A lot, but not all are as interesting as this :P
This. In the end it's still a videogame and it needs more "help" for the player.if its there, its because its needed to convey gameplay information to the player.
These thing are not thrown in there. They are heavily playtested and iterated back and forth
:(It's a Japanese Arkham game mixed with the newer Assassin's Creed games. Checks all the boxes..
I imagine it's in the how easily they break sense lol
if its there, its because its needed to convey gameplay information to the player.
These thing are not thrown in there. They are heavily playtested and iterated back and forth
So your complaints are just directed at the HUD elements? Those are all things that can likely be turned off. It's clear that the E3 demo was just the gameplay with almost the entire HUD turned off.
Although sometimes it's just annoying, excessive, un-hideable handholding. Like the tutorial prompts in The Last Guardian.if its there, its because its needed to convey gameplay information to the player.
These thing are not thrown in there. They are heavily playtested and iterated back and forth
I think Sucker Punch will throw in options for those who would like to keep the UI and HUD elements as minimal as possible - but as a number have already stated, the inclusion of these elements were probably needed.
I was just playing Uncharted: the Lost Legacy the other day and they tried to integrate some similar design elements to the game. For the wide open section, they avoided using waypoints, and had you rely on the in game map, using landmarks, points of interest, and in game events to cue the user into specific locations and objectives. It's not for everybody, I got lost a few times when I was too stubborn to not look at the map - but it does add to the immersion.
For combat, I tried avoiding elements that could be cheesed like setting markets for enemies, but the AI was just too good that I had to use it eventually. Uncharted also has options to remove the "spotted" notification, that clues you in on whether the enemies see you or not - but it was a bit too difficult for my intention of casual playing.
On the other hand, I've played the Last of Us without listen mode, and all these features and thought that this was the definitive way to play the game. I think it lends to the tension, and the slower pace of the game better than Uncharted. So I think if GOT is balanced well, and designed well from that perspective, that it could work great too for people who want the more minimalist design.
if its there, its because its needed to convey gameplay information to the player.
These thing are not thrown in there. They are heavily playtested and iterated back and forth
This.if its there, its because its needed to convey gameplay information to the player.
These thing are not thrown in there. They are heavily playtested and iterated back and forth