Playing The Last of Us 2, and im enjoying the "video" part of "videogame", bit not necessarily the "game" part.
The main issue, is the more open-ended level design, combined with the necessity to scavenge.
Im interested in the story, I like the characters, the game is goddamn gorgeous, and the combat is visceral, but it is so hard to enjoy all of these aspects, when you are spending so much time rummaging through drawers, and checking counter-tops.
I don't have a problem with needing to scavenge, because it is a thematic necessity for the setting, but combined with larger, more open levels, it completely destroys the pacing.
In the first game, you were presented with a linear path through each level, and then there were sometimes 1 or 2 rooms that you could explore to scavenge resources, or be presented with a mini story via a note. This means that you still get to scavenge for supplies, and engage with the world, but then immediately get back on track with the story, without too much delay.
Conversely, in Part 2, you are often presented 2-6 or more of these extra rooms - or in a lot of cases, entire houses - to explore, which causes a significant delay in engaging with the plot - which subsequently causes any and all urgency to be lost, as you put the story on hold to find that extra handful of bullets.
And god forbid you get dropped into one of those more "open world" sections.
I like the game. I like the story. I just wish I could spend more time with the stuff I like, instead of spending so much time on the stuff that really isn't too interesting. Its just a shame.
Maybe there are some settings that I can play around with.
The main issue, is the more open-ended level design, combined with the necessity to scavenge.
Im interested in the story, I like the characters, the game is goddamn gorgeous, and the combat is visceral, but it is so hard to enjoy all of these aspects, when you are spending so much time rummaging through drawers, and checking counter-tops.
I don't have a problem with needing to scavenge, because it is a thematic necessity for the setting, but combined with larger, more open levels, it completely destroys the pacing.
In the first game, you were presented with a linear path through each level, and then there were sometimes 1 or 2 rooms that you could explore to scavenge resources, or be presented with a mini story via a note. This means that you still get to scavenge for supplies, and engage with the world, but then immediately get back on track with the story, without too much delay.
Conversely, in Part 2, you are often presented 2-6 or more of these extra rooms - or in a lot of cases, entire houses - to explore, which causes a significant delay in engaging with the plot - which subsequently causes any and all urgency to be lost, as you put the story on hold to find that extra handful of bullets.
And god forbid you get dropped into one of those more "open world" sections.
I like the game. I like the story. I just wish I could spend more time with the stuff I like, instead of spending so much time on the stuff that really isn't too interesting. Its just a shame.
Maybe there are some settings that I can play around with.
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