can you guys share some links or recommend some playlist of your favorite last of us 1 letsplays. it's really hard for me to search without getting spoiled from stuff like autofill and bad thumbnails
can you guys share some links or recommend some playlist of your favorite last of us 1 letsplays. it's really hard for me to search without getting spoiled from stuff like autofill and bad thumbnails
One of the best parts of The Last of Us's combat encounters is that they're at their most fun when they go wrong. The frantic improvisation is the point. It's cool they have a restart encounter function, but blowing all my resources on what should have been a minor scuffle is part of the fun.
They acknowledged that was an issue with the original. For PII they've said they've designed the world where you shouldn't be able to notice a difference between exploration spaces and combat spaces. Everything should just look like a natural place.
For example, I'm in Pittsburgh right now and I seriously got into it last night and then came to a screeching halt again when the Infected showed up. I just got fucking demolished and I'm thinking it's because I view it too much as a methodical stealth game. Using the hotel basement generator 'arena' as an example, how do you approach that ambush?
I would say yes, some of the latter stealth sections can be pretty tough.Do I have any majorly stressful/difficult parts leftI'm in Winter and I've just ridden Ellie's horse away from David and his cannibals, and the horse has died. I've heard the David boss is tough lmao
For example, I'm in Pittsburgh right now and I seriously got into it last night and then came to a screeching halt again when the Infected showed up. I just got fucking demolished and I'm thinking it's because I view it too much as a methodical stealth game. Using the hotel basement generator 'arena' as an example, how do you approach that ambush?
Do I have any majorly stressful/difficult parts leftI'm in Winter and I've just ridden Ellie's horse away from David and his cannibals, and the horse has died. I've heard the David boss is tough lmao
Yep, that's the thing with TLOU; unless you're on grounded difficulty, the game doesn't want to be approached as a full stealth, but you can, and I believe it's encouraged, dynamically move in and out of stealth.
I'm having a lot more fun like this on my second playthrough.
I remember the hotel (fuck that part) was a real pita the first time; on my current playthrough I just cornered myself in some corridor, set up tons of exploding traps and molotoved everything to a crisp. Easy.
I was also hoarding resources once; no need to, you can craft grenades all the time and besides you can't carry that many, so use them.
for that specific arena I think in the past I found its best to try to just do a mad dash to the exit and just kill whatever is in the way (I just got to Pittsburgh in my own replay, so it's not super fresh in my mind). I don't think you can stealth much there at all because they just send an overwhelming amount of infected at you.
In general though infected are at their most dangerous when they have the numbers advantage (duh) but are not too dangerous if you can take them on one on one, or exploit their sound to clump them together and hit them with a bomb or a molotov. Runners can easily be meleed, even if there are quite a few of them so that can save you ammo, and you can kill a clicker with melee if you have a brick in your hand. As with any encounter in the game you'll have an advantage if you try to stealth the infected first to whittle down their numbers, so throw bottles and bricks to get them to move so you can either sneak by them or get them in a better position to kill them, and use the bow to kill them from afar (focus on runners first because they are harder to sneak by). If they are alerted to you before you've killed enough to make it easy you're just going to have to sprint around the area to stay out of arms reach and separate the AI so you can take out one or two at a time rather than get surrounded, and try to save most of your ammo for clickers.
Yeah I use guns eventually in most encounters, the game is at its best when you use all the tools at your disposal and flit between stealth and combat imo.My current play style is basically that I barely ever use my fucking guns because I'm too scared of making noise so I need to change that up. Like you guys said, I have to be more dynamic I think.
Yeah I use guns eventually in most encounters, the game is at its best when you use all the tools at your disposal and flit between stealth and combat imo.
Aye thanks for the input. Also, I switched to Hard and turned on listening mode and the frustration has been alleviated a lot. I don't use it much but having started right off the bat without it wasn't the way to go. I figured it was some 'press button' to win shit when it actually is implemented quite well
I definitely get the inclination, but the stealth mechanics are basic for a reason — the game doesn't want to be a "full" stealth experience. It's all about the cat and mouse struggle and tension that comes from that.I pulled three guys into one spot and nailed them all with a molotov in that first big Pittsburgh warehouse so that kind of set me off on the 'oh wait, this might be fun if I just play less conservatively' path so I figured I'd see what others do. I think I'm too used to games grading my stealth in some capacity so I always go for full, meticulous stealth.
