johnny_ultimate wrote: » This isn’t a ‘false advertising’ complaint, but as I said early I do wish they’d been a bit more open about the basic premise of the game in pre-release material. Not to treat the prologue as some big, secretive spoiler that even reviewers couldn’t openly discuss (it’s absolutely absurd that critics weren’t able to mention the plot’s inciting incident in their reviews of the entire game). I think it could have been a great way to create more consistent expectations for the game and indeed conjure up some intrigue about how things would play out. This idea that every plot development has to be big some big hush-hush secret just IMO gets in the way, and fosters the sort of exaggerated spoilerphobia and trolling we saw in the weeks before this game came out. Obviously don’t spell out the ending or anything like that, but give enough detail to just let people know the very basics of the game. They IMO missed a trick here in that regard.
Arcadeheroes wrote: » There also seems to be alot of false advertising with the build up leading up to the release date . I remember vividly Neil saying you dont have to kill the dog , but ellie kills owens dog in the Aquarium with no option not to
gimli2112 wrote: » I'm skipping the cutscenes on the second playthrough (Joel and Ellie moments aside) and watching a lot of loading screens. The cutscenes really do a good job of masking the loading screens
The Phantom Pain wrote: » On that note there seems to be some plot holes with the timeline of the different stages of infection because if he turned the same time they did then he would not be stalker or they would all be stalkers.
Zero-Cool wrote: » I think the notes really fill out the world. Like in Hillcrest, there is a great backstory going on with local archer Boris and the WLF that you learn from his daughters at and other notes scribbled around the place. Here's the story for those not bothered to read the notes but might be interested in the story. I only found the final note today on my collectibles run and tied the whole thing together like why those runners were locked in a garage and how you get the bow.Boris was an archer who won many trophies for the sport. His daughter drew a pic of him and said he's the best Hunter of infected. When WLF overthrew Fedra, the local hillcrest community weren't happy with the new rules in place. Boris's daughter was caught doing some anti wlf graffiti and shot to death. Boris decided to rally the community to get revenge but his friends were worried what might happen to them so decided to turn him in. Boris found out about the betrayal, poisoned them to fall asleep and locked them in a spore filled garage. One of his friends woke up while boris was still in the garage with them and bit Boris. B made it out but knew his time was running out and locked himself in his house. You encounter Boris while in his house where he has become a stalker, kill him and take his bow. Another revenge tale that turned out to be the end of them. All told through notes that could be completely missed. I love stuff like that.
gimli2112 wrote: » probably would have been better in the spoiler thread Zero it was a cool story though
johnny_ultimate wrote: » Also: dump the endless scribbled notes. There are so many of them it becomes farcical.
johnny_ultimate wrote: » I even think the ‘useful’ notes are an issue, as there are SO MANY people who decided to write down a safe code before meeting their maker. I mean, if I can figure it out by just listening to the clicks, surely their mates can too :pac: It’s a consequence of the game being so long, arguably, but there are so many tragic notes beside a skeleton that it begins to feel repetitive and clunky. I mean, there are only so many ways you can say ‘this guy died here in a desperate situation’, and all these past tragedies blend into each other quickly. It’s kinda just bad storytelling too? Sometimes the past situations you stumble across are best left to the imagination - let a tragically placed gun or locked door imply, rather than a detailed note scribbled down overtly explaining what happened. I think our understanding of environmental storytelling is now strong enough that we don’t need letters or - their sci-fi equivalent - audio logs to tell us every single detail.
johnny_ultimate wrote: » This game would be notably better with collectibles removed. Keep the pills, weapon slings etc... but dump the coins and cards. Exploration would immediately become a tonne more rewarding IMO. They at least try to link them to character traits here, but still hurts the pacing when the game pushes you to explore nooks and crannies for gear and supplies just to give you another bloody coin. Also: dump the endless scribbled notes. There are so many of them it becomes farcical.