The Last of Us

>Set an explosive by a man's feet.
>Step away only about 5 feet away from the explosive.
>Detonate it
>Man dies, but you remain unharmed.

>Other men are alerted.
>They know you're in one of two rooms
>Instead of finding cover with good line of sight to your location, they just kneel in the middle of the hall, away from the room, allowing you to blast them in their shoulder.

>Run into next room
>The door is wide open, but you still make a jerking motion as if to kick a door anyway.

>Hide behind wall as an enemy comes your way.
>He could totally see you maneuver behind the wall.
>He just runs in unaware anyway.
>No peripheral vision.
>Gets taken from behind.

>Run back to hall
>Encounter another armed man.
>The man makes a motion to attack you close range.
>Somehow, you manage to magic your stick from your backpack to your hands in and instant, and interrupt his melee attack with your own.
>The man falls down
>Bring out gun to deliver the executing blow.
>Somehow your gun cursor snaps to the man's head with perfect tracking.

>In all of this, the girl was running around, and no man attempted to kill or kidnap her.

Why do you keep insisting this game has good gameplay?

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K.

wtf why can't video game devs program superintelligent ai in my cool action video game yet

All of these things are easily fixable.

You could have resumed this with "tlou is a shit game" and I would have believed you anyways

americans are ruining this board

This

post yfw you aren't america

>Instead of finding cover with good line of sight to your location, they just kneel in the middle of the hall, away from the room, allowing you to blast them in their shoulder.
actually they are aiming towards your last known location, which was down the hall. The last shotgunned guy should've shot Joel again, but the game is on easy or something so he waited longer.

>Somehow, you manage to magic your stick from your backpack to your hands in and instant, and interrupt his melee attack with your own.
It's a videogame. A six year old one at that

>Somehow your gun cursor snaps to the man's head with perfect tracking.
it's basically an interactive execution move for if you want to be extra brutal and waste the bullet for no reason. You could just kick them in the face to kill them instead when they're on their knees like that

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It's not about the complexity of AI, instead it's how the enemies are "balanced". Tweaking some variables to make them more threatening is all that's needed, but that wouldn't be cinematic enough for sony.

>smash the attack button
>character automatically slides across the ground into position, enemy slides from the impact
It's all so automated and trash.

>actually they are aiming towards your last known location, which was down the hall
Fair enough, but he's stupid for leaving his side open, when he knows both rooms are connected. He should have fled back into the opposite room for cover. But maybe he didn't anticipate as much in the heat the moment. I'll forgive this one.

>It's a videogame. A six year old one at that
So? And video games should automatically give the advantage to the player? Other video games can implement animations for grabbing weapons. Video games much older than this one. They magic the weapon to your hand because it feels good for the player to win the exchange. That's it. They could have easily just put a reach animation.

>it's basically an interactive execution move for if you want to be extra brutal and waste the bullet for no reason.
Why can't the player just do it manually then? Oh that's right, because if the player misses, then it's not as cinematic. Plus, the player will feel bad for wasting ammo.
>But players can't miss that close anyway.
Oh yes, they fucking can. People play sloppy sometimes, or the adrenaline causes them to jitter is slip. You maybe they're just really bad at aiming. Leaving aim to the player would be the optimal experience for gameplay. But not when you're a cinematic game. You have to make everything look as cool as possible. So you mitigate mistakes on the player's behalf.

It was a horrible game and alot of people will defend it to their grave because it was their first game when gaming became cool.

>oh that's right if the player misses, then it's not as cinematic
not an argument.

americans created everything you just use it.

>So? And video games should automatically give the advantage to the player?
Yes. Protagonist strength

>Other video games can implement animations for grabbing weapons.
Not always, it has to be balanced for the gameplay.

>complaining about the executions
You aim your gun, it automatically starts tracking their head like that with huge aim assist, and the guy on his knees stops what he's doing and starts begging for his life, literally saying shit like "Please! Don't shoot!". It's like a dedicated cinematic interactive execution move that you can just do if you want to be extra brutal. And you still waste ammo doing it now, I already said. You can also grab people off their knees and turn them into human shields.
I dunno why you're complaining that they allow you to do this, I think it's awesome

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Everything you listed applies too 99.99% of videogames that have any sort of stealth systems especially within the last 10 years in fact comparatively tlou comes out better than most of its peers.

>Yes. Protagonist strength
The strength is supposed to come from the player playing the game well. If you're slow to melee, because you mistakenly ran at the enemy too quickly, then you fucked up, and you should suffer the consequences. The person in the webm was being reckless, and the natural outcome of such reckless play, is that someone might catch you off guard.

Allowing the melee to come out that quickly, ensures that the player has a very large buffer of time to fuck up, and still manage to come out on top. It's not good gameplay balance. It's balanced for maximizing the cinematic flow of the action.

>Not always
Well, I don't expect such thing from all games. But certainly from a game that presents itself as gritty and realistic as this one. It wouldn't have killed them to give Joel reaching animation. Which in turn would have forced the player to time their melee assaults more precisely.

>It's like a dedicated cinematic interactive execution move
It shouldn't be though. Why can't the player free aim, and still get the same effect? There's really no reason. Hell, even in Goldeneye, when you aimed an an unarmed guard, they would throw their hands up in surrender. Goldeneye didn't need to guide your cursor to the enemy's head.

>You can also grab people off their knees and turn them into human shields.
This is different. The game isn't build around grabbing people, mechanically. If it was a wrestling game, and grabs were automatic, then I might scoff. But this is a shooting game. It's not equipped for the player to manually grapple.

I insist it has good gameplay because the multiplayer is fucking GOAT and the only reason I'm looking forward to part 2.

>The game isn't build around grabbing people, mechanically.
But human shields are the best, you can easily take down a group of 3 guys by just grabbing one of them and using him as a shield. The others won't shoot until you start shooting first, and the shield takes all the damage from the front. Also most of the unarmed melee environmental-finishing-moves have Joel grabbing enemies and smashing them, so it feels pretty natural to have grabbing. And enemies grab you from behind

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Oh shit another thread to shill TLoU