Evade wrote: » Spec Ops is arguably more guilty of doing what you claim the ending of tLoU does with the white phosphorus mortar set piece . EDIT: tok9 got there before me.
Retr0gamer wrote: » You're just picking out the moments it didn't succeed and not on the parts where it does and anyway the writer has given a reason as to why it was like that.
You're just picking out the moments it didn't succeed and not on the parts where it does and anyway the writer has given a reason as to why it was like that.
johnny_ultimate wrote: » And to be fair there are strong thematic and narrative reasons why The Last of Us provides you with that 'lack of choice' too, as discussed in several posts above - even if you feel the execution is off, the intention clearly isn't. Just because Spec Ops is explicitly meta doesn't mean the tools it comments on don't have their value in a less deconstructive text.
Didn't you just admit you're being pedantic about one short scene in a much longer game
Retr0gamer wrote: » Yes but I'm not talking about the times it doesn't work but the times when it does. Saying, well in this moment it didn't work is just a strawman argument. There's a few scenes when spec ops really succeeds, picking just that scene is just holding up the strawman. Anyway I feel MGS3 is closer to what Last of Us should have done.
Retr0gamer wrote: » Well my whole point is I feel the execution is very poor. Yes but I'm not talking about the times it doesn't work but the times when it does. Saying, well in this moment it didn't work is just a strawman argument. There's a few scenes when spec ops really succeeds, picking just that scene is just holding up the strawman. Anyway I feel MGS3 is closer to what Last of Us should have done.
Evade wrote: » You point, if I'm not mistaken, is that it's presented like a choice when it isn't. That's exactly the same as that part of Spec Ops. The difference is one game has choices the other doesn't. There are other parts of Spec Ops where I would have liked to have been given a choice too, the water raid for one.
Timmyctc wrote: » But, not saying you're intentially doing this btw, but that is word for word, what you are doing RE: that scene in TLoU. I think you've even mentioned above, the whole game up to that point was linear and you felt personally that they gave you too much freedom at the end.
Retr0gamer wrote: » I freely admit to only looking at that scene n the last of us but that isn't what a strawman argument is.
Evade wrote: » I think we'll have to agree to disagree. I still can't see how Spec Ops did it better. The choices are less of the game intelligently reacting to your decisions and more scripted binary decisions.
Retr0gamer wrote: » Which is the basis behind any computer program.
Pac1Man wrote: » I don't envy those who critique a game that deeply. Yee will never be satisfied.
Evade wrote: » I wasn't clear there. By scripted binary decisions I didn't mean it in the programming sense. I meant it in the sense that we'll give the player a token A or B choice here.
Kiith wrote: » You didn't have to shoot anyone in that scene, did you? I remember walking up the one doctor, knifing him, and leaving the others alive. Pretty sure he was the only one i killed. . It's been a while, so maybe i'm wrong though.
tailgunner wrote: » I can't remember either to be honest. The main issue for me is that regardless of what you choose to do, the game responds exactly the same way. So if you make the "wrong" decision, it's a bit jarring.
Kiith wrote: » I don't care if he was trying to save the world...he (or that woman whose name i don't remember) didn't give Ellie a choice.
Otacon wrote: » In lieu of actual comparison footage...