Showing posts with label The Last of Us. Show all posts
Showing posts with label The Last of Us. Show all posts

Saturday, 27 December 2014

Video Games 2014

5. Tomb Raider: Definitive Edition
















After years of stuttering action adventure games Tomb Raider: Definitive Edition offered a brief glimpse of what it was like to own a maxed out PC rig. After sinking entirely too much money into a current gen system I wanted something to show it off. Although essentially a last-gen game given a cursory makeover, Tomb Raider was made new again by the kind of frame rate and control responsiveness usually reserved for extreme action games. Tomb Raider stood out against the rest of the first-quarter releases, its platform shooting the best of an early crop that tended to skew basic and uninvolving.

4. Desert Golfing
















My favourite thing about Desert Golfing is the sound design. Everything is satisfying in its simplicity, from the hollow PUTT when you strike a ball to the crunchy Atari 2600 fizz when you finally manage to sink it. There's no music, no extraneous noises. There's basically nothing. Desert Golfing is relaxing, like someone reached into heyday The Simpsons and dragged out a weird adjunct in the Lee Carvallo's Putting Challenge series.

3. Metal Gear Solid V: Ground Zeroes and PT






























Two KojiPro demos that deliver concise, excellent experiences. Metal Gear Solid V: Ground Zeroes wows thanks to some carefully considered controls. Snake is wonderful to manoeuvre, Hideo Kojima having long since left behind the awkward, claw set-ups of earlier Metal Gears, crafting an interaction model more in line with recent stealth stand outs Hitman: Absolution and The Last of Us.

Ground Zeroes' inputs tend towards simple prods and holds based around how physically taxing each action will be for the player character. There's a constant sense of immersion, risk versus reward. Want to pick that lock? You'll have to sit out in the open while Snake gets to work jimmying it. Snake also moves with an impressive clip, keeping a brisk pace even if he's lying face down and crawling. You'll need all the help you can get. On Hard Ground Zeroes' guards never fail to pursue noises, or really anything out of the ordinary, when conducting sweeps.

PT does as much with even less. The entire game experience is one L-shaped corridor that repeats incessantly. After a few loops new details start to bleed in. You notice the squalor, key colours change, a presence or two makes themselves known. You might even gain access to a bathroom.

PT gives you something mundane then tweaks it over and over, adding jarring sounds and piling on the unease until you don't even want to move. There's no sense of escape, make it to the other end of the corridor and you're back where you started. Games tend to be about progress, ticking up a number or a value. In exploration games you learn the cues that signal you're on the right track - new paths, key items, enemies to fight. PT has none of this, progress is obscure and contradictory. A breakthrough might be stabbing at the analog sticks while on an options screen or examining an item you've already looked at twelve times before.

2. The Last of Us: Left Behind
















The best standalone DLC since Minerva's Den for BioShock 2, The Last of Us: Left Behind is a short, supplementary campaign that comes on like an adjunct but ends up being a way for Naughty Dog to explode the form and function of their game. Left Behind is an even split between a romantic stroll through a dilapidated mall with your best friend and a fraught struggle to locate medical supplies in a similar space months later.

Pace in the former is largely dictated by the player, you can rush to conclusions or try and wring out every single item or dialogue prompt. Gunplay and distraction mechanics become literal games, part of your bonding experience with the friend who has returned. You can smash windows competitively or chase each other around a Hi Fi separates store with Super Soakers. The object here isn't survival, it's the simulation of interpersonal connections. Friendship blossoming into desperate, teenage affection.

1. Destiny
















Destiny is a tremendous disappointment, particularly for a studio so adept at lacing action setpieces around po-faced intergalactic fictions. Destiny has none of this. There's nothing here to touch Halo 3's Scarab attack, bosses in Destiny are usually scaled up generics with infinite health bars. This dismay is compounded by a post-release maintenance schedule that prioritises wild goose chases and exorbitantly priced DLC.

Fuck all that though, I had my fun. I hadn't gotten caught up in the pre-release hype and I certainly didn't expect to get ten years worth of play out of it. All I wanted was a multiplayer destination. The deciding factor in even purchasing Destiny was knowing I had a ready-made fireteam of work mates chomping at the bit. Co-op can elevate any game, the interplay with your buddies trumping any of the cackhanded moments the game makers have prepared. This emphasis on palling around made a virtue out of Destiny's insignificant framing - barring the pre-gameplay pep talk cum loading screens, there wasn't much story getting in your way. Destiny was all shooting, all the time.

What makes Destiny kind of exceptional is a moment-to-moment gameplay model that is nothing but satisfactory feedback. Shooting is rapid and fun, headshots are unusually easy to score. Mundane tasks stay agreeable far longer than they have any right to purely on the ease of interaction. It's no exaggeration to say that just firing your weapon in the vague direction of an enemy was fun - if it hadn't been people wouldn't have gotten so obsessed with the loot cave. Destiny only really becomes unsatisfactory when you consider the variety of things being shot. Enemies never evolve, locations stay very similar. Destiny is a basic call and response so finely tuned that if the wallpaper changed often enough you'd be playing forever.

Also Liked:

Far Cry 4 / Raiden IV: OverKill / Wolfenstein: The New Order / Alien: Isolation / Escape Goat 2 / Call of Duty: Advanced Warfare / The Uncle Who Works For Nintendo

Gutted I Missed:

Titanfall / Sunset Overdrive / Everything Nintendo put out - the Kyoto company had a banner year.

Tuesday, 10 June 2014

E3 2014 The Last of Us Remastered / Grand Theft Auto V - HD REMIX





It isn't just Microsoft that gets to rummage through its back catalogue for quickie prestige releases. First up Sony have a spruced up version of last-gen stand out The Last of Us ready to go. Incidentally, I wouldn't watch this trailer if you haven't already beaten the game - that spoiler warning ain't there for decoration.

Rockstar also have a max settings version of Grand Theft Auto V waiting in the wings. Initially announced as a PS4 title, GTAV has since been confirmed for Xbox One and PC as well. I wasn't a massive fan of the game, as it churned on the storyline bottomed out and mission design erred on the irritating, but I'll be damned if I don't want to play this again on my PS4. They've got us by the balls with HD re-releases!

Friday, 27 December 2013

Video Games 2013

5. Saints Row IV
















Like playing a sandbox game with all the cheats on. Instead of a plethora of systems that barely hung together, Saints Row IV knuckled down on a basic combat stream and piled on the power-ups. After very little time at all your player character would be gliding between skyscrapers hunting XP orbs and zooming through traffic like The Flash. Saints Row IV marked the point an ugly GTA copycat became the spiritual successor to Crackdown.


4. Far Cry 3: Blood Dragon
















The most enjoyable thing about Far Cry 3: Blood Dragon was how few limits were placed on your basic movement. Rex Colt ran with the kind of clip that gobbled up even the most long-winded objective trek. Hill summits were briskly mounted and there was no fall in the game that would damage you. Designed to play like the end-game of a lengthy campaign, Blood Dragon was the short, e-number answer to a generation of games woozy from feature glut.


3. Papers, Please
















Ever wanted to be a miserable cog in the communist machine? Of course you have! Papers, Please lumbered you with a lottery job that barely covered rent, then offered you a slither of power. Almost unplayable in quick sessions, Papers, Please piled on the bureaucracy, demanding you check and re-check a stream of permits and pass cards. Disinterest - the natural response to escalating, self-defeating responsibility - was kept in check by a results screen that gleefully detailed your failings as a provider.


2. RESOGUN
















A Mega Drive scrolling score attack that used the power of the PlayStation 4 to construct a series of cityscapes built out of tiny, fracturing voxels. RESOGUN's strength was compulsion, you were always chasing the perfect game. Scraping though a stage wasn't enough, did you save all the humans? Did you deposit them in the safe zones when your multiplier was maxed out? What scores have your friends got? Just one more go then.


1. The Last of Us
















The seventh generation was unusually long. Systems costs exorbitant 80s hi-fi prices out the gate, and everything remotely successful was iterated. Stagnation held sway. The visible video game mainstream became a yawning chasm of sequels, each propped up by poached mechanics and flavour of the month interaction. Everything resembled everything else.

The Last of Us stuck out because it looked a little further back than rhythm action battle prompts. Most obviously, Resident Evil 4's upgrade system was smuggled in, forcing the player to deal with permanence. What's going to get me to the next checkpoint? Deeper pockets for bullets, or a holster that lets me hold another pistol? Who says I'm even going to find one? The Last of Us was also Hideo Kojima's basic sneak 'em up, bitten and infected. Melodrama dialled way back, replaced with a video game approximation of the paternal love story central to The Road. Horror pops on triumph.

Also Liked:

Grand Theft Auto V / BioShock: Infinite / DuckTales: Remastered / Rayman Legends / Gran Turismo 6 / Proteus / Battlefield 4 / Call of Duty: Ghosts / Ridiculous Fishing / Call of Juarez: Gunslinger / Sonic the Hedgehog 2 Remastered / Tomb Raider / Metal Gear Rising: Revengeance

Thursday, 21 November 2013

20XX's Seventh Gen Favs #7 - The Last of Us
















The two most engaging video game experiences I've had in the last twelve months were the HD re-release of Metal Gear Solid 3: Snake Eater and Naughty Dog's critical darling The Last of Us. Despite some cosmetic differences, the two games have a lot in common. Both are third person action games with an emphasis on scavenging. Your primary means of propulsion in either was a hunched, reticent crawl. Impatience punished with a retry. Players should have been scouting ahead, logging patrol patterns and looking for holes. Lots of time to think then. Why did this feel so fresh?

The seventh generation was unusually long. Systems cost exorbitant 1980s hi-fi prices out the gate, and everything remotely successful was iterated. Stagnation held sway. The visible video game mainstream became a yawning chasm of sequels, each propped up by poached mechanics and flavour of the month interaction. Everything resembled everything else. The Last of Us stuck out because it looked a little further back than rhythm action battle prompts. Most obviously, Resident Evil 4's upgrade system was smuggled in, forcing the player to deal with permanence. What's going to get me to the next checkpoint? Deeper pockets for bullets, or a holster that lets me hold another pistol? Who says I'm even going to find one? The Last of Us was also Hideo Kojima's basic sneak 'em up, bitten and infected. Melodrama dialled way back, replaced with a video game approximation of the paternal love story central to The Road. Horror pops on triumph.

Tuesday, 11 June 2013

E3 2013: The Last of Us



Sony opened their conference with a slew of last hurrah titles for the PlayStation 3, including this launch trail for critical darling The Last of Us. Last year, Telltale Games' The Walking Dead proved that ubiquitous tropes aren't an obstacle when it comes to creating fresh gameplay experiences. The Last of Us looks to continue this trend with a post-apocalyptic zombie scenario designed around sneaking, and hoping for passive outcomes in the face of overwhelming antagonism. Comparisons to Resident Evil 4 are already being thrown around - looks like there's life in the PS3 yet.

Monday, 10 December 2012

Chasing paper / Getting nowhere



Up until now advertising for The Last of Us has tended to concentrate on injury and body-morphing ultra-violence. While we do get to see a few mutants having their feet blown off in this new trailer, there does also seem to be a complete brand re-alignment going on. With The Walking Dead TV series finally (allegedly) settling into a palatable groove, I suppose it makes sense to cut a tease that reads like an interactive instalment of AMC's post-apocalyptic show. Gameplay wise, it's hard to discern what you'll be tasked to do here. Open world? Platform sneaking? This ad is instead heavy on implied narrative promise and what looks like QTE enemy grappling.

Sunday, 11 December 2011

VGA 2011: The Last of Us



Naughty Dog's latest looks set to continue the studio's unbroken streak of bleeding edge PS3 development. The Last of Us sells with an apocalyptic scavenge scenario, staffed by a gruff chap and his Ellen Page look-alike pal. Hopefully it'll be the heartstring tugger Dead Island promised, but utterly failed to be.