Okay then explain it. You say gameplay is one of the factors that don't make TLOU good, implying that it's only the story, so if the MP is popular which is only gameplay, then does that not refute your point?
Gameplay was serviceable. Nothing more. The gameplay, lack of enemy variety and bosses are not what make TLOU good. You'll continue to hear it forever because it's objectively true. TLOU2 may be different, but I doubt it.
I said the gameplay was serviceable. You claimed I said it was bad. That's a straw man. And you're trying to change the argument. Just stop.Okay then explain it. You say gameplay is one of the factors that don't make TLOU good, implying that it's only the story, so if the MP is popular which is only gameplay, then does that not refute your point?
I felt it was the weakest part of the package by a large margin. TLOU was a really good and enjoyable experience overall. However, the gameplay is not what made it exceptional. That was the story and characters. You may like it, but it left a lot of people expecting great gameplay from a great game underwhelmed in that regard.I for one am glad ND stayed away from that thought process lol. About having enough "enemy variety" or boss battles... that's exactly what made it special. They didn't force that garbage.
I actually think God of War had the best narrative I've ever seen in a game.
Asking a bunch of weebs whether they prefer something from Japan or the West is only going to end one way lol.
I said the gameplay was serviceable. You claimed I said it was bad. That's a straw man. Now you're trying to change your argument entirely. Just stop.
I felt it was the weakest part of the package by a large margin. TLOU was a really good and enjoyable experience overall. However, the gameplay is not what made it exceptional. That was the story and characters. You may like it, but it left a lot of people expecting great gameplay from a great game underwhelmed in that regard.
It's just to me that Era tends to have an incredibly narrow idea of what makes good gameplay. Many of the most popular western games around today are almost entirely just gameplay with little in the way of story. But because they aren't what people on here like, they act like they don't exist.
I would also argue that a lot of the recent Japanese AAA games are great specifically because of what they learned from western games.
BOTW feels like a western-style immersive sim in many ways, and if you look at interviews it's clear Nintendo got that from Skyrim and Minecraft. Zelda 1 back in the day was likely at least partially inspired by the Ultima games.
Resident Evil is debatable. RE2 remake just feels like they modernized the controls from RE4 and mixed them with the original structure of RE2. You can't deny though that RE7, at least from a market perspective, was inspired by recent western horror games like Amnesia and Outlast. But those games were already superficially similar to classic RE. They were just more modernized interpretations of the original Alone in the Dark formula.
More generally speaking, a lot of recent big-budget Japanese games seemingly just learned certain QOL features from western games, combining them with their own styles of game design, which is all we really wanted them to do in the first place.
Both sides learned a lot from each other over the years. for example this is what Dan Houser from Rockstar said about the inspiration of Mario and Zelda on N64:
(Anyone who makes 3-D games who says they've not borrowed something from Mario or Zelda is lying — from the games on Nintendo 64, not necessarily the ones from today. But I would argue in that regard we've certainly been more sinned against than sinning.)
Every TPS game out there is using RE4 perspective.
Souls is everywhere.
Team Ico started a whole culture of building video games in an entirely different way, in focusing on the interactivity not the game of (win or lose). RiMe, Gris and Journey are examples for games that were heavily influenced by them.
I didn't really think I'd see this discussion anymore.
Historically, preference for Japanese games has really just been console bias, as most of the energy of western game development was on PC. People who are from that background would probably tell anyone that Doom, Quake, Ultima, Might & Magic, or Fallout are way better than any Final Fantasy, Mario, or Mega Man game.
What changed is that last gen that western development energy shifted to consoles at the same time Japanese developers didn't really have the resources to go HD. This gen I'd say we're at sort of an equilibrium. Sure BOTW, RE7, RE2, MGSV, and Dark Souls are pretty great, but I'd also say nu-Doom, Wolfenstein, Dishonored 2, Obra Dinnn, Outer Wilds, Outer Worlds, and Disco Elysium, are just as good, if not better.
And that's just the games I've played. Others will probably tell you Pillars of Eternity and Divinity Original Sin 2 are better than any recent JRPG. They may also say Rianbow Six Siege, Fortnite, and Overwatch are better than any Japanese action game on the market right now.
What you're describing is essentially the same for most TPS out there, including Resident Evil, Gears of War, Ghost Recon, Dead space, Red Dead Redemption etc.
If anything TLOU actually still offers more gameplay diversity and encounter complexity than most, by way of the fact that it has a combination of gunplay, dynamic melee, stealth, use of environmental objects as well as on the fly in gameplay dynamic crafting (something that is unique to TLOU).
In terms of controls, movement fluidity, AI and level design, on the whole it's also stronger than many contemporaries, including vs Resident Evil, hence enemy variety only really tells a portion of the story.
