Showing posts with label The Last of Us. Show all posts
Showing posts with label The Last of Us. Show all posts

Wednesday, October 22, 2014

Left Behind Spoiler Post!

SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS@@@ SPOILERS!!! SPOILERS!!!SPOILERS!!! SPOILERS!!!

       Quick little spoiler post here. So... I guess Ellie is a lesbian. I'm really conservative about most issues and I believe that homosexuality is morally wrong per the teachings of the Bible. Of coures, I also adhere to Christ's strong commands to love everyone and not judge. So of course I still love Ellie as a character, but I'm also a little upset that what I view as a negative thing is portrayed as one of the only positive things in Ellie's life. I also feel like it kind of takes away from the great hours I spent with Riley in the mall. That felt like such an innocent playtime between two young girls, but the scene in the department store at the end soured that for me a bit (still very enjoyable though. Got a vibe of realism from their conversations and behaviors that I recognize from seeing teenage girls talk and run around malls).
       Ellie still comes off as quite the innocent character, and she's still great. And I still loved this DLC. I just wish Ellie and Riley were friends only. Hopefully I don't draw too much ire for this opinion. It's also a bit weird that this is revealed as a sneak attack in DLC months after the game came out. Very similar to what we learned about a certain character in a certain series of books after they were all published... It seems like nowadays we have to always think about sexuality as a possibilty when two people of the same gender are good friends, which to me is weird. Obviously some people of the same gender become attracted to each other, but there are also really strong, intimate friendships between people of the same gender that don't have any sexual undertone. I hope that kind of friendship can still be portrayed in fiction without people getting the wrong idea or making assumptions. I'm sure it can, I'm just throwing this idea out there. Thank you for listening, please don't send me hate mail :) Of course non-hate mail disagreeing with me is fine :)
      The combat situation I was talking about in the review is the handful of times there are infected and hunters running around in the same area. Throwing bottles at the hunters to make infected attack them is great, as is getting snuck up on by infected while hiding from hunters. Having both after you at once is quite frightening and also opens up room for some interesting tactics, and as far as I remember, there wasn't a scenario like this in the main game.
       I wonder what Naughty Dog is working on now... Hopefully something good.



The Last of Us: Left Behind DLC review

Note: This review contains the mildest of spoilers for the main of The Last of Us.
       I played Left Behind on grounded mode, which you can do if you have purchased grounded mode. It was a lot of fun that way. The final encounter is really epic and took me 15 + tries to complete. When I finally beat it, I felt like such a baller. That's the great thing about super hard modes. Many of the times I failed this scenario were also lots of fun as I tried to adapt when I made a mistake. Sometimes I would make it really far doing really risky stuff. But then, of course, somebody would take me down... It's funny, I found a lot of materials on my playthrough, but never enough to make anything. Then when I played some sections on easy to get trophies, there was stuff everywhere. That's grounded mode for ya.... Anyway....
       Left Behind is a short DLC chapter for The Last of Us. It took me about 3-5 hours on grounded mode. It takes place in and around the events of TLOU. I'll try not to spoil exactly what's going on... You play as Ellie, so you'll be knifing people rather than choking them out or punching them. The action parts are great and tense, and put you in some very interesting combat situations that you don't see in the main game. Now that I've seen these scenarios, it's actually pretty weird that they aren't in the main game. They were a bit of a surprise to me, and I had a great feeling of the gears clicking in my mind when I saw what was going on, so I won't mention exactly what happens so you can hopefully get that feeling too.
       A big part of this DLC involves doing non-combat stuff. And those parts are really fun and really well written. Switching from playing as Clementine in The Walking Dead Season 2 straight back to Ellie is quite jarring and really emphasizes the drastic differences between these two characters that sound almost identical on paper. The story fills in a few interesting blanks, and doesn't feel tacked on at all, especially if you play it some time after playing TLOU proper (although a few of the artifacts you find are kind of dumb, or at least placed in weird places. Some are cool though). I imagine it probably does seem tacked on if you were to play it immediately after beating TLOU. Then again, maybe not, since the ending of TLOU pretty directly leads into some of what you'll experience in Left Behind.
       Left Behind is a great game, tier 2, just like TLOU.




