Seems like the obvious path forward for Naughty Dog after Uncharted 4 is to make more levels like that giant mud level with the car. Basically they'll just keep scaling up their level of quality until they hit open world for the first time. Probably similar to RDR2.
So over games that try to give me the feels while expecting me to murder thousands of realistic humans. Maybe they’ll have a toggle for cartoon gfx for people like me who get physically ill seeing a ball peen hammer busting up a human limb with super realistic graphics.
maybe the game can be used to test for psychopathy, like if you are really into this torture porn, maybe you shouldn't be around other humans irl.
The first game was trash. There's nothing in the gameplay mechanics that's worthy of all the praise this game got back in the day. The story was somewhat enjoyable. This and GTA4 were the most overrated, overhyped games i had ever played.
Has any game ever lived up to preview hype? I remember reading about the closed-door Cyberpunk demo and then being let down hard by the actual demo footage. Idk what I expected but they depicted it as mindblowing...
Not sure where the its a "movie" comes from, I must have played something different. I could see something like Uncharted being a game play by numbers but I felt like their quite a bit game play in there, and the Clickers made to me what is kind of boring about stealth kind of bearable. I think the criticism of being a little too cute i.e. woke is not far off the mark though - I feel like that is the one thing that turns me off from wanting to get it. (the game play of 2 looks outstanding though, nothing even close to that by any other developer)
Players don't construct narratives. Because anything meaningful can only be something that was already built before-hand by the developers.
So called "Emergent gameplay" is not narrative. Its just a sequence of events that only becomes an anecdote in its retelling. Dialogue isn't being created. NPC characterization that motivates the character and gives meaning to the story isn't created.
At best you get branch points between a limited series of pre-scripted outcomes. Which makes the game no less linear or constrained by the true authorial voice of the creator. Its just gives the player the illusion of control, and the more possibilities feeding into it, the less convincing the illusion.
Mass Effect 3's ending being the classic reality-check. Players expected some infinite variety of outcome when it was inevitably not going to be possible without blowing the entirety of the budget building dozens of variant endings.
The point is that you may as well put all your effort into telling the best story you can tell. Because frankly, not all paths and endings are going to be equally good, and most players aren't going to bother replaying to see every alternative - making them actually subtractive to their experience.
Game choices can be no more nor no less real than real life choices. Consequences are more often than not out of your control. I'd rather have a game with dead ends to explore than have a game with complete linearity. I'd rather have a character comment on a quest choice I took than just follow its linear script. You are insinuating that anything that features player agency is not worth having since it's 'not real'/scripted as well.
I believe that games don't require the player to make meaningful choices when it comes to story. I also believe, however, that game's narratives are more than just a piece of script on a paper or a sequence of cut scenes. Xenoblade, one my favorite games, features 10 hours of cut scenes. Its story is fundamentally linear. The area progression is fundamentally linear. Still, it's one of the most immersive experiences I've had due to the game being constructed in a way that gives room for thought. No matter if it's for a side quest, a world building element or side character's story; it gives me the ability to experience and learn by myself. No one forces me to make the connection that this NPC I met in hour 30 of the game is related to that other NPC I met 3 hours into the game. Their stories or characterizations don't matter in the long run, yet me figuring out their connection based on their dialogue and discovering the relationships, routines and lifes of NPCs helps me establish a connection to the game's world and narrative.
Watching Xenoblade's cut scenes will give you most of the game's story. It will not give you much on its _world_, however.
The Last of Us does none of these things. And that's why I'm not excited.
One of the actions that drew me in while playing the original was when Joel would grab an antagonist from behind the head and smash their faces into a wall.
Women are exactly the same as men now, so will Ellie be doing those cool moves? Is a 19 year old female equally as strong as a 45ish year old man ?
Maybe it could be,but what someone who works on it want him to say,of course he will hype his own game.The game will be good,but I'm never impressed when someone in any different industry hypes his own project.
I walk through the valley of the shadow of death
And I'll fear no evil because I'm blind to it all
And my mind and my gun they comfort me
Because I know I'll kill my enemies when they come
Surely goodness and mercy will follow me all the days of my life
And I will dwell on this earth forevermore
Still, I walk beside the still waters, and they restore my soul
But I can't walk on the path of the right because I'm wrong
Well, I came upon a man at the top of a hill
Called himself the saviour of the human race
Said he come to save the world from destruction and pain
But I said, "how can you save the world from itself?"
'Cause I walk through the valley of the shadow of death!
And I'll fear no evil because I'm blind!
And I walk beside the still waters, and they restore my soul
But I know when I die my soul is damned