Ultimately whilst comparatives like RE4/RE2R as two examples (that I love/enjoyed), may have better enemy variety than TLOU, the fundamental combat gameplay doesn't really change much over the course of those games either, and in terms of combat gameplay, in some ways they're far less nuanced, diverse and sophisticated in RE (due to tank like restrictive movement and controls, lack of stealth and cover mechanics, limited melee and environmental interaction, really poor AI, lots of mechanically basic slow stop and pop corridor funnelling style combat scenarios and so on) compared to TLOU.
Gameplay was serviceable. Nothing more. The gameplay, lack of enemy variety and bosses are not what make TLOU good. You'll continue to hear it forever because it's objectively true. TLOU2 may be different, but I doubt it.
Inspiration between the two sides has been going around in circles for longer than most people realize.
To use your own example of Gears of War: Early game they introduce quick melee/close damage enemies like wraith/clickers/lambent wraiths, then enemy soldiers and so on. Late in most Gears games they start freshening the encounter design by doing things like putting heavies like snipers/boomers/heavy chain gunners on the field *while* simultaneously swarming you with say clickers. Which forces the player out of their routine stop and pop to deal with the clickers first to avoid being swarmed by them, which would force them out of cover and into the sights of high damage heavies in the back of the field. They use enemies with distinct purposes you've fought one on one before and mix them in more and more interesting ways that forces the player change behavior.
To give an MUCH better example is this great video just released of Doom Eternal, which greatly emphasizes the specific mechanical design of each enemy and how it forces the player to change behavior and stay engaged.
Designing DOOM Eternal's New & Classic Demons
SUBSCRIBE for More Free Game Docs ► http://bit.ly/noclipsubscribeBecome a PATRON to unlock more videos ► https://www.patreon.com/noclipHugo Martin (Game Dire...youtu.be
This is not to say that TLOU is *completely* deficient in that department, it's not. And as I said in my first post and you agreed with, mechanically there's a great deal of complexity in terms of the gameplay systems and how they are integrated. Certainly more than enough to equal the types of systems found in Japanese games. The tension of remaining in stealth and not alerting enemies can make a great deal of difference in how an encounter plays out. But fundamentally, the gameplay variety rarely changes. I sneak around waist high walls and throw the occasional can to grab a guy in the courthouse, and I do the exact same thing in the hospital at the very end. Really the one exception to this is when you play as Ellie in Winter and she has different mechanical strengths and weaknesses than Joel like with her pocket knife instead of shivs. Frankly I don't even think the lack of variety is a huge problem on its own, TLOU is my favorite game from last gen, but it is a noticeable flaw on an otherwise masterpiece of a game if only because the campaign is substantially longer than your average Gears game.
I think seeing in previews that ND are adding dogs that can track you and new ambusher behaviors demonstrate that ND is aware of this and are pushing for more mechanical interactivity with enemies for the sequel.
Japanese games tend to focus more on the gameplay side while western games focus on narratives and having a cinematic presentation. It's massively simplifying their traits but that's what I tend to notice.
We are done. You can't even tell when two people with different names and icons are talking to you. lolYou said "filler/cookie cutter" and now you are calling it "serviceable". Between moving goal post and claiming lacking "variety" in enemy type (which is factually incorrect) as well as boss fights (in a game that aims to be grounded) I say we're done. Cheers.
I love all the franchises mentioned, but I had far more combat gameplay and encounter variety in my play throughs of TLOU than I did Gears. With the latter, the mechanical gameplay difference mostly boiled down to the diversity of weapons (which are fun to use and experiment with), but outside of a handful of enemies, I never really felt pressured to go beyond the standard stop and pop cover strategy I'd employed from the very start.
I didn't really feel too pressured to in TLOU either, but I appreciated there were more avenues from which I could explore a greater diversity of mechanics and approach options, thanks in part to a greater variety of mechanical options, eg the stealth, on the fly crafting and tools/explosives (which often require scavenging in the middle of combat encounters), use of environmental objects, the stealthy bow and arrow etc.
I wouldn't say one has poor or mediocre gameplay just because I preferred the other. To me they're both highly competent in gameplay, but just have slightly different approaches.
I haven't played Doom Eternal (it's not out yet), but I'm glad you brought it up because Doom for me is a great example of what I'm talking about with subjectivity clouding judgment. I didn't personally enjoy Doom (2016) a huge amount, I found it monotonous, repetitive (despite any enemy variety), the level design cumbersome to explore etc, but I wouldn't say the gameplay was bad or mediocre, it just wasn't for me.
Like TLOU, the actual controls, movement, mechanics, animations, feedback, design etc in Doom is all highly polished and sophisticated, it just didn't appeal to me on a subjective level.
I think there's a disconnect here because I never said one has poor or mediocre gameplay. I also completely agree with literally everything you're saying in terms of gameplay systems, diversity of mechanics, crafting, etc. I further agree there's more mechanical depth to TLOU than Gears. My specific point was all those things are excellent. My first post was refuting someone saying they weren't good.