Monday, July 28, 2014

The Last of Us Grounded Mode Review

            You might remember from my TLOU review that I thought survivor mode could be exploited to make it not so hard. Imagine my surprise and delight when shortly thereafter a new harder mode was announced as DLC.
            In Grounded Mode, The Last of Us has the hard mode it always needed. There is no HUD, so you don't know how much health you have. You also don't have an onscreen indicator for details about your weapons. So you don't know how many hits are left on your melee weapons, what's going on with your shanks, and most importantly, you don't know about your ammo situation. When you switch weapons, you can see how many bullets you have on the inventory screen, but from there you are counting in your head how many shots you have. And of course there is no listen mode.
            Other than that, enemies seem to try to move, hide, and flank you more often. And the checkpoints are sometimes very far apart. I've played certain longer battles for close to a half-hour without an autosave to help me out. And the final scenario in the game has no checkpoint, which is crazy.
            Everything is a tad harder in grounded mode. Runners are almost worse than clickers as they can take you out in an instant if they run up and tackle you and you don't interrupt their animations with bullets or melee attacks. The crazy amount of ammo drops you can generate in survivor mode have been toned down. You can still get ammo by killing enemies when you are low on ammo, especially when you use your last bullet. But it isn't as pronounced as in survivor mode. You will leave some encounters with little to no ammo. The game's loot drop AI makes sure to give you just barely enough supplies to scrape through the current segment without coddling you like it does in survivor mode. And Ellie never gives you anything! Well done.
            Enemies are so deadly in Grounded Mode that you often need to methodically take them all out before trying to get through an area (although there are still a few encounters you can totally bypass by some sneaky sneaking, especially if you throw in a couple of stealth kills or distractions). If you're anything like me, you'll have to adopt some new tactics to get through this mode. In wide open areas, I often had to run from runners and then turn to fire on them since they are so deadly. I also used bricks by the dozens. Throwing them at peoples' heads is essential to survival to the point where if I were Joel I would empty out that backpack and fill it with a dozen bricks. Bricking someone, taking them hostage, and then shooting their friends before killing them is something you do in Hard and Survivor Mode, but you'll be doing it constantly in Grounded. Or just getting someone alone and bricking them when they spot you. Getting the angle on people and sniping them out of nowhere to reduce the amount of dude's you have to face is also very useful. Using the bow to stealth kill from a distance is also more important than ever. Lots of fun to be had and new things to try. And I got through the game's infamously hard (in my book) final encounter by using a “stealth flamethrower” technique, something I never would have thought of it I didn't run out of options. You gotta experiment.
            My disappointment in Survivor mode is now forgotten, replaced by the absolute blast I had with Grounded Mode. I sort of wish I never played Survivor, but I did learn a lot of tactics that applied  very well to Grounded Mode. Learning the hard way in Grounded Mode might have been too much. But maybe not. 16+ hours of too easy Survivor mode is a lot...
            I had some weird trophy things happen on this playthrough. I got a bunch of the trophies for collectibles near the end of the game despite not getting them all in this playthrough. I had a few conversations and jokes not trigger for me this time around when they were supposed to, so I didn't get those trophies. But then when I went back on level select and triggered the jokes I missed, still no trophy. Oh well... I doubt I will re-play the game, so I'm not going to get all the trophies anyway. I still haven't gotten any of the new game + trophies since I'm not into new game + for TLOU (see review).
            Grounded Mode is great. It's a near perfect balance of really hard but doable. A few segments took me many tries to get through (like 20 tries...), making my total playtime a lot longer than my first playthrough. But TLOU's mechanics are so great and shine so well at this level that it was a great experience. I definitely recommend putting a few months between your first TLOU experience and this one, especially if you played the game more than once. Forgetting a bit about the story is key to enjoying it again. This time around I really enjoyed the beginning of the game story-wise, which is odd since I disliked the beginning a lot during my first 2 playthroughs. Tess is a great character and I got some more insight on her this time around. And re-playing again was the perfect warm-up for Left Behind, which I will be playing soon. And I will most definitely be playing it on Grounded Mode. It's a great game, Tier 2.





