Tuesday, 22 September 2015

Reviews of the last of us

The last of us critic reviews.

Yahtzee Crowshaw, Anther zombie apocalypse. Lack of mission marker is great for exploration. Smoke bombs are useless. Massive bandit groups. Super zombie 1 hit kill attack. Super zombie is way too sensitive to the player. AI run into enemy fire and Ellie doesn't do anything during gameplay.

Tom Chick, When Ellie is in the same spot as Joel in cover, she is instead ducking under his arm and hiding in the gap between Joel and the wall. Ending is great. A lack of gameplay identity, an ongoing setting and tone, a sense of focus that sustains it. It has an uneasy time deciding whether it’s action, stealth or a survival horror. Scavenging is implemented poorly. The zombies become oddly peripheral, and they’re way too silly. The Last of Us is as generous with its characters as it is confused with its gameplay. You’ll often see a helpful icon telling you to press the triangle button because something cute or touching is going to happen. There is no risk of failure in a game like this. Getting hit has real consequence, even if that consequence is usually having to replay the entire encounter.

Audio-visual packed highlights; acting, unparalleled; mature huge, both in terms of gameplay and story. Sometimes just a little unclear where the exit of a region. Once in the buildings is the same. Secondly, because the number of bullets that you find is smaller than the number of times that Joel has a hint of glee.

Philip Kollar, The Last of Us mines the same post-apocalyptic scenario as dozens of other games, but its approach is starkly its own. Inconsistent mechanics. Gunplay is a last resort. The aiming has a semi-realistic shakiness which, when mixed with the erratic movement of the infected, makes keeping enemies at bay a serious — and not terribly entertaining — challenge. Combat against the zombie-esque infected is especially frustrating. Not only are they faster, more aggressive and more unpredictable than human enemies, but multiple types of infected have an instant, one-hit kill if they get in melee range. Arenas full of waist-high cover where your only recourse is to kill everyone in your way. AI partners often attempt to follow you and stay behind cover nearby, but sometimes they screw up and get stuck out in the open. These moments don't result in detection by enemy AI, which is a wise concession to the stealth gameplay. But it looks ridiculous and shatters the atmosphere Naughty Dog works so hard to build. The Last of Us allows you to crawl through whole levels without needing to engage any enemies if you play it smart. The seconds that I spent waiting for enemies to walk past felt like white-knuckle, on-edge eternities. These instances left my nerves frayed, but I also felt good about progressing without forcing my young travelling companion to witness even more horrifying violence.

Oli Welsh, The Last of Us, a surpassingly confident and handsome survival thriller from the cinematic populists at Naughty Dog, serves the post-apocalypse straight. This melancholy twist is just one of several things that lifts The Last of Us far above its clichéd basis. The game starts slow. For the first few hours, the characters evade you to the point of seeming bland: Joel is terse and muted while Ellie, child of the apocalypse, is too blithe to convince. The Last of Us is a deeply impressive demonstration of how it can and should be done. The Last of Us is also a beacon of hope for its genre.

In conclusion, the last of us is a great game story wise, and that’s why everyone gave it 10/10 or 100%, but during gameplay though the animations are great, the sections where the game forces you to fight are annoying, the crafting mechanics are poorly implemented, there is no consequence to death, and you will consistently get killed by a 1 hit super zombie.
Things that would need to be changed include making 100% stealth, 100% murder or a mix or both is possible, the rooms need to be big and open in terms of where you can explore, the crafting mechanics need to be more significant to survival, by ether allowing you to use scrap to mod the gun into something more deadly, adding a variation to the normal infected and add animals to the mix to spice up gameplay, make it harder for you to die, but also harder for you to kill. The 1 hit kill zombies need to go, the controls need to be ironed out and the sections where you are cinematically trapped as waves of enemy’s run at you need to go. When changing the characters and cities from the first game for the sequel, we need to keep the depth of the characters and the skilful interactions and character relationships. The cities need to be a mix of fully populated and completely desolate, the more we can create desolate mood and dark, depressing atmosphere.

These reviews are about what I expected, they are like my own idea on what makes this game good, but I defiantly wasn't as critical on gameplay. However my survey although gathered information about the story and the atmosphere, I didn't ask any questions about controls, and looking at the reviews, that’s the main problem with the game.

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