Is last of us part 1 open world11/25/2023 I know the AI looks way better, but it doesn’t seem like the encounters themselves are designed any differently. I wonder if the remake will alleviate any of this. I can’t justify saying Part 1 is a better game. Story be dammed, the gameplay and encounter design of Part 2 is so fucking far ahead. NPCs organically occupate the levels, instead of being awkwardly spawned in. ![]() The majority of combat arenas can be exited at any time, making stealth a far more viable option. It has a “sandbox” feel, where the game gives you huge levels, and tons of mechanics and tools to experiment with. I really wish they could have had more of that.įortunately, Part 2 is a fucking masterpiece in encounter design. These are by far the best gameplay sequences. To be fair, there are plenty of sections that ARE stealthable. Because the only way to progress here is to do the scripted QTE fight with the sniper. This must have been an oversight, I’m sure they didn’t intend for there to be a window where you can see into the sniper den. Problem is, there is nobody operating the rifle. I remember finding a second story window in one of the houses with a perfect vantage point to take out the sniper. The previously PS5-exclusive remake released on PC on Tuesday, and after just a few. So the game is essentially trying to force you into a combat encounter.Īnother prime example is invisible sniper section. The Last of Us Part 1s PC launch isnt going well, at least according to hundreds of negative Steam review. And she doesn’t shoot if you’re in stealth. This is because the game wants Ellie to shoot a certain amount of enemies. If you try to stealth this section, enemies will keep spawning in random corners of the map that you thought you already cleared. Financial district after Joel and Ellie rifle cutscene is prime example. Then there’s the issue of enemy spawns being janky as fuck. There’s multiple areas where I snuck through, found the exit, only to be told I have to kill everyone first. The game also arbitrarily decides that you have to kill all enemies in an area before progressing. The game also spawns aggro enemies at this point. But no matter what you do, you will be attacked by it once you cross a certain threshold in the level. ![]() At first, it appears you can sneak by it undetected. Pittsburg - There’s a tank that follows you around for a bit in this area. No how matter how quietly you do this, you will cross a threshold where the game spawns aggro enemies behind you, forcing you into combat. Examples:īills Town- Before breaking into the school, there’s a section where you can silently take out some infected. You think “oh I think I can sneak past these guys”, and even if you successfully keep yourself hidden, the game will force you into a fight you were trying to avoid. The problem here is that the game sends mixed messages to the player. I don’t have a problem with action sequences in stealth games. ![]() Situations are presented as stealth sections, but then the game pulls the rug on you and forces you into combat for no reason. The biggest problem is that the game often railroads you into playing on its own terms, which stifles player agency and creativity. I hate to say this, because it’s one of my favorite games, but repeat playthroughs expose the games weaknesses quite a bit.
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