Saturday, April 5, 2014

The Last of Us SPOILER POST!!!!!

SPOILER ALERT! YOU ARE ABOUT TO READ SPOILERS FOR THE LAST OF US! TURN BACK NOW! THESE SPOILERS NOT ONLY RUIN THE STORY, THEY ALSO REVEAL GAMEPLAY ELEMENTS THAT WILL RUIN YOUR ENTIRE EXPERIENCE WITH THE GAME! TURN BACK NOW!

     So, the thing I talked about so much in my review that ruined the gameplay and made survivor mode harmless is the fact that even in survivor mode, the game will magically provide ammo and health packs for you. If you are low on health and can't make a health pack or find stuff to make one, Ellie will give you one. On my first play-through this happened from time to time and I thought nothing of it, but I realized you can actually rely on this in my second run.
     You can also use all of your ammo in every fight, and your enemies will drop you more ammo when they die. They'll drop some if you have ammo left, but if you are totally out or close to it, they will drop you A LOT. Trust me, I did this many times, and it works every time. Use all your ammo in every fight without worry, you will get more.
     That doesn't sound like too big a deal as you still have to win the fights, and there is some challenge to that. But the entire point of this game is managing your resources, conserving what you have, and searching everywhere to get the stuff you need to survive. And if you try to do that, the game lets you, and that's great fun. But it's an illusion; the game doesn't generate ammo for you unless you need it, so if you ration your supplies, you won't even notice this effect. However, you can run through the whole game without searching for anything and still be fine, as the game will generate ammo and health as needed. I understand why this feature exists in normal mode, as you could get yourself into a permanently bad situation if the game had limited supplies. But to have so much dropped in your lap in survivor mode is crazy! Survivor mode would be amazing if there was a set amount of supplies and you had to manage them. That's not the case. You wouldn't even ever really get stuck even if you did run out of ammo as you can stealth your way through most situations. It would just be harder, which is what it's supposed to be. Once I figured out I would always have ammo, I didn't search around anymore and I was very careless with my ammo. In other words, I was totally disengaged with the whole concept of the game. Not good. At least I didn't figure this out on my first play-through.
     As for the story, I won't go into too much detail on my thoughts, but here are a few things to think about.
You can't tell me that Joel is in the wrong for stopping a little girl from being murdered. I don't care what the greater good is, he's not in the wrong. Now, he might be in the wrong for going on a killing spree to save her, but that's another story. It's wrong of the Fireflies to kill Ellie. I haven't seen anyone agree with me on this on a message board, but I'm sure someone out there must agree with me.
     The ending is subtle and non-conclusive, which is not something you see too much in gaming (except for cliffhangers, which are usually poorly done).

I'M ABOUT TO SPOIL THE ROAD A LITTLE NOW, SO BE CAREFUL! DON'T READ THE NEXT BLURB IF YOU DON'T WANT THE NOVEL/MOVIE “THE ROAD” SPOILED FOR YOU!

     I think the ending is better than The Road's because The Road seems to spring a little hope on you in the end. It was abrupt and didn't fit perfectly in my opinion, although it's still a decent ending. The Last of Us kind of leaves things in the status quo. Life is horrible, there will be no cure. That's how we started, and that's how we end. Joel and Ellie have each other, but there will probably be problems between them in the future, if they survive long enough to have them. That ending fits into that world better than The Road's ending fits into its world.


