I watched this late last night, it was a great watch. Thank you for sharing.
Author perfectly encapsulates the strides ND has made in the gameplay department, I would go a step further and say that Part II really is the absolute best in its genre.
After the first game I learned to play stealth initially but if things go south adapt and be more aggressive. In some cases escaping line of sight and resetting the stealth.I'll buy a ps5 version if only to play in this aggressive style that I see in much's gifs. I played the game way too stealthy
I agree with all of this.To me it felt like the sort of improvement i would naturally expect from a game releasing X years later on a more powerful hardware. It was mostly honing, polishing and tweaking the framework of the first game.
Thus, i was left utterly disappointed with its gameplay. It lacked ambition and was too self-content in just being a much more mechanically competent TLOU1.
TLOU2's gameplay loop gets very repetitive and almost nothing is attempted to mix it up. Arena against infected; arena against humans; arena against infected and so forth. Music swells and you start another arena fight; music dies down and you know you cleared it.
The game's format gets negatively predictable and it mostly never catches the player off-guard or surprises him with the next gameplay segment.
Even looking at the dry numbers of X new enemies/weapons over the first, TLOU2 barely scratches 'expansion pack from the 90's' level. They nixed boomers and stalkers are astonishingly underused.
TLOU2 lacks one or two marquee gameplay features/innovations that i expect from 'genre-defining' release 7 years (or how long it was) in the making. That was the underlining sensation i had all through out the game, which stands above all.
When i recall my time with TLOU2, the first and foremost thought about it that i have is: 'is this really all what the game is trying to do in the gameplay department?'.
You get to Seattle Day 1 and have that wide and open segment on the horse and map and you go 'cool'. I think to myself maybe there are going to be several segments like this throughout and that's going to be TLOU2 gameplay's claim to fame.
Some time later you first get the boat and i start having this anticipation and expectation: 'OMG, are they going to have me roam a large city area, half-submerged, akin to the horse-and-map segment from before? Holy shit!'. Let's go, let's see what they worked on all this time.
A 10-minute mostly-linear ride later, that's the last time you even get to use a boat. Not even in a later segment where you approach an island.
After that short boat segment it hits you. That Seattle Day 1 segment was a one-off. There is no grand gameplay feature to set the sequel apart. There isn't much desire from the developers to innovate or push the formula forwards.
The ambition ends with 'just' a more competent, accomplished and fulfilled TLOU1 framework. And that's when my disillusionment with the game took hold and never let go.
Afterwards it was easy to see how the puzzle elements worsened compared to the first game instead of getting more prominent and involved.
The safe-cracking element in the game is frankly a laughable design decision. You are supposed to take the risk of exploring to find the combination but ND decided to negate all that by letting you 'brute-force' the safe.
All you had to was cycle through and wait for the distinct audio cue. It was easy to do even with regular TV speakers, so i did. Many times finding the combo after i already opened the safe by 'brute-forcing'.
I don't know how this ended in the game like that. I can only imagine they wanted to indulge the more 'casual' players, and in doing so completely undermined the point of the safes.
Then you have the numerous upgrade trees that, unlike in the first game, eliminate player's choice. You have to unlock everything in a set order and thus the game squanders the opportunity to offer varied 'builds' that would have given more distinct play-styles between players and more replay-ability.
And because of the numerous trees and abilities, some end up being boring X% better and some that you don't want to get but forced to in order to get whatever next.
I think TLOU screams for a limb dismemberment system for both infected and humans and it's a shame it doesn't have one.
Like he said in the video, more than half of the shitty comments and outrage is from people that have likely never touched this game.it's kinda funny how many dislikes his video about the first game has (it had way more at the height of last of us' popularity) and how he likes the second game a lot and even poked fun at the outrage towards it
I still think MGSV has it beat in the gameplay department but this is a close second for for third person stealth games.
The upgrade tree problem is the only thing I agree with here.To me it felt like the sort of improvement i would naturally expect from a game releasing X years later on a more powerful hardware. It was mostly honing, polishing and tweaking the framework of the first game.
Thus, i was left utterly disappointed with its gameplay. It lacked ambition and was too self-content in just being a much more mechanically competent TLOU1.
TLOU2's gameplay loop gets very repetitive and almost nothing is attempted to mix it up. Arena against infected; arena against humans; arena against infected and so forth. Music swells and you start another arena fight; music dies down and you know you cleared it.
