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The Last of Us

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could someone help me? My jaw seems to be on the floor and I can't pick it up. :woot: But seriously this game blew my mind. Talk about massive violence and making it feel real. This game is nothing short of inspirational and unbelievable.
 
I think the focus was to make things a realistic as possible.
 
Just saw the new gameplay footage, it looks superb, so fluid!
 
Things that stood out to me on that stream was:


  • The fights are not scripted but contextual.
  • The alcohol (actual water physics in the bottle) and bandage he used to make the Molotov, can be used for health or medicine for wounds. You can use multiple things for offense or defense like that.
  • Ellie throwing the brick was her AI determining it was the right time to do it and not scripted. The AI calculates Joel's health, ammunition left, how many enemies are left and how much ammo they have. The AI can then flank an enemy and use that weapon at the appropriate time if Joel needs the help.
They will upload that to YouTube soon, but it is unedited so I will just give you guys a heads up when it live. Worth a watch.
 
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Yeah, hearing that was just one possible say to play was great. I wonder how contextual the Dogs have made it, given all of the stuff that seemed scripted in there. For example, if Joel hides around any door frame can he always do that surprise attack?
 
Things that stood out to me on that stream was:

Ellie throwing the brick was her AI determining it was the right time to do it and not scripted. The AI calculates Joel's health, ammunition left, how many enemies are left and how much ammo they have. The AI can then flank an enemy and use that weapon at the appropriate time if Joel needs the help.
i loved the response from the crowd when She threw that brick
 
The gameplay demo was incredible. The combat was some of the most intense I've ever seen in a game, which I think is in large part due to the realism, not only in the shooting and violence but in the dialogue and character maneuvering. I've waited a long time for a game like this that pushes the realism and ugliness of combat (and does it well) and this seems to have done it wonderfully.
 
Jesus. Naughty Dog pulled no punches with this game. The combat was brutal and unnerving. I loved it. This is a survival game at its best. Definitely picking this up.
 
it definitely is brutal the shotgun to the head at the end was totally unexpected
 
The gameplay demo was incredible. The combat was some of the most intense I've ever seen in a game, which I think is in large part due to the realism, not only in the shooting and violence but in the dialogue and character maneuvering. I've waited a long time for a game like this that pushes the realism and ugliness of combat (and does it well) and this seems to have done it wonderfully.

Exactly! That's the first thing I noticed. Everything looked so fluid, it was truly unbelievable!!!
 
It looks like one of the most nuanced games to date. Everything was so fluid and natural, and the struggles actually look like genuine struggles. By the time the shotgun blast came around I really had no idea what to expect.

Can't wait for this game!
 
I loved every single thing I saw!
 
Damn, just damn.

The full length demonstration was less action packed during this particular battle, but no less awesome, with the developers taking a stealthier approach. A combination of silent takedowns and distracting the enemies with a well timed glass bottle throw. It’s reminiscent of Metal Gear Solid – stealth and a guns-blazing approach seem equally valid.
The demo extended beyond this, with Joel and Ellie sneaking past and making their way further into the hotel. As Joel heals up with a bandage found in a bathroom drawer, Ellie stumbles across a pair of bodies in a blood soaked bath. They’ve been there a while, with visible signs of decay.

It’s moments like these that really stood out during the demonstration. Pieces of the environment which spark dialogue between the two protagonists, revealing backstory on the world and insight into the characters and their relationship. ”Took the easy way out, huh?” Ellie asks. Joel’s response that “it ain’t easy, trust me it ain’t easy” betrays just enough to give us a glimpse of his past. Suddenly he’s a little more interesting and we’re eager to discover more about him. If only to satisfy the many questions this single line of dialogue has spawned.
There’s another great example of this near the start of the twenty-minute presentation. Ellie asks about a movie poster for ‘Dawn of the Wolf’ and Joel says that he’s seen it, that it’s a “stupid teen movie”.
“Who dragged you to see it, though?” Joel sighs. “I dunno”.

It’s a tiny glimpse into Joel’s romantic history. One that may never be expanded upon, but that’s okay because it all helps flesh him out as a real, human character. We can also gain a vague time scale of when the viral outbreak took place; Ellie is clearly a product of this new, zombie-filled world.


She’s tough and relatively unfazed by the horrors she’s experiencing, but ignorant to how things worked before the apocalypse, indicating that things have been this way for a number of years. Meanwhile, Joel’s memory of the world that came before seems to make him a weaker character, emotionally. It’s an interesting dichotomy with a lot of potential and we’re excited to see how their relationship evolves.

Naughty Dog intentionally announced The Last of Us last December without showing gameplay, stating that its focus was on showcasing the characters and story. It’s ironic then that it’s actually through this gameplay demonstration that we truly get a glimpse of what they’re hoping to achieve in this area.

It’s something that actually seems to feed into the brutal combat system. It’s a fight for survival in a way that seems much more credible than in Uncharted. Whereas Nathan Drake is a loveable mass murderer, his actions above the law because he’s just so damn charming, Joel and Ellie are fighting for survival in a bleak, lawless world.
As a result, combat seems much more desperate, but no less morally ambiguous. With a distinct lack of zombies in the demonstration, the “enemies” shown are simply other survivors trying to stay alive. In the next combat section, the developers switched back to a full action shoot out strategy. Glass bottles, previously used to distract and misdirect, are thrown into the enemies’ faces. Bricks are used to bash in their heads. There’s a lot of hardcore face violence going on.
The camera becomes more cinematic, pulling closer to Joel and shaking during moments of impact. The incredible animations all appear bespoke and have a great sense of physicality to them. It’s hard not to wince when an enemy’s head is caved in on the edge of a table.

There was a high level of tension during the demonstration, with the threat of zombies coming from behind and unfriendly survivors ahead. As the developers explored the hotel, sounds of struggle could be heard through the wall. Muffled female screams and loud bangs and scrapes. It’s unclear whether this is foreshadowing an upcoming encounter, or simply adding flavour and reinforcing the idea that in the world of The Last Of Us, everyone is suffering.

The demonstration ended with Joel and Ellie climbing away from danger into a lift shaft. Things get even more tense as the lift shudders and creaks under their weight and eventually plummets into the flooded basement below, but not before Ellie manages to climb away to safety. Joel falls to the water below, leaving the pair separated, but he seems more concerned about Ellie than his three storey tumble. “You okay?”, he yells up to her. “No! You scared the **** out of me!”.


The incredible graphics and animation along with the brutal combat are enough to make us want to play The Last of Us. However, it’s the mysteries of the main characters, their relationship and the backstory of the viral outbreak that elevate this to one of our most anticipated games of the next year.
http://www.vg247.com/2012/06/08/e3-2012-the-last-of-us-highlights-value-of-companionship/
 
Yeah, this game is the real deal. It's been a long time since I've watched an E3 demo as much as I have this one.
 
Here's another one with Straley. More at the jump

Straley explains that enemies will work together and, in a world of diminishing resources, they're busy scavenging the same items you are. If they discover a bandage in a drawer, it won't be there for you to discover. It will be on his body though. "You can see the investment we've put into our AI," Straley notes.

"We want every NPC to feel like a real person, like they're gonna protect their friends," the game's lead programmer told Polygon after the demonstration. "You hold a gun to their friends' head, they care about their friend they're gonna try to keep him alive. That's the kind of thing we're headed for."

And despite an enormously cinematic presentation, don't mistake presentation for "scripted" action scenes. The hotel set we saw wasn't necessarily an "open world," the impression I was left with after watching this second play through was that there are many ways to proceed through various locations, with your actions directly changing how enemy characters will respond.

"If i showed a shotgun, that would be completely different than if I showed something else," Straley says. For instance, in the demo we watched, a character ran from Joel because he had a gun, but if he hadn't been armed, it's more likely a hand-to-hand fight would have ensued.

"This is all systemic," Straley explained, drawing a contrast between the heavily scripted interactivity of the Uncharted series and what Naughty Dog is trying to accomplish with The Last of Us.

Our behind-closed-doors play through deviates from the press conference play through around the 3:30 mark in this video: Where Joel jumped into the open window to his right in the video demo, he crouched under the windows in front of him in the other. Joel tossed an empty bottle into one of the rooms getting the guards attention, which provided an opening to sneak through the other room unnoticed. In the video demo, Joel takes down a scavenger but is quickly spotted by another, with a shootout ensuing. In our demo, he puts a gun to a different scavenger's head — "Not a ****ing word," Joel warns — before knocking him out.
It's difficult to fully understand a game in a short gameplay demonstration, but if Naughty Dog's goal was to convince the cynical gamers of the world that The Last of Us was different than its excellent, albeit heavily scripted, Uncharted series, it succeeded."Definitely we are moving away from more scripted. We wanted to give the player more choice, especially with combat," a Naughty Dog developer told us after the demo. "We showed you two examples here of totally different ways to play and there are thousands of different ways to play those sections."

http://www.theverge.com/2012/6/7/3071389/the-last-of-us-isnt-about-monsters-but-humanity
 
Amazing.
But, next year? I thought for sure that this was coming by the end of 2012.
Oh well, at least next year is shaping up to be big with video games.
 
2013 sounds good to me it will give ND more time to polish the game up
 
God, I'm salivating at the thought of this game. I had become worried that Naughty Dog were beginning to fall into a rut when Uncharted 3 was no different than Uncharted 2, but THIS--this looks phenomenal. So excited.
 
For those interested, Bruce Straley was the Game Director for Uncharted 2. He was working on this game and IMO his presence was missed in Uncharted 3.
 
Most of these games have various movies that serve for inspiration. Can anyone think of films that were likely used as inspiration for the game?

I've heard the road brought up.
 
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