The Last of Us - Spoilers, not spores
  • LazyGunn wrote:
    I really do not want there to be a sequel to this game. But it would be interesting to see how Ellie panned out, given those experiences.

    They've already said its the end of the story so i dont think you have any worries there, but i would like another game in the series, that possibly did allow you to see how their future panned out. But only in passing, maybe the next game is like 30/40 years down the line so we can see how Joels decision panned out for the human race as a whole, and then have a passage of the game set around the Tommys city in the future and If the gameplay is similiar have artifacts smattered around that filling in some gaps as to what happened to them, i think that would be pretty cool. But yeah no direct sequel of Joel and Ellie off on more adventures.

    I was reading this earlier.

    http://www.nytimes.com/2013/06/14/arts/video-games/in-the-video-game-the-last-of-us-survival-favors-the-man.html?pagewanted=all

    What do you guys think?

    I really disagree, in no way was  Ellie cast in a subordinate role, sure you didnt play her as much, but for me personally i thought it was very much her story as much as it was Joels, in face more so in my eyes, the main beats, the sensational Winter segment was all hers.
  • That smacks of very cheap journalism and sounds like it was written by someone who watched a walkthrough video rather than playing the game.

    ND have said that Joel and Ellie's story has finished but there is evidence that they registered websites that could allow two sequels. There's also a Dark Horse graphic novel later thus year focussing on Ellie and the year leading up to her meeting Joel.

  • I'd like sequels maybe continuing from the end point of the first game, no 'origins' story, just how hat world develops, with Joel and Ellie and supporting cast from the first game forgotten in the wider options available from such a situation. Sad to see them go, but they left on a perfect note. Time to go to other parts of the planet. They could make some bold moves into well written 'imagination stuff'
  • Giraffe protag, dopes.
  • "Giraffe protagonists, how splendid!"
  • sounds like a good spinoff for the kinect, somehow
  • An infected (or not) giraffe boss fight would have been amaze............ they should have at least let me headshot the one whose trust had been gained. Giraffe=good eatin' I imagine, probably tastes like horse.
  • When they petted the giraffe i was thinking 'giraffes can be violent, one whack from that things head and the game's over'

    A miniboss as a deranged angry giraffe could add a whole new level of meaning to the game
  • I still think y'all being mad accommodating to this title, but what else is new.
  • I thought you'd say something like that, but, i dunno it's not well argued, it has some stodgy gamepay sure, the plot hits notes we've seen before, but in gaming, producing something that you could come away from a cinema and think 'that was a decent film' is one fine thing - the fact it was technically and in the realm of gaming, artistically brilliant speaks loads

    Its the high watermark for now, it may be beaten, but the fact you skipped the entire thing to see the ending says plenty, when it could only be appreciated by enjoying the full trip

    You dislike games about humans, but lumping it in with your legitimate complaints about bioshock is just a bit weak, fact is its a great story, great game apart from a samey third, and genuinely daring, esp against a mainstream audience

    So poo on you
  • Oh it's nothing like as fucked as Binf, let us be clear. Less fucked than Uncharted for that matter.

    I dunno, all it really takes is a couple of dumb mechanical menus, a fucking QTE (hallo David bit) or some rather obvious cover arrangements and bang goes the verisimilitude. The story, such as is, deserves better tbh. The best straight writing in the world can't withstand the trivialisation most game design is still stuck with deploying.

    Even dying and reloading from checkpoint dulls the impact everything else is striving so expensively to communicate.

    I didn't skip the entire thing, but I didn't watch whole gameplay segments. Seen one stabby takedown etc. Caught all the pertinent set pieces and characters.
  • I get you but i cant see any revolution coming that will automatically get the masses even considering the medium as 'arty', and this was a painful growing phase that film and even vinyl went though. This game is definitely a compromise to try and reconcile what people expect and what they wanted to say, and did it much better than binf. It should be celebrated for that and you should allow yourself to be drawn in without a cynical sneer. There are daring things in this game, there is passion put into this game, and i think it deserves recognition, perhaps forevermore, for being one of the most significant stepping stones created to, as said, reconcile the gamers twitch with his emotional response

    We might be some way off some perfect resolution to this, but because we are, we should enjoy it when it comes
  • I'm not choosing not to be drawn in - it hits you or it don't, and it's usually easy to detect the whys.