I think I'm too used to games grading my stealth in some capacity so I always go for full, meticulous stealth.
Yeah, exactly. i realised that was my "mistake" on my first run.
Messing up an encounter would really bother me, like a stain on my playthrough;
(For reference, i completed games like SOTN 200% not having used a single consumable item).
But that's not the way the game was meant to be played i think, as the numerous aggressive gameplay options suggest.
Stealth helps immensely, but i feel encounters are mostly designed so that something inevitably goes wrong at some point;
when it happens don't restart, embrace it and crack skulls.
Wouldn't somebody get completely bodied at this point if they join late? One of the tougher games for new gamers.
Not necessarily. Plenty of newer players roaming around that make matches more reasonable. Of course, beatdowns will still occur but yeah lol.Wouldn't somebody get completely bodied at this point if they join late? One of the tougher games for new gamers.
Have they fixed the awful matching system they had early in PS4's lifecycle lol?
They've only had 8 years to fix thisNot necessarily. Plenty of newer players roaming around that make matches more reasonable. Of course, beatdowns will still occur but yeah lol.
Matchmaking is okay. Just okay.
Christopherodd in general is really good. He plays really immersively.
From what I remember, some of the optional convo's are really finnicky and hard to trigger, some easily missable and don't even trigger when they're supposed to. I got all the sp trophies and remember being kind of annoyed at that. You basically rely on context sensitive situations and the window of opportunity can be pretty small.I got the platinum back in the day on PS3, I'll try to get 100% this time on PS4 (I already knocked out the MP trophies a few years ago), but I already expect the glitchy collectible tracking to be a pain in the ass. I remember it was on PS3, and it probably was on my first PS4 playthrough a few years ago.
I definitely get the inclination, but the stealth mechanics are basic for a reason — the game doesn't want to be a "full" stealth experience. It's all about the cat and mouse struggle and tension that comes from that.
Yeah, exactly. i realised that was my "mistake" on my first run.
Messing up an encounter would really bother me, like a stain on my playthrough;
(For reference, i completed games like SOTN 200% not having used a single consumable item).
But that's not the way the game was meant to be played i think, as the numerous aggressive gameplay options suggest.
Stealth helps immensely, but i feel encounters are mostly designed so that something inevitably goes wrong at some point;
when it happens don't restart, embrace it and crack skulls.
Gotta thank you guys for explaining it this way for me. I took your advice and it feels likeit totally opened up and I'm feeling that 'life or death struggle' vibe now. I just went through the basement and the whole subsequent streets sequence just now and playing like you suggested...it really came together and I realized the game rewards improvisation.
I nailed a guy with a brick, sprinted up and accidentally discovered you can finish a stunned enemy with a melee weapon, they dropped a molotov, grabbed it and a dude started shooting at me. I bolted behind a counter and lobbed the thing at him catching another guy I hadn't seen yet as well. That's when it really clicked like ah fuck yea keep moving and stalk these guys instead of being the hunted.
The rest unfolded similarly and I stopped worrying about my resources other than stealthing when I could to conserve ammo. That definitely made the gameplay click for me and I felt exhilerated afterwards.
Also, I blew up a guy by throwing a brick at a trip-wire...that's cool as fuck.
I have had this game since 2017 and yet to play it. Figured now would be a good time to play it with Part 2 on the horizon...
Don't mind some discussion about what I've done up to a certain point in the game, just no spoilers.
So excited!
And I remember feeling this before, but this playthrough has really cemented that the pacing really settles into its groove once you get to Pittsburgh. There's plenty of good stuff before that, but between the not so great docks section, and Bill's town being too long for having nothing but infected encounters, it doesn't quite hit its stride. But once you get to the city the game practically plays itself. At the GOAT sewer level now.
