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Thread: The Last of Us: Part II [SPOILER tag SPOILERS]

  1. #201
    PS4forums Fanatic kostasb13's Avatar
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    Quote Originally Posted by Valkyre View Post
    . . .

    !
    , , . Ellie , .

    Last edited by kostasb13; 13-06-2018 at 01:26.

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    Click image for larger version. 

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    We Talked To The Last Of Us Part II's Director About The Game's Violence (And More Treacherous Stealth)

    “Were making a game about the cycle of violence and were making a statement about violent actions and the impact they have on the character thats committing them and on the people close to them,” he said. “And our whole approach is to say, We want to treat this as realistically as possible. When you stab someone—if you watch reference videos, which we have, its gross and its messy and its not sanitized like you see in most movies and games. And we wanted to get the player to feel that.

    The idea, he underscored, was “for the player to feel repulsed by some of the violence they are committing themselves. It felt like that is the most honest way to tell this story.


    One persons video game violence is another persons video game fun. For better and at times for worse, the very essence of fun interaction in video games has deep roots in violent interaction, from the primitive days of one batch of pixels causing another to blink out of existence to modern times, when blinking an enemy out of existence often involves a gory finishing move.


    Fun in video games, I suggested to Druckmann, often goes hand in hand with virtual violence. “This might be a semantic argument,” he replied, “But we dont use the word fun with The Last Of Us. We say engaging. It needs to be engaging. If the stakes are real, if you are invested in the character and their relationship, youre going to go through and commit these actions that might—and should be—at times making you feel uncomfortable to progress in the story, to see whats happened to the character and at times to struggle with their motivation versus your moral line.


    The kind of stories we tell, with strong specific characters, we like that at times youre not in line with the character. It kind of makes you question philosophically: where do I stand on these things? And that was a big part of the first game and a lot of the stuff we learned from the first game were applying to this game.”

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    Default The Last of Us: Part II

    ;

    . , . , . , . .

    , .

  6. #205
    Stealth Moderator Valkyre's Avatar
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    Very well said IMO. . Witcher , . , , . .

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  8. #206

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    Quote Originally Posted by panos74gr View Post
    ;

    . , . , . , . .

    , .
    . , , .

  9. #207
    Stealth Moderator Valkyre's Avatar
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    Quote Originally Posted by christos-sonyboy View Post
    . , , .
    .

    " " . gameplay, mechanics . , mechanics .

    , , .

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    Default The Last of Us: Part II

    Quote Originally Posted by christos-sonyboy View Post
    . , , .
    . . .

    gameplay, . . . .

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  13. #209

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    Quote Originally Posted by panos74gr View Post
    . . .

    gameplay, . . . .
    ! , , .

  14. #210
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    Quote Originally Posted by christos-sonyboy View Post
    . , , .
    bloodborne ?
    .
    ?
    , , .
    / .

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    Homo Ludens Leon_DiZ's Avatar
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    https://twitter.com/danlowlows/statu...81202840723456

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  17. #212
    Forum GOD WolfRathmA's Avatar
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    ^^ ; 1 frame by frame.

    fake pre-render gameplay;
    LG OLED 65C3 | Marantz SR5015 | Klipsch R-620F , R-51M , R-34C - SVS SB1000Pro - Elipson IC6 [5.1.2] Dolby Atmos | PS5 |

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  18. #213
    Homo Ludens Leon_DiZ's Avatar
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    Quote Originally Posted by WolfRathmA View Post
    ^^ ; 1 frame by frame.

    fake pre-render gameplay;

    .....

    I skipped to the end, and he basically says it's mindblowingly impressive work - and that where he mentions spots where he talks about something 'looking' scripted vs systemic, that's just because it's so good it would require a lot of work to make something like that systemic...not because he doesn't think it is systemic or that it couldn't be systemic. He believes Naughty Dog are talented enough to achieve it in a systemic way based on their past.
    - - - Updated - - -

    thread ResetEra

    https://www.resetera.com/posts/9186267/
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  19. #214
    Stealth Moderator Valkyre's Avatar
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    real time

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    The Last of Us Part II Gets More Details on Combat, Stealth, Level Design and Much More


    • Ellie doesnt have the bulk and strength as Joel so her fighting style is more creative and agile, but just as lethal.
    • The analog stealth system works by combining the density of the foliage and Ellies stance (crouching or prone) to determine how visible she is. Its a more nuanced system compared to past games.
    • The new game improves the strategic choices available to the players, represented with the Naughty Dog level of fidelity. Those two pieces create the experience.
    • The AI is even smarter than in the first game. They constantly coordinate with each other, relay their information, and refer to each other by name. Theyre represented real intelligent humans. On the other hand, Ellie has become even more capable with the dodge and new crafting items. Both of these elements at the same time increase the tension. Players have to be strategic and use all the resources at their disposal to overcome the very intelligent enemies.
    • Naughty Dog questioned their melee system and looked for ways to make it deeper and more complex. By giving the player a new defensive option they added a whole dimension to combat. “Its almost like going from 2D to 3D.” The player can manage multiple enemies at once, but it creates a system when players need to determine when to go in and when to back off.
    • The depth of more traditional melee games is paired with Naughty Dogs fidelity. Whenever Ellie dodges there is an intricate system that analyzes the direction of the strikes, and she does something contextual.
    • Enemies use different weapons, and they have different sets of moves. They can interact with the environment, and with Ellie in different ways.
    • The demo we saw is very open, and its possible to go a completely different way. Depending on their choices in that space, players can get some emergent gameplay moments.
    • One of the goals is to give the players many options in combat, and one of these is to not fight. Depending on the space and on the story, the team wants to encourage the players to choose their playstyle. Escaping is a big thing, and every level has places where its possible to escape to, and confrontation isnt the only option. Hiding places and escape routes are built in all the levels.
    • Even running away from the enemies has a lot more dimensionality to it in The Last of Us Part II.
    • There will be upgradable weapons and different craftable ammo types. Those create a connection between the crafting system and the gunplay system.
    • The infected are still a very big threat, and there will be new types in the new game.
    • The team is pursuing an idea of seamlessness with the level design, in which the lines are blurred between combat spaces and non-combat spaces. You never really know where youre in danger. There is a constant sense of threat, and you feel that youre in these locations.
    source: Dualshockers

  21. #216
    Stealth Moderator Valkyre's Avatar
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    NX Gamer.

    Raising the bar...


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  23. #217
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    offtopic..
    ...




    Sent from my iPhone using Tapatalk
    Spoiler!

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  25. #218
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    !
    .

  26. #219
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    , 7 ps3 remaster, digital ... To 2 install base ps4 GOW.
    Well deserved, multi million sellers Sony, .


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  28. #220

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    super easy mode.
    40% .

    trailer 2, .
    .

    walk through YouTube .
    Last edited by vadergr; 15-06-2018 at 01:04.

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