    There's competence here, but also a giraffe in the room that will always make for fudgeyness. It is actually possible to write around those conditions but not also go for the HBO hardhitter series demographic this thing is aimed at. New rules ultimately call for new moods and idioms of fiction writing, new scenarios too.

    I don't see bravery here really.
  • I like your expectations, but you expect too much right now
  • Also (for brooks)
    Spoiler:
  • I can imagine seeing that in the new Badass movie.

    Also, industry that makes huge deal and buxxx about quality/quantity of violence locates novel flavour of violence, hmm.
  • Brooks wrote:
    I can imagine seeing that in the new Badass movie.

    I think you're quite deliberately ignoring context there

    People get shot in a bunch of films, happens to mean a lot more in some films than others.
  • Which... is why I don't think it's a narratively brave decision? I mean at very least, suppose they'd swapped the genders of the leads. They really could've, it's not like they were beyond writing not-awful womanotypes up in here.
  • I think a 14 year old doing that i'd find pretty brave whatever their gender was. It's a brutal moment a grown adult doing it, nevermind a child, and its not like it's not prefaced with same child doing a whole lot more of pretty brutal things to ensure survival

    So yes its brave

    Taking badass as a cue, and its a good one, the female in that film is young, and does quite a lot of violent things, but they're deliberate, focussed, and generally towards some objective end

    The sequence we are talking about is product of pure wrath and despair and visibly haunts her (although a bit too briefly) later on.

    That has not been done in games, nor films, with that kind of maturely focussed pathos. Its brave
  • It's competent within its zone, it's not actually risky. We can agree that the whole context supports blunt aggression and desperation, at least, so it doesn't jar, but I'm still left wondering what else they could've done to make a well-worn post-apoc-fuckworld-zombietime a bit less of a foregone event.

    Swapping genders would've been more risky, considering the expense and the status (realising my last post looked like I was suggesting a switch's impact on that scene alone, soz.)
  • Define risky in media, id guess. The last time i saw people talking a shit about a dying child was in the.. that shitty zombie game on the island (good trailer though), now this game has the protagonists daughter dying at the beginning, her fathers not even looking at her when she dies

    Then a whole bunch later:
    Spoiler:
  • I cant personally think of anything that has entered mainstream media that has been as questionable as that, but on being questionable, been rationalised
  • Risk as a meta-issue, really - "here are the Rules apparently, let us fuck widdem"

    When there are going to be nigh-inevitable mechanical barriers to immersion, I expect to be otherwise surprised. The only thing surprising here was I suppose the quality of the acting, which is a low fucking bar if we're considering entertainment production entire (and we have to if we're doing this proper)
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    A misfiring engine room accentuated by some quality writing is unilateral progress.

    The pity is that it failed to offer me Uncharted 2's mechanical rewards for self-improvement. Practice makes perfect as a game model struggles to exist in a zed-'em-up with narrative congruity. Uncharted games are bullet hell in comparison.

    It's a definite cut and shut.
  • I like that metaphor Scapes.
  • Escape makes less sense than brooks these days, who'da though

    I find picking on the acting strange as i found it certainly satisfactory, and picking on rules as relativism... theres a shitload id love to subject the public to that would get it banned instantly, but in the slow creep to getting some sensible issues communicated (a 14 year old is amused not reduced to terror by porno mag) i still cant see why you folks cant respect what the game has done in the wider realm of making the medium less juvenile and more capable of evoking genuine human responses

    As much as i love the low profile low sales indie scene, if you arent to get behind something like this (While being moved by elizabeths plight i uphold brooks' criticisms regarding that other game) then its going to be hard to get the modus operandi of a title like this widely adopted

    Id rather a gathering of sceptics recognise the good bits grudgingly than consistently attack the form because its still controlled with a joypad and you are still encouraged to shoot people in the head
  • No one shat on the acting here, not even me. What was deployed was not awful, at all. I just don't think it's relevant to what will actually determine narrative maturity in this medium. This has arguably been among the more successful attempts to jam the conventionally cinematic into a videogamey space and it still isn't enough, which suggests to me the fundamental solution-set is of a different order of writing.

    Meanwhile, I'm not sure you'd want game design that was actually more bullet-helly in something like this. That kind of zone-y/rote thing demands as little contextual padding as you can get away with, which is what shmups have implicitly practised for decades.

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