Oh yea, happened to me just a few days ago. I criticize GoW and am told I am a Sony Warrior for *daring* to suggest it isn’t a 10/10 experience, but instead a 7/10. Which clearly means I am Satan. And just recently I dared criticize Phil Spencer, which now means I am a Sony warrior who doesn’t see the greatness of their cult leader. It is pathetic.
No. It is not. It is your terrible and wrong opinion.
There were meaningful stories in action games for years. Devil May Cry 3, 4, 5 - hell even the earlier God of Wars had meaningful stories, the first almost perfectly aping the classical greek myth structure. But there is the thing, you don‘t understand what a meaningful story is. You are the kind of pseudointellectual who thinks poor, modern day writing filled with slang is “mature”, where characters act out of character and create edgy moments because subversions of expectations is the pinnacle of writing. You are the living embodiment of this guy:
And this further shows how little you actually understand game design. Here is the typical TLOU2 “Stealth” gameplay. You enter a linear area where you start at point A and need to get to point B. You have a few enemies between you and that point and have minimal options to reach it. You can toss objects to distract enemies or lead them to certain locations, go prone in tall grass for enemies to walk past you, hide behind objects and stay out of the narrow cones of vision of enemies, and make minimal noise. You can also take out enemies via silent lethal means (I do forget if you can do non-lethal, but let’s assume you can).
All of this is absolutely fine, but basic at its core. This is stuff that has been done for literal decades and nothing about it is any better or worse than other stealth games.
Now let’s look at THIEF: The Dark Project and its typical level design. It does all of what we just mentioned, except it also adds various flooring that creates noise that can alert enemies. A single large interconnected zone that winds and twists naturally as you would expect from that environment (a castle is a castle, a city is a city, a sewer is a sewer. There is rarely a singular end point that you must reach). Numerous tools to offer unique pathways through the level. Lockpicking through doors, rope arrows to climb to higher areas, moss arrows to silence particular floor types. Numerous unique enemies that each require very specific methods of countering. All of which you can either buy from loot scored from the previous level or find via the level.
And that is just Thief: The Dark project. It’s sequel adds even more options on top of that. Then you have other stealth games such as Metal Gear Solid, Splinter Cell, Dishonored, and plenty more on top of that. TLOU2, at its very best, has painfully average and shallow stealth gameplay that never strives for more than the bare minimum. And *that* is a fact.
God of War absolutely does not require you to be more precise. Claiming such clearly shows you have never played a Devil May Cry game above easy or normal, where the game actually challenges you and offers real difficulty options and not a simple increase in health and damage numbers.
And it is strawman arguments like this that
Oh yea, happened to me just a few days ago. I criticize GoW and am told I am a Sony Warrior for *daring* to suggest it isn’t a 10/10 experience, but instead a 7/10. Which clearly means I am Satan. And just recently I dared criticize Phil Spencer, which now means I am a Sony warrior who doesn’t see the greatness of their cult leader. It is pathetic.
No. It is not. It is your terrible and wrong opinion.
There were meaningful stories in action games for years. Devil May Cry 3, 4, 5 - hell even the earlier God of Wars had meaningful stories, the first almost perfectly aping the classical greek myth structure. But there is the thing, you don‘t understand what a meaningful story is. You are the kind of pseudointellectual who thinks poor, modern day writing filled with slang is “mature”, where characters act out of character and create edgy moments because subversions of expectations is the pinnacle of writing. You are the living embodiment of this guy:
And this further shows how little you actually understand game design. Here is the typical TLOU2 “Stealth” gameplay. You enter a linear area where you start at point A and need to get to point B. You have a few enemies between you and that point and have minimal options to reach it. You can toss objects to distract enemies or lead them to certain locations, go prone in tall grass for enemies to walk past you, hide behind objects and stay out of the narrow cones of vision of enemies, and make minimal noise. You can also take out enemies via silent lethal means (I do forget if you can do non-lethal, but let’s assume you can).
All of this is absolutely fine, but basic at its core. This is stuff that has been done for literal decades and nothing about it is any better or worse than other stealth games.
Now let’s look at THIEF: The Dark Project and its typical level design. It does all of what we just mentioned, except it also adds various flooring that creates noise that can alert enemies. A single large interconnected zone that winds and twists naturally as you would expect from that environment (a castle is a castle, a city is a city, a sewer is a sewer. There is rarely a singular end point that you must reach). Numerous tools to offer unique pathways through the level. Lockpicking through doors, rope arrows to climb to higher areas, moss arrows to silence particular floor types. Numerous unique enemies that each require very specific methods of countering. All of which you can either buy from loot scored from the previous level or find via the level.
And that is just Thief: The Dark project. It’s sequel adds even more options on top of that. Then you have other stealth games such as Metal Gear Solid, Splinter Cell, Dishonored, and plenty more on top of that. TLOU2, at its very best, has painfully average and shallow stealth gameplay that never strives for more than the bare minimum. And *that* is a fact.
God of War absolutely does not require you to be more precise. Claiming such clearly shows you have never played a Devil May Cry game above easy or normal, where the game actually challenges you and offers real difficulty options and not a simple increase in health and damage numbers.
And it is strawman arguments like this that remove any room of actual discussion from you.
remove any room of actual discussion from you.