[QUOTE="MirkoS77"][QUOTE="Shame-usBlackley"]
Really loved the opening. I don't know that a game has ever so poignantly illustrated how the end of the world might feel. The rest has been somewhat slow, but I'm only about three hours in.
The one design decision I find baffling is that you can't take ammo or weapons from fallen armed enemies. In a game about survival and resource management, it seems odd that this isn't an option. I've been trying to ignore it, but it's seriously bothering me.Shame-usBlackley
You can't get weapons, but you are able to get ammo from fallen enemies though I think it's fairly randomized. As for the beginning, aside from the opening sequence I found the game to drag on a bit too long the first few hours. Later on with more items, options, and a variety of foes it blossoms.Â
This game also easily has some of the best firefights I've ever experienced in all my years of gaming, and it's ability to create and maintain tension is unparalleled. I think this may turn out to be my favorite PS3 game. Mostly everything in it is exceptionally well done. But I'll admit it does takes a bit of time to get to the good stuff.
Yeah, I'm not super blown away by the visuals, but I really love how much thought went into the setpieces to provide scale. The two leaning buildings are great examples of this. I also feel the design of the creatures are super nasty... they look like lichen almost, which has always creeped me out, as has fungus in general.Â
The only other thing I will bltch about, and this is strictly because I am a firearm enthusiast, but seeing all these magazines laying around is silly as HELL. Semi-automatics require proprietary magazines to fire, and every time I watch Joel reload and drop a mag like he can just run down to the corner Cabela's and buy a dozen more, it makes me cringe. People wouldn't be trading ration tickets after the world ended, they'd be trading magazines -- that's how valuable they would be. It's also kind of funny that the ammo they run across is always the right caliber. Having seen an ammunition shortage firsthand, I can attest how frustrating it is to find one caliber that you don't own in abundance, and the one you need is nowhere in sight. I've always thought it would behoove survival horror games to touch on the maddening aspect of having ammo and a gun, but not having the right ammo or gun. Imagine the frustration. These are nitpicks, though -- more thoughts out loud than real criticisms of TLOU. I'm really enjoying it so far. Â
What they could've done instead for the ammo while keeping in line with what's already there is introduce gunpowder, shell casings, and bullets as additional scavenged items to be found that could then be used to create different types alongside finding rarer pre-made rounds. Â Having to choose what type of ammo to create for which gun at what time would introduce some more strategy into the mix, just like having to decide whether to create a Molotov or health-kit before combat.
I really can't overemphasize how much I'm loving the firefights and melee combat. Â They flow smooth, selecting different options on the fly is effortless, the A.I. is on the ball most of the time, and the controls are perfect. Â It's easily the best part of the game for me so far and I'm finding myself replaying segments over and over just to try out different tactics. Â The impacts of each round, the thundering report of each shot, putting down someone with point blank shotgun blasts and hearing him being torn apart. Â From a gameplay perspective it's great but it wouldn't be nearly as gratifying without the superb audio. Â Whoever did the sound design in TLoU, give that man a f**king medal.
I'd like to see more dynamic injuries in combat (i.e. Joel gets hit in the leg he limps and leaves a blood trail, gets shot in the arm his aim is affected, gets hit in the head he's dead), although I don't know how this'd play out and may end up being more of a pain in the ass than it'd be worth. Â But I'm finding the combat so visceral, brutal, and realistic that I can't but help wish for a little more realism, which would fit perfectly within the context of the setting.
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