The Last of Us Review

      It was a hard battle to keep myself spoiler-free on The Last of Us for the last however-many months, but I mostly did it. And, as usual, that's what I recommend for you too. The Last of Us is talked about in revered tones by many as a stellar achievement in gaming. Did it live up to the hype for me? Keep reading to find out, or skip to the wrap-up at the end.
     The Last of Us is a stealth/action-adventure/zombie game. It takes place in a zombie-style dystopian future where society has broken down in the wake of an infectious disease outbreak that makes people mindless and violent. The source of the outbreak is not something I'd seen done before in zombie fiction. I won't spoil it here, but it's disturbing to note that it has a real-life analog in nature. You play as Joel, a survivor of the initial breakdown of society who now struggles on with his life some time later. At some point he gets tasked and motivated to transport a young girl, Ellie, to a militant group outside of the quarantine zone he lives in. That's about all I'm going to tell you about the story. There's actually a whole lot more to even the set-up of the story, not to mention where it goes from there. But I'll leave it at that. The story is excellent. It's in the top echelons of gaming story-telling. It's very well written and does some things I haven't seen done in video game stories before. It's not my favorite gaming story, but it's very high on the list. It's hard for me not compare this game to The Walking Dead games that I've been playing lately. Fortunately, the games are very different. I will say that I personally think The Walking Dead's story is better.
     The left analog stick moves Joel, the right moves the 3rd person perspective camera. Select opens your backpack, which lets you craft items and use pills to upgrade Joel, as well as look at stuff you have collected. Note that this doesn't pause the game, so you can't do it in the middle of a fire fight. Square is your melee attack. If you have a melee weapon equipped, you'll automatically use that. If not, you'll use your fists. You want to mash it as fast as you can to get your melee combo going. Triangle lets you pick up objects you find. Circle make you crouch down. This makes you much quieter and slower, and lets you use cover during firefights. Cross makes you climb obstacles and ladders. The directional buttons let you equip stuff. Left and right select your guns, up and down select other items, like bombs, bricks and bottles, and health packs.       While you are picking a weapon, you can hold down cross to open up your backpack to pull out another weapon, as you can initially only carry one rifle-size weapon and one sidearm at a time outside of the pack. This also doesn't pause the game, meaning if you run out of ammo in your gun and need to pull another out of your pack, you better hide first.
     L2 causes you to run. R2 activates listen mode, which makes Joel crouch down and move slowly, but he can see enemies through walls if they are making sounds, such as footsteps or talking. This is really cool, as when you are trying to figure out where enemies are you need to use a combination of looking around and listening, just like real life. And finally, L1 makes him aim, and R1 fires. While aiming, you can press R2 to make Joel switch hands. This allows you to get the proper angle around cover if needed. When shooting, the reticle widens and becomes less accurate if you move, and shrinks and becomes more accurate if you hold still.
     If you sneak up on someone from behind, you can grab them by pressing triangle and then strangle them by pressing square (which takes a few seconds) or shiv them if you have a shiv (which is almost instant). You can also hold people as a human shield during a fire fight, which let's you fire your pistol. If you wait too long, however, your prisoner will break free from your grasp.
     So, what is it like to play this game? Well, you typically explore abandoned and destroyed cities and buildings and stuff. A lot of times, you'll run into infected people. Most of these encounters involve an interesting balance of 2 types of infected; runners and clickers. If a runner sees you, it will run at you and attack you. Clickers, on the other hand, are blind (due to the...problems going on with their head area), and hunt you by sound. You can sneak right past them if you crouch down and move slowly. However, if you go too fast or run into something that makes a sound, they go into attack mode, flailing about wildly. If they grab you, they instantly kill you, unless you have the skill that lets you stab them if you have a shiv available. So you have this great tension between enemies you can sneak by and enemies that can spot you and make you have to fight them, thus making a lot of noise and making all the clickers come running at you.