All I said was if there was *any* weakness at all to TLOU it would be that it rarely shakes things up due to lack of enemy variety. You're saying you don't think it's a problem because the gameplay systems are so good. I know they are good, that's what I said in the original post you replied to. That doesn't change that there's more the enemies could have done to push you out of the tried and true over a long campaign, and seemingly they will do it more in the sequel.
My bad, I was confusing you with the poster who stated the gameplay was serviceable and not the reason the game was enjoyed.
And yes, I agree with your points, including how they're seemingly looking to expand on the said weakness in the sequel, with the dogs etc.
I don't know about you but for me there was a time when everything japanese devs touched turned to gold, meanwhile most games from western devs were subpar in just about every area.
Then there was a period when japanese games felt helplessly behind, sometimes okay in gameplay but always behind on visuals.
And then we have this period where Capcom, FROM, Nintendo, Square Enix, Platinum, among others are just pouring out quality titles in both gameplay and visuals which are reaching high or at the top of GOTY lists.
What do you think, have japanese devs surpassed western devs again? Or is it just in specific genres? Or is this just the calm before the western dev next gen storm?
I didn't think it was poor, I thought it was okay--not top tier stuff. The weakest part of the package. As far as what other TPS games did better, it depends on the game. Some do some things worse but come out way ahead IMO due to other factors.Can you explain what specifically about the gameplay was poor or that you thought other TPS did far better? Presumably you realise there's a lot more to what constitutes as good gameplay than enemy variety?
From your posts it almost sounds like you might value bosses and enemy variety more than actual gameplay depth and/or diversity, quality of AI, better combat arena design, greater variety of approach options, better animations and control options/fluidity etc.
Eg, more limiting stop and pop cover or corridor shooting is considered better to you so long as the things you're shooting are more varied, whereas more dynamic and diverse combat gameplay is less prioritised?
I didn't think it was poor, I thought it was okay--not top tier stuff. The weakest part of the package. As far as what other TPS games did better, it depends on the game. Some still do things worse but come out way ahead IMO due to other reasons.
Gameplay itself is a package within a package, and there's a lot of factors that can make it great. Let's look at similar titles. RE4: dated controls and doesn't control as well overall than TLOU with worse AI, but it's a far better game gameplay wise due to the encounter design, the environmental design, the enemy variety, and bosses (bosses and enemy variety are a great way to add diversity, TLOU felt very samey to me throughout). What about Vanquish? That's mechanically the best shooter still out there with a wealth of gameplay options. These games both play a lot better due to different reasons.
I would agree with that statement, but I would say RE4 is overall the better package due to how much better it does what it does better. Different strokes.Honestly, enemy variety and bosses are the only listed things I'd give to RE4 in terms of the combat gameplay anyway. Controls, movement, animations, AI, mechanical variety, approach options, arena design etc, I'd all give to TLOU.
If you're into interactive movies, sure. The Last of Us has cookie cutter/filler gameplay. ND puts more focus into characters and cinematics.
Vanquish isn't very good though. It puts a few cool gameplay aspects on top of a very mediocre 3rd person shooter.I would agree with that statement, but I would say RE4 is overall the better package due to how much better it does what it does better. Different strokes.
I see you didn't mention Vanquish. There's a remaster coming on PS4 and it is pretty cheap on PC. Give it a whirl some time if you haven't played it and need something to play. Mechanically, it's just phenomenal.
the fuck is this shit?
That's why I said mechanically. I'd say it's very good. But there's undoubtedly issues outside of the mechanics.Vanquish isn't very good though. It puts a few cool gameplay aspects on top of a very mediocre 3rd person shooter.
What about Vanquish? That's mechanically the best shooter still out there with a wealth of gameplay options. These games both play a lot better due to different reasons.
I would agree with that statement, but I would say RE4 is overall the better package due to how much better it does what it does better. Different strokes.
I see you didn't mention Vanquish. There's a remaster coming on PS4 and it is pretty cheap on PC. Give it a whirl some time if you haven't played it and need something to play. Mechanically, it's just phenomenal.
Western devs excel at making games with good presentation, but way too often does it feel like gameplay plays second fiddle
So all the biggest most successful multiplayer games are Japanese? Because multiplayer games live and die by their gameplay.
Wow.
I had no idea we have Japan to thank for COD, Overwatch, Rocket League, FIFA, Destiny, Fortnite, Minecraft, Dead by Daylight, LoL, DOTA, Plants Vs Zombies, Minecraft, PBUG, Warframe, Mortal Kombat, Forza, For Honor, Rainbow Six Seige, Battelfield, Battlefront, Borderlands, CS:GO, Team Fortress, L4D, GTA: Online, Roblox, Sea of Thieves, WoW, Civilization, Age of Empires, Total War, Ark: Survival Evolved, Elder Scrolls Online, Hearthstone, Apex Legends, Smite, Paladins, and NBA 2K.
What an amazing country! If only Western devs could learn from them.