I think it's one of the things Naughty Dog needs to work on in general. Once their games settle into its groove and all the mechanics have been introduced, their pacing is immaculate, but they tend to struggle to make these long introductions to their games that, while interesting on a narrative level, simply take too long to start challenging and engaging you with the core systems. They're not *bad*, but there's just always a point where you can go "okay this is where the game *really* begins", which isn't a problem that beleaguers some other games that they take inspiration from, like RE4 or Team Ico games. The problem is at its worst with The Last of Us and Uncharted 4, which, not coincidentally, are their longest games; and with Part 2 set to be even longer, I hope it doesn't have the same issue.I completely agree with the bolded and that's a long "intro" section for a game and kind of what had me relatively sour on the game. The game totally opens up in Pittsburgh and almost ended up organically pushing me into the play style we just talked about.
I had a convo glitch on me in real time, actually, in the hotel. When I retried one stealth/combat sequence that has a convo in the middle of it, Ellie went aggro for some reason and never exited her combat stance for the duration of the sequence. I remember doing that convo on an earlier playthrough, so I'll assume I wasn't missing it lol.From what I remember, some of the optional convo's are really finnicky and hard to trigger, some easily missable and don't even trigger when they're supposed to. I got all the sp trophies and remember being kind of annoyed at that. You basically rely on context sensitive situations and the window of opportunity can be pretty small.
I really love Pittsburgh design-wise, but the beginning of the Financial District on Grounded almost destroyed my motivation.And I remember feeling this before, but this playthrough has really cemented that the pacing really settles into its groove once you get to Pittsburgh. There's plenty of good stuff before that, but between the not so great docks section, and Bill's town being too long for having nothing but infected encounters, it doesn't quite hit its stride. But once you get to the city the game practically plays itse
Is that the encounter whereI really love Pittsburgh design-wise, but the beginning of the Financial District on Grounded almost destroyed my motivation.
The semi-randomized spawns for the new waves of enemies means it's really easy to fuck up after killing 10 enemies. Particularly when they can kill you in one shot or one hit.
At one point toward the end, I gave up my melee approach and killed 3 of them with the bow. And of course, a cutscene played, erased the bodies, and there was nothing left to loot lol.
I remember this section. It's only hard in the sense that you'll be playing the level over and over, tweaking your strategy until you perfect it. It's a bit tedious.I'm playing it at the moment but it makes me so damn anxious. I'm about to do what I've heard is the hardest part of the gameand I'm kinda dreading it.the sniper
Yeah, that's the one. I must have played that encounter 15 times and even when doing exactly the same things during the first part, the later parts varied wildly. It's both interesting and stressful, but eventually gets old.Is that the encounter whereI definitely remember having a bit of trouble with that part on grounded.Joel gives Ellie the rifle to cover you?
I think it's one of the things Naughty Dog needs to work on in general. Once their games settle into its groove and all the mechanics have been introduced, their pacing is immaculate, but they tend to struggle to make these long introductions to their games that, while interesting on a narrative level, simply take too long to start challenging and engaging you with the core systems. They're not *bad*, but there's just always a point where you can go "okay this is where the game *really* begins", which isn't a problem that beleaguers some other games that they take inspiration from, like RE4 or Team Ico games. The problem is at its worst with The Last of Us and Uncharted 4, which, not coincidentally, are their longest games; and with Part 2 set to be even longer, I hope it doesn't have the same issue.
So, this is a bit of my gamer badge of honor, but I managed to get through this level on my first try without encountering an infected. I remembering reading after the fact how people HATED that section, but I had managed to pick up that key, start the generator and bolt it towards the exit unscathed.
I didn't struggle too much with the generator room; died once I think then just fucking legged it lmao.
Going back in now to try and finish the game in one sitting, wish me luck (got maybe 2-3 hours left).
I noticed in hindsight now that their movie-like pacing/structure as an opening just doesn't translate well into a game format and I'm pretty sure that's what they're doing here. They're being too logical if you will. It took them hours to drip-feed me quite basic mechanics and it made me bounce off the game twice already, this is my third time for fuck's sake lol. Ironically, despite this glacial pace, they still didn't do a good job introducing any of this stuff in my opinion. I know other people who had the same reaction as me in terms of the game not really organically pushing you into its intended optimal play style for hours seemingly and therefore being frustrated with its 'bad stealth' and so on.