     Encounters usually start with you not being seen, so you can try to eliminate some infected by stealth. Runners can be choked out if you sneak up behind them. Clickers cannot be strangled. If you grab them, you have to have a shiv available to kill them (I probably should have mentioned that shivs break after 1 use awhile ago. You can start making better shivs later in the game though). You also can't kill a clicker by punching it, you must use a melee weapon or a gun. So you usually try to take out some runners without them seeing you, cause if they see you you'll have to shoot or beat on them, which will cause all the clickers to charge you, and then you are in trouble. Most of these situations are tense and fun as you try to take out a few infected and then get out of the area before any of them see you. Sometimes you'll get away. Other times you'll take a few out only to have a clicker hear you and attack and then you end up running for a defensible position and fighting off runners and just barely getting away or killing all the infected. Very fun stuff. Straight aggression will usually get you killed in these encounters, you need to have a plan and adapt on the fly to survive. There are a few more specialized types of infected as well, but they are much rarer, and I'll leave them up to you to discover.
     Other encounters are with gun and melee armed humans who are out to get you for one reason or another. Fighting them is quite different than fighting infected, as you might imagine. Often you end up in an area a group of guys is patrolling, and you have to try to take them out secretly before a firefight breaks out. Often you need to wait until people separate and then strangle them one by one. Trying to stealth kill people out of the sight of others is an art form, and you'll have many thrilling close calls trying to pull this off. If a firefight breaks out and you are outnumbered, that's real bad news. Coming out of cover means you will get shot, and you can only get shot a few times before dying. If stealth fails you, your best bet is often to run to a new position so that the enemy doesn't know where you are, and then shoot some of them from your new angle, or wait for them to split up looking for you and take them out. Fighting human enemies is just as thrilling and tense as fighting infected, although things play out totally differently. The differences between these two kinds of encounters and the multitude of locations and situations around these fights keeps the combat fresh throughout the whole game. From claustrophobic office buildings to wide open suburban neighborhoods and everything in between, there is great variety to be had in the tactics you'll have to employ to evade and defeat both crazy infected people and smarter, armed normal people.
     When you're not fighting, you're often scrounging for supplies; rooting through drawers and shelves in abandoned homes and offices. This part of the game has a very Bioshock feel to it, and just like in that game, it's pretty enjoyable. You can find parts that you can use to upgrade your guns at workbenches that you find from time to time and pills that you can use to upgrade Joel, increasing his max health and giving him new skills and making him a better shot. You can also find materials that you can use to make stuff. For example, finding blades and tape lets you make shivs. Oil and rags let you make either molotovs or health kits. Explosives can be combined with blades to make shrapnel bombs, or with sugar to make smoke bombs (protip – molotovs, shrapnel bombs, and smoke bombs are all super effective). Supplies are not in abundance. The world has a feel to it like it's already been combed over several times. You might open several drawers in a row and find nothing. But then, just when you are about to give up on searching, you might find some precious ammo or a cache of parts.
     Speaking of ammo, it's pretty limited. It's in stark comparison to many games where you might have hundreds of bullets at your disposal. Looking at your inventory is pretty pitiful. If you have 5 guns, your ammo counts for them might be, like, 3, 2, 1, 6, 0. That's why you need a plan in your fighting.
     There are many open, large areas in the game, but there are also some that have a linear feel to them. Many times in the larger areas, I didn't know where to go, and would have to explore. This was fun, and really added to the mood of the game, or the desperate feel of being pursued and not knowing where you are. Other times the guiding hand of the design is a bit too obvious. It's frustrating to see many, many stairwells in the game blocked off with furniture. If Joel wanted to go up those stairwells, he could move that furniture very easily.
     When you're not fighting (and also when you are) you'll be talking to Ellie, and whoever else you might be with. The game has conversations running all through it the entire time. They are great too. It's a great story (repeated for emphasis).