The game's format gets negatively predictable and it mostly never catches the player off-guard or surprises him with the next gameplay segment.
Even looking at the dry numbers of X new enemies/weapons over the first, TLOU2 barely scratches 'expansion pack from the 90's' level. They nixed boomers and stalkers are astonishingly underused.
TLOU2 lacks one or two marquee gameplay features/innovations that i expect from 'genre-defining' release 7 years (or how long it was) in the making. That was the underlining sensation i had all through out the game, which stands above all.
When i recall my time with TLOU2, the first and foremost thought about it that i have is: 'is this really all what the game is trying to do in the gameplay department?'.
You get to Seattle Day 1 and have that wide and open segment on the horse and map and you go 'cool'. I think to myself maybe there are going to be several segments like this throughout and that's going to be TLOU2 gameplay's claim to fame.
Some time later you first get the boat and i start having this anticipation and expectation: 'OMG, are they going to have me roam a large city area, half-submerged, akin to the horse-and-map segment from before? Holy shit!'. Let's go, let's see what they worked on all this time.
A 10-minute mostly-linear ride later, that's the last time you even get to use a boat. Not even in a later segment where you approach an island.
After that short boat segment it hits you. That Seattle Day 1 segment was a one-off. There is no grand gameplay feature to set the sequel apart. There isn't much desire from the developers to innovate or push the formula forwards.
The ambition ends with 'just' a more competent, accomplished and fulfilled TLOU1 framework. And that's when my disillusionment with the game took hold and never let go.
Afterwards it was easy to see how the puzzle elements worsened compared to the first game instead of getting more prominent and involved.
The safe-cracking element in the game is frankly a laughable design decision. You are supposed to take the risk of exploring to find the combination but ND decided to negate all that by letting you 'brute-force' the safe.
All you had to was cycle through and wait for the distinct audio cue. It was easy to do even with regular TV speakers, so i did. Many times finding the combo after i already opened the safe by 'brute-forcing'.
I don't know how this ended in the game like that. I can only imagine they wanted to indulge the more 'casual' players, and in doing so completely undermined the point of the safes.
Then you have the numerous upgrade trees that, unlike in the first game, eliminate player's choice. You have to unlock everything in a set order and thus the game squanders the opportunity to offer varied 'builds' that would have given more distinct play-styles between players and more replay-ability.
And because of the numerous trees and abilities, some end up being boring X% better and some that you don't want to get but forced to in order to get whatever next.
I think TLOU screams for a limb dismemberment system for both infected and humans and it's a shame it doesn't have one.
The Last of Us II is so good in every single aspect that I find it hard to play other games. Same happened in 2013 with TLOU1 and happened again with TLOU2 in 2020.
They made huge gameplay improvements for TLOU2 and the game plays and feels beautifully.
The game literally boils down to: We need to go to point A. Oh no! Point A is blocked. Find detour. Kill dudes. Arrive at point A. Rinse and repeat.
I will say the fidelity of doing all of those things is fantastic, but the gameplay itself as well as the narrative structure is incredibly rote.
Great characters. Great dialogue. Shit structure.
This is an incredibly rote simplification of game design.The game literally boils down to: We need to go to point A. Oh no! Point A is blocked. Find detour. Kill dudes. Arrive at point A. Rinse and repeat.
I will say the fidelity of doing all of those things is fantastic, but the gameplay itself as well as the narrative structure is incredibly rote.
Great characters. Great dialogue. Shit structure.
I didn't say Part 2's gameplay isn't better than the first; it is. But most of the improvements fall in line with what i expect from a game releasing 7 years after on a more powerful hardware. I wanted the formula and structure to be pushed way more than it did.i disagree with almost all of this. prone, tall grass, silenced pistols, dogs, and improved ai all made tlou2 a superior stealth game to tlou1. in fact you can get through most of the game's encounters without killing anyone (unlike in tlou1).
also tlou2 does have a limb dismemberment system? it made killing infected and human enemies a lot easier.
