Nidgeweasel wrote: » Didn't like the ending. The game is superb though.
irishmover wrote: » What didnt you like about the ending?
gimli2112 wrote: » Saw a lot of people not liking the ending. Assume it's because Joel saves Ellie and not the World. I think he made the right choice personally.
gimli2112 wrote: » I didn't realise that as every time I played the game I killed all the doctors Didn't really see the alternative THEY WERE GOING TO HURT ELLIE
Retr0gamer wrote: » it was a good ending although it's been done to death.
nix wrote: » Done to death? what other game does an ending like that? The ending is what made the story great if ya ask me, elevated the story to near perfect..
johnny_ultimate wrote: » I'm still massively confused about this comparison to Spec Ops you keep making. The only thing I think Naughty dog were trying to communicate with that scene was Joel's sheer determination, not some commentary on player choice or anything like that. I don't think there was ever any intention for it to be a multiple choice scenario, especially since nothing in the game to that point indicated that this was anything other than a linear, pre-set story or that it was 'breakable'. Perhaps it would have worked better as a non-interactive sequence, but certainly in my playthrough I understood what the only narrative appropriate option was and didn't give it a second thought so it worked perfectly fine.
Retr0gamer wrote: » Maybe it was just when I played the game, I was doing a course on game design and one of the first things you learn is that once you give the player any form of freedom the first thing the player does is test the boundaries of that freedom. It's the designers role to ensure that boundaries are in place to ensure that the player can't test break that illusion or make sure the world reacts in ways that don't break that illusion. For me it was pretty much a total failure of the very basics of game design principles.
Retr0gamer wrote: » Spec Ops gave the player a choice and if they noticed this choice the scene would play out differently. In last of us the player had free will of movement and where to aim and control of the character.
A better way to handle it would be like Metal Gear Solid 3's ending. the player there was responsible for pulling the trigger but all other movement was taken away so the scene wouldn't seem silly and enforced the point that the player had no other choice.
Retr0gamer wrote: » Well you have to kill at least one of them. You don't have any choice in the matter but the player is given complete freedom so even if you take the choice of not shooting him or shooting over his head the game won't continue until you do what the programmer wants you to do and it looks silly. Spec Ops handles these type of situations a hell of a lot better and I felt that scenario was Naughty Dog aping Spec Ops badly.
johnny_ultimate wrote: » The Last of Us particularly is not that game, and spends 15 hours not being that game. Its parameters and rules have been laid out long before you reach the operating theatre.
When Joel walks into the operating room, it used to be one giant cutscene. It was quite a bit different. And there was a designer, Peter Field, who advocated for it to be playable. And he argued for it, and we'd kind of wrack our brain for how to do it, and eventually he was right. We scrapped the whole cinematic and made it playable. And it helped even moreso than we had initially, the beginning really mirrors the end.
tok9 wrote: » I've never understood the comparison with spec ops because it has the exact same issue. The player cannot progress without completing a certain action.
_Redzer_ wrote: » Spec Ops bored the feck out of me. The atmosphere just wasn't gripping at all for me and it never grabbed my attention. Played for a few hours and never came back to it, whereas TLOU got me hooked pretty much straight away and I loved it all.
tok9 wrote: » But that's where I have the issue with your argument as what happened to you in TLOU seemed to happen to me in Spec Ops. Major spec ops spoiler ahead. For the white phosphorus section, you have to use the mortor . There is no other choice. The player can walk around the whole enviroment.. there is even a rope but you can't climb down it until you have used mortor . Also GottaGetGatt, you are not the only one
tok9 wrote: » Edit: With that the above said.. I do actually agree with you but not with your argument. I didn't have an issue with it but there really should have been the option to let them all live and progress.
johnny_ultimate wrote: » I'd love a blockbuster film with even half the character depth of The Last of Us
Retr0gamer wrote: » The difference is spec ops took into account all the options players could take and the game reacted to them intelligently while last of us only had the one option and not following the script broke the immersion. It's why I think Yager did it so much better. They play tested the scenarios and took into account the different decisions the player could take and created scenarios around it. In the case of last of us if it was indeed play tested it was a case of '**** it, the majority won't do that'. Yager really went out of their way to make sure those scenarios worked something which probably took a huge investment of time and resources. What Naughty Dog did was either misguided (not thoroughly tested) or plain lazy or egotistical (was tested, not really bothered to change it because it didn't work for a minority). I'm sorry JU but for me, the average gamer thought it was great, is not a valid argument