     One interesting choice is the way Ellie and your other companions behave during enemy encounters and the way enemies react to them. Namely, unless you are seen, enemies can't see and won't react to your companions. This is good, because your companions are very dumb when you are being stealthy, and will do stuff like run into clickers for no reason. Obviously the ideal thing would be if your companions had good enough AI to hide and be stealthy themselves, but this system actually works alright since it means your companions won't ruin your stealth plans. You just have to get over them doing obnoxious and stupid stuff and watching enemies totally ignore them. It's a shame and takes you out of the mood, but you get used to it, and at least it avoids the pitfall of your friends ruining every stealth sequence, which would be really broken. Fortunately, your friends do well when the non-stealth fighting starts to go down. They assist you and kill enemies on their own. It's pretty amazing when they actually save you from dying in a dramatic way that is often relegated to cutscenes, like jumping on the back of someone who is about to kill you, or smashing someone over the head with a bottle right when they get the drop on you.
     The game is long. It's longer than you probably think it is. I won't say how long, 'cause that's kind of a spoiler. It doesn't get old though, and the length really adds to the feel of the games.
     In the category of realistic graphics, it's the best looking game on PS3. The in-game graphics are great. Faces are expressive and environments look real good. There are some glitches in the environment, such as plants that move strangely when you touch them (plant-life glitches, just like The Walking Dead!). There are also pre-rendered cutscenes that feature some really realistic people. Ellie, Joel, and almost all of the other main characters actually look real in these scenes. 10 years from now, we might laugh at these renders, but right now my brain is fooled into thinking I'm looking at real people about 50% of the time.
     The music is mostly understated, adding a little mood hear and there. There isn't much in the way of epic scores highlighting a climatic scene, and that's a good thing for the feel of this game. Some acoustic guitar parts highlight the rustic feel of many of the locales and their denizens.
     The game is a really great experience on your first play-through. There are some genuine problems in re-playing the game though. First, the trophies set you up to play the game three times, which is one too many in a game this long and linear. First, you should just play it on whatever difficulty setting you want (I went with hard first). Then, you'll want to play it on survivor, the hardest setting. But there is a trophy for beating new game + mode. You won't want to play survivor on new game + mode as the whole point of survivor is to have it be hard, and new game + mode makes it easier. Survivor is probably too hard for your 1st play-through, so if you want all those trophies, you're looking at 3 play-throughs (at least if you follow my philosophies). Also, new game + is totally inappropriate for this game. There is only basic character growth and weapon modification in the game, which is fine. It's just that there is absolutely no point in carrying over that growth into another game. New game + is for games that have a lot of new content in their re-plays, such as new character growth, areas, and challenges. It's a great feature in many games with robust post-game content, but is pointless here.
     Second, about half-way through my 2nd play-though I discovered a game breaking fact about the game that makes it much less fun. I won't say what it is here because it is forbidden knowledge that will ruin your fun. After figuring out this... trick... the game became super-easy and a whole element of it was removed from the picture entirely. I was playing on survivor mode, which isn't that hard to begin with. It was disappointing that survivor mode wasn't as hard as it could be, and then to figure out this...idea... made it laughable as a challenging experience. I'd heard so much about the great challenge of survivor difiiculty, but unfortunately it is a joke.
     And even though I adored my first play-through of the game, re-playing a game is a big part of the experience for me, so it pains me to say that the game went down in my esteem quite a bit due to my lackluster experience with its supposedly hardest mode. I'll have a spoiler post up soon that goes over what exactly I am alluding too, but please don't read it until you're done with the game.

     Despite this disappointment in the post-game, The Last of Us is a stellar game. It's a compelling and different story that is extremely well-written and well acted. It draws some obvious inspiration from The Road, but I actually like it's resolution better than the end of The Road (I'm talking about the book, I haven't seen the movie). This story is coupled with a convincing world and a very fun stealth/action gameplay system that is a blast to play through the whole adventure. If you've heard that The Last of Us is very realistic, you might be surprised at some of the abstractions present, such as the generic parts and pills you use to upgrade weapons and Joel. But if you view these abstractions as tools to give you a feel for what's going on, the desperate, realistic theme shines through. It's a Great Game, tier 2.