ND needs to break out of the strict arena shooter genre,especially for The Last of Us.
They should add towers, oh and robot dinosaurs.
I trust Naughty dog
Hell fuck no.
I wanna enjoy the game. I swear some people keep suggesting shit for naughty dog that they can get in many other games. Stop trying to piss on the bread and butter.
Don't forget RNG loot drops! And damage numbers when you shoot enemies.
Every time I see this thread title on front page I fill with anger. Leave last of us alone goddammit.
Imagine if you could find a pair of scissors or some sugar that were common, rare, or legendary.
The world is supposed to be filled with people, right? Not hyper-violent automatons. Some humanization even for the bad guys would go a long way.
It's a bit ridiculous that literally every single NPC (that isn't one of the few companions) will try to kill you on sight. (Ok, there's thescene.)surgery
No. Just no.
edit: And fuck open world as well.
I don't know about TLOU going open world, but I think the op raises a lot of good points. The standard fare (and kind of dull) gameplay does not match the experience they are creating in the writing/cutscenes.
Son dry as think this is nonsense. TLOU is delivering the vide game equivalent of films like The Road and shows like The a Walking Dead. That means combat and mechanics grounded in reality. That means crunching violent melted blows. That means clumsy, desperate struggles to survive when things suddenly go south. I fail to see how anything in the OP would improve that. And the gameplay absolutely matches the writing/cutscenes in tone: that's why as a whole TLOU was so critically praised. It's elements are all well designed to fit together to a common tone - including the combat and including tense, extended chances for stealth to avoid open combat as much as possible.I don't know about TLOU going open world, but I think the op raises a lot of good points. The standard fare (and kind of dull) gameplay does not match the experience they are creating in the writing/cutscenes.
This doesn't mean open world. It means open gameplay. Something where the world reacts to you. Areas to actually explore and interact with. Something more along the lines of Deus Ex, Red Dead Redemption, and Arkham Asylum/City. Linear and story focused. But with the freedom to play the way you want.
I feel like people played a different game then I did when they say you don't have freedom to play it how you want and that there wasn't chances for exploration.
I understand exactly what the OP means, and I totally agree.
Alot of people in the thread are misunderstanding. It's not about turning Last of Us into a full open world RPG or incorporating more crafting and loot. It's about bringing the WORLD to life. To actually inhabit it. This doesn't mean open world. It means open gameplay. Something where the world reacts to you. Areas to actually explore and interact with. Something more along the lines of Deus Ex, Red Dead Redemption, and Arkham Asylum/City. Linear and story focused. But with the freedom to play the way you want.
There's massive potential there.
Should be open world
...That's not how games are played or made, though. If a game still plays excellently in spite of that treatment, it's a plus. But it's not a minus if it doesn't.
I don't mean literally "filled" as in full of. Populated? Inhabited? But I'd guess you got that already.One, the world is not supposed to be filled with people. Two, the world is a fucking brutal place that wants to destroy you. Violence as a first act becomes second nature.
I think a big problem with The Last of Us is the massive disconnect between the complex narrative its trying to tell ,and the extremely narrow visioned gameplay.
To me, the core gameplay is mostly amazing in TLOU. The way movement, aiming, shooting and hitting feels is great. The audiovisual feedback for your actions is also on point. The only thing I'd criticize is that melee is a bit too simplistic, even when taking into consideration that that is largely the point (Joel is definitely no martial artist).For me it's the opposite, how much enjoyment I get out of a game is entirely dependent on how strong its mechanical skeleton is.
Putting Play First | Game Maker's Toolkit
More than half of this thread is kneejerk reactions from people who saw "RPG" in the title and didn't even glance at the OP.Saying "Not everything needs to be..." isn't an argument against anything the OP said.
If you take away all the audiovisual presentation elements (voice acting, textures, backgrounds), remove all story and writing, replace the characters with generic human models; basically remove any aspect of the game people may have an emotional attachment to and turn it into a mechanical playground...
i'm really thankful that most devs don't really take gameplay ideas from forums seriously
cause jesus christ
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?
I hope Druckmann prints out the OP and tells the team "don't ever think we're going in this direction."