the other was a disappointment to say the least and rightfully so as I felt all that effort defending the game was put to waste.
What are you asking about? Drawers are searchable all the way throughout the game. Have you even played it?
 
What are you asking about? Drawers are searchable all the way throughout the game. Have you even played it?

What's funny about this topic is compared to every game I have played this year: Bioshock, Tomb Raider, Dead Space 3. Last of Us has been retained its vision more than any of them.
 
What's funny about this topic is compared to every game I have played this year: Bioshock, Tomb Raider, Dead Space 3. Last of Us has been retained its vision more than any of them.
I agree. Everything in that demo is in the game, except guys jumping you from behind doorways. And it makes for some insanely intense combat, after nearly every combat scenario I was exhausted because I'd been holding my breath in
 

sikkinixx

Member
"Immersion breaking" has to be to most overused phrase in gaming today. "I stab a guy five feet away and his buddy doesn't hear it?! Ruins the game for me" "My AI partner walks in front of a Clicker. UGH" It's fine to notice it, it's hard not to, but people make it sound like it renders all else the game does right moot.

Then why not complain you can't grab every.single.little.bit of rubble/trash/furniture/whatever to smash the fuck outta some guy? Why can't I pick up shards of my broken bottle to stab a dude? Why can't Joel just jump the fence instead of boosting Ellie over? Why don't they just *not* go into the city where shit has gone wrong each and every time? Why can Joel get shot and still fight back? Why can Joel get hit with a pipe, in the face, and not be dead or crippled? Why can I use health kits to magically heal myself? Where does he get the can to make the nail bomb each time?

Everything in a game is "immersion breaking" when you nitpick it to death.
 

jet1911

Member
The only part of the Ai that bothers me is the clicker stealth areas. Your supposed to be really quiet and move at a snails pace while your companions stomp all over the damn place running into bottles and such with no effect to the clickers. Obviously if they made it so that the clickers could be triggered by your partners that would be absolutely awful. They should just stick behind you at a crawls pace.

Ennemies running towards me with a 2x4 when I have a gun in my hands in pretty stupid. Especially since the post apocalyptic world ND created is really we done the ennemies acting like brainless VG ennemies is pretty jarring. I expected more "human" reactions from the AI.
 

SoulUnison

Banned
When I was sneaking out of Pittsburgh, in the section where you first give Ellie a rifle and she covers you as you head down into the streets, I stealth killed all the enemies except the one hanging out in the rear area that you leave through. I check around and confirmed he was definitely the last Hunter in the areas, and so I snuck up behind him and took careful aim at his head with the Hunting Bow. The second the arrow penetrated his skull enemies magically appeared inside me. An enemy appeared out of thin air about 10 feet in front of me.


There's scripted points where enemies generate if you're "discovered" but the game does nothing to make sure you're not in line of sight or even standing directly on top of one of the spawn locations. Not to mention how I don't get how the final guy in the area somehow alerted some not-physically-present friends when he had an unexpected arrow burst out through his nose.
 
Not to mention how I don't get how the final guy in the area somehow alerted some not-physically-present friends when he had an unexpected arrow burst out through his nose.

In that part, the second "wave" of enemies is scripted. I finished with all the enemies, in stealth. With the last one, instead of choking the enemy, Joel made a melee kill (that he do only when is the last enemy). Then, I went back to Ellie, and I got discovered by some new enemies that appeared. I suppose that those enemies are there to allow Ellie to support you with the rifle even if you didn't needed in the previous encounter.

There are a few of those "magic respawning", in terms of storytelling, but not as much as in Uncharted.
 
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