Yes, Part 2 has better mechanics. That doesn't make it automatically more ambitious in a way i expect a marquee release long time in development to be.Looking at it from the top down, there isn't a system that wasn't overhauled for the sequel and they definitely added multiple new gameplay features which you're quick to dismiss as not important enough. But I keep hearing "not ambitious" from you as if that is a reflection of the final product, like there isn't a chasm compared to the first game and this. Did you not like the new rope mechanics and the part they played in traversal and puzzle solving? There's also some inaccurate claims of yours about limb dismemberment. Nobody is asking for a revolution in gameplay but this absolutely shits from a high mark on the first game's gameplay, and being what could be argued as the best feeling third-person game out there game and general impressions ITT, shows that the work they put in made its mark.
As for limb dismemberment, i don't remember seeing it against humans. Can i get close to someone and blast his firearm-hand off with a shotgun?
Yeah its a bizarre read considering how much was changed and improved from the first game from the way stealth works, to disarming melee combat and adding a dodge mechanic. Even the set pieces are frequent enough to keep things interesting; Open World segment, Motor Boat exploration, the introduction of the seraphites in the park, dogs sniffing you out, the sniper segment, the Rat King, whatever was happening on that island, Ellie vs Abby in the theatre.... so many unique encounters on top of an already solid gameplay system and most of those I just listed were in the second half. The most surprising gameplay moment of the first game was when Joel ends up in a trap upside down but I think the second game had a lot more going for it.
I also dunno if their version was censored or what because people definitely lost all kinds of body parts...
As for limb dismemberment, i don't remember seeing it against humans. Can i get close to someone and blast his firearm-hand off with a shotgun?
Lol, getting from point A to B whilst killing lots of things is almost every action game ever made.
It's things like polish and/or diversity of mechanics, controls, animations, hit reactions, weapon feel and feedback, visuals, audio design, level and arena design, enemy AI competency, mobility etc that differentiate things, and those are all areas TLOU2 massively excels.
I didn't say Part 2's gameplay isn't better than the first; it is. But most of the improvements fall in line with what i expect from a game releasing 7 years after on a more powerful hardware. I wanted the formula and structure to be pushed way more than it did.
Adding prone in your video game is not an achievement of game design. Tall grass stealth is a trope every adjacent game does. The systems are very well implemented but conceptually they are straight-forwards additions you find in many titles, and they are used in a 'standard' way in Part 2.
As for limb dismemberment, i don't remember seeing it against humans. Can i get close to someone and blast his firearm-hand off with a shotgun?
I also believe stealth takedowns are too convenient and easy and therefore dissuade aggressive approaches. I would like to see a limited-use taser added (need to craft batteries) where you to zap a dude before being able to take him down.
Yes, Part 2 has better mechanics. That doesn't make it automatically more ambitious in a way i expect a marquee release long time in development to be.
I played Part 1 for the first time in Spring 2019. I had that game fresher in mind than the average player. I totally wanted and expected Part 2 to push the formula and the framework further. The final product contented itself with staying largely in the same framework and executing it markedly better.
In my book, and with the expectations this game had, that's not an ambitious undertaking, I can only imagine the disappointment of playing Part 1 in 2013 and waiting all this time to get gameplay structure that is 'more of the same' albeit executed better.
The Seattle Day 1 segment on the horse should have been the core advancement of Part 2 to the series' framework, and more of these segments should have been in the game. That would have been ambitious to me. To introduce this segment early on in the game but never repeat it is a waste and a misfire.
I got a boat in a partially flooded city. Common. It writes itself.
as for the other stuff:
- The rope mechanic was underused. Puzzles in general felt there were less frequent or involved than in Part 1. At the very least they didn't get a bigger portion of Part 2's gameplay pie.
- The Safe cracking portion of the game is a game-design own goal. Safes are the reward. The risk is losing health and resources exploring and searching for the combo. The devs ruined it by practically allowing you to easily cheat your way in.
- Upgrade tree behavior is a step back from Part 1. Devs chose against having a huge avenue for personalized play-styles.
- There's probably a way to quantify it, but i feel Part 1 had easily more variety in places, locations, weather and such.
The game literally boils down to: We need to go to point A. Oh no! Point A is blocked. Find detour. Kill dudes. Arrive at point A. Rinse and repeat.
I will say the fidelity of doing all of those things is fantastic, but the gameplay itself as well as the narrative structure is incredibly rote.
Great characters. Great dialogue. Shit structure.
I know all the spoilers for the game, would I still enjoy this? I knew the ending of The Last of Us before I played it and still had an okay time but obviously would have enjoyed it more if someone hadn't spoilt it for me and I'm wondering if the sequel stands strong on gameplay alone?