Naughty Dog is trying something new with in-game options
The development of the The Last of Us Part II PC port has been complete since November 2023, according to a reliable insider
... and the water's wet
But I'd prefer the Uncharted trilogy port over this one, tbh
Just porting Uncharted 4 and 4.5 to PC was not the best idea.
The game's huge marketing budget has worked out for it, bringing in $2 billion revenue in its first 10 months of release.
I think it's about time for government agencies to step into mobile gaming and look around, this is shit.
A new The Last of Us 2 documentary reveals that Naughty Dog almost made a different version of the PS4 and PS5 game similar to Bloodborne.
Kind of a misleading comparison. They were simply talking about the game being melee oriented and more of an open world. I wouldn't compare a game to a soulslike based on that.
A more melee oriented Last of Us 2 would've been so much better imo. The combat mechanics barely got any use from me cause everyone just shoots at you, and then the Scars with their bows are even more annoying. Level design was also more Bloodborne, and I love the level design in Souls game, there's a real sense of scale and exploration due to the branching paths. We really gotta move away from open world in the style of GTA and BoTW and do it more like Souls.
Def did good with their own thing I'm so over the whole copy souls combat sheesh I can dee if in certain games it would be bosses that looked like a souls boss but straight out copying the combat and feel takes away from a game that supposed to be its own lol
that is one great thing in the game. technically it is a marvel (other than AI). if ND just replaces the horrible narrative team dragging the studio down they could make a comeback.
I am finding the game to be ridiculously easy. Clickers are a joke compared to the first game and so far the human enemies don't care much better then in the first either. Maybe even worse since there's high grass options and the new prone mechanic.
I'm on my first playthrough in survival. I always play my games on the hardest difficulty on my first try.
I don't like the difficulty options and how accessibility can affect the difficulty.
No problem with those features that help other people play the game but I thought that with the choice of difficulty should come specific unchangeable parameters.
Heck even the trophy list is more accessible. This is one of the easiest platinums ever.
I applaud Naughty Dog for their accessibility options. They're taking steps in the right direction.
As for the mountain of difficulty options, I can't help but think there are better ways to go about it. Starting up the game and being given difficulty settings for a whole load of different variables (enemies damage, health, item scarcity etc) what player is going to know what's best for them? Simply introducing all these options doesn't necessarily mean the game can be tailored to exactly what's best for the player. Looking at the custom difficulty options, I feel overwhelmed. Are players expected to have all this in the back of their minds as they play through the game, constantly adjusting the experience?
This is where I think a more robust form of adaptive difficulty would work well. Give players the generic Easy, Normal, Hard, Survivor with an option to turn on adaptive difficulty that alters the experience automatically as you play. If it detects that the player struggles to shoot straight, it can make an adjustment to weapon accuracy. If the player is constantly running out of supplies, it can alter the availability of certain items. If the player seems to be walking past important items again and again, it could use some dialogue ("Better check out this place") to guide them. If the player struggles with stealth, it could adjust enemy behaviour. This way, you can cater to players who might struggle while allowing them the chance to enjoy a more challenging game if they improve, all without the confusing and vague list of difficulty options.
Another part of the game that ND has excelled in. I hope other devs will follow suit, as difficulty is not the only accessibility option.
Incidentally Polygon has put out many articles masking their demand to make hard games have easier difficulty options, with claims that hard games are impossible for colorblind/handicapped gamers.
Sounds like they are just using the disabled options to cheat their way through a stealth game.