Pretty interesting video mainly about TLOU2 obviously. He got ludonarrative dissonance wrong like many people (it wasn't Uncharted that has LD, it's Bioshock that has LD). It's pretty interesting comparison to how MGS3 actually did what TLOU2 tried to do over 15 years ago. It's kinda funny how MGS so often comes back as games that did something years before "it" was originally done like MGS2 and Bioshock. Also, something as commonplace as going prