TLoU's linearity varies. There are some sections (the university) that allow for a lot of exploration, and even contain a secret or two.
gotta point out you probably didnt play the game because it had points with exploration and secrets. I played through the game twice. I know what it has. It is not cod linear.Gotta point out that TLoU is about as linear as CoD. The pacing is just much slower.
Still not getting why people are excited about this.
LOL yeah. Imagine being his room mate? You'd have the suicide hotline on speed dial I'm sure.Or when you say something negative. Life would be over all too soon.
I have to agree with this because the application of soft-body physics to everything in the game actually opens up a hell of a lot in terms of gameplay variety. I need to wait for actually gameplay footage, but having realistic environmental interactivity where pretty much anything can be shattered, warped, or outright destroyed opens up a lot of possibilities on how to approach a combat situation.Soft-body physics and it's application: I feel this particular issue has been understated in this thread. Why would one put emphasis on this specific feature if it does absolutely shit in gameplay?
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Plus, for those who missed awesome Game Informer coverage:
The Origins of The Order: 1886
http://www.youtube.com/watch?v=kdt-TuWY6NI
Inside The History of Ready at Dawn
http://www.youtube.com/watch?v=CZ_OcS4gAGw
Why does every game have to revolutionize gaming? Why can't some games just be enjoyed for what they are? You have games like No Man's Sky being made, amongst others, that are trying something new; The Order is what RaD wanted to do, and there are plenty of fans that love third person, story driven shooters. I don't understand why people want every game to be a certain way, makes no sense to me.It just seems a shame they have more powerful hardware yet they're choosing to make a type of game that's about as unambitious as you can go. Why not give us options? London is an awesome location, it would be great to explore instead of basically being an observer.
4 of those bullet points are pointless for a game, the other one about the shooting is pure speculation right now since you haven't seen it in action at all yet. I want them to care about their gameplay, not provide another corridor shooter where the gameplay is only there to tell their story that wouldn't even be fit for a direct to DVD movie.
Gotta point out that TLoU is about as linear as CoD. The pacing is just much slower.
Team ico. Believe.So it's not open world at all? Is anyone at Sony willing to do open world games besides Sucker Punch? It kind of sucks that they're the only first party making games I want to play. I just can't get in to uncharted and TLOU beyond an initial couple hours but I can play a game like SRIV, GTAV, inFamous, Crackdown, AC4, etc for hours.
Get on it Sony.
Why does every game have to revolutionize gaming? Why can't some games just be enjoyed for what they are? You have games like No Man's Sky being made, amongst others, that are trying something new; The Order is what RaD wanted to do, and there are plenty of fans that love third person, story driven shooters. I don't understand why people want every game to be a certain way, makes no sense to me.
Please tell me this game has co-op!?
Why does every game have to revolutionize gaming? Why can't some games just be enjoyed for what they are? You have games like No Man's Sky being made, amongst others, that are trying something new; The Order is what RaD wanted to do, and there are plenty of fans that love third person, story driven shooters. I don't understand why people want every game to be a certain way, makes no sense to me.
![]()
Plus, for those who missed awesome Game Informer coverage:
The Origins of The Order: 1886
http://www.youtube.com/watch?v=kdt-TuWY6NI
Inside The History of Ready at Dawn
http://www.youtube.com/watch?v=CZ_OcS4gAGw
Look at this alley! I can look in this trashcan, or maybe this one. Perhaps there is some extra ammo at the end of it! Such exploration.
So it's not open world at all? Is anyone at Sony willing to do open world games besides Sucker Punch? It kind of sucks that they're the only first party making games I want to play. I just can't get in to uncharted and TLOU beyond an initial couple hours but I can play a game like SRIV, GTAV, inFamous, Crackdown, AC4, etc for hours.
Get on it Sony.
Finish the level, but I have to go to other side of the city to complete the mission! Such exploration.
It really is a shame that they've built up so much hype as an open world, exploratory experience full of exploration and open world-ness only to deliver a linear, cinematic TPS. Damn them!Look at this alley! I can look in this trashcan, or maybe this one. Perhaps there is some extra ammo at the end of it! Such exploration.
RaD isn't a huge studio, so some of you have unrealistic expectations. If the game is like Uncharted, TLoU, gears or Tomb Raider that should be pretty great. Sales have dictated that there are plenty f fans out there, like me, who like those games. GTA V is great, but took five years and a monster budget to make
So by your examples you want a big uninteractive city with cookie cutter buildings and small smatterings of enemies to deal with as you make your way to a marker on the map which then triggers the linear mission?
I really had to laugh at the whole filmic lighting crap they're talking about. Seriously? Seriously!? I mean, I'm excited for this game but trying to emulate film set lighting instead of real lighting just seems ridiculous to me and really just undermines video games' claim to being a medium in its own right IMO. Why should you enforce and support the nonsensical rules and standards of another medium when you could try to create and establish your own instead? I just feel like there's so much potential in this young medium and by copy-pasting films and slapping some interactitvity onto them developers are completely wasting it and are completely wasting their opportunity to shape and move forward this medium.
Wow. What a shockingly bad post.
Photographers and cinematographers more often than not have actual, "real" lighting at their disposal and choose not to use it. This is the case now more than ever, due to the steady development of more sensitive film emulsions--and now, with the advent of digital, sensors that can shoot in low light conditions that film could never touch.
Why?
Because lighting is an art unto itself and artistic control of light is a powerful storytelling tool.
This "nonsensical rules and standards of another medium" argument of yours is daft. You are talking about needlessly and recklessly tossing aside a progression of artistic technique, handed down from artists for hundreds of years. Videogame artists pulling techniques from CGI>CGI pulling techniques from cinematography>cinematographers pulling techniques from photography>photography pulling techniques from painters. And now that the "language" of using light is developed and established, you see techniques from the "younger" medium informing and influencing the "old" media.
The reasons ideas get handed around is because THEY WORK. A soft light makes something feel a certain way, hard, long shadows make it feel another way. You can not only vastly change how something looks...you can actually push emotion with lighting. We should be looking into more ways to inject emotion in the videogame medium, not throwing away great visual techniques that work from others.
If you want to take this to it's natural conclusion, we'd better eliminate soundtracks too. Those came from opera and theater and are used in film and TV. We'd better eliminate color grading, because that comes from film, which got the ideas from painting and printing. Really, we should eliminate all plots in our games too, because those come from fiction writing, and that's like really really old.
Finish the level, but I have to go to other side of the city to complete the mission! Such exploration.
The essence of his post is about as appropriate as having a thing against linear cinematic shooters. What has this generation done indeed.What has this generation done to people? Do we really think that the only structures games can have any more are linear cinematic experiences or huge aimless open worlds?
I believe it's also melee heavy.I just wish this game wasn't a shooter. Give me a sword, axe, club, bat, whatever, but guns have been done to death. The other weapons would provide a newer gameplay experience at least. I'm fine with the linear scripted experience type of game, but i feel like i've played the third person cover shooter a thousand times already.
Because lighting is an art unto itself and artistic control of light is a powerful storytelling tool.
This "nonsensical rules and standards of another medium" argument of yours is daft. You are talking about needlessly and recklessly tossing aside a progression of artistic technique, handed down from artists for hundreds of years. Videogame artists pulling techniques from CGI>CGI pulling techniques from cinematography>cinematographers pulling techniques from photography>photography pulling techniques from painters. And now that the "language" of using light is developed and established, you see techniques from the "younger" medium informing and influencing the "old" media.
I just wish this game wasn't a shooter. Give me a sword, axe, club, bat, whatever, but guns have been done to death. The other weapons would provide a newer gameplay experience at least. I'm fine with the linear scripted experience type of game, but i feel like i've played the third person cover shooter a thousand times already.
Wow. What a shockingly bad post.
Photographers and cinematographers more often than not have actual, "real" lighting at their disposal and choose not to use it. This is the case now more than ever, due to the steady development of more sensitive film emulsions--and now, with the advent of digital, sensors that can shoot in low light conditions that film could never touch.
Why?
Because lighting is an art unto itself and artistic control of light is a powerful storytelling tool.
This "nonsensical rules and standards of another medium" argument of yours is daft. You are talking about needlessly and recklessly tossing aside a progression of artistic technique, handed down from artists for hundreds of years. Videogame artists pulling techniques from CGI>CGI pulling techniques from cinematography>cinematographers pulling techniques from photography>photography pulling techniques from painters. And now that the "language" of using light is developed and established, you see techniques from the "younger" medium informing and influencing the "old" media.
The reasons ideas get handed around is because THEY WORK. A soft light makes something feel a certain way, hard, long shadows make it feel another way. You can not only vastly change how something looks...you can actually push emotion with lighting. We should be looking into more ways to inject emotion in the videogame medium, not throwing away great visual techniques that work from others.
If you want to take this to it's natural conclusion, we'd better eliminate soundtracks too. Those came from opera and theater and are used in film and TV. We'd better eliminate color grading, because that comes from film, which got the ideas from painting and printing. Really, we should eliminate all plots in our games too, because those come from fiction writing, and that's like really really old.
"Its a ride".next gen is here
I hope you like corridors
The way they presented this game at E3 gave it a very strong co-op vibe.
Now every chance they get, they remind us its just a single-player experience.
I don't like the sound of that to be honest.
The essence of his post is about as appropriate as having a thing against linear cinematic shooters. What has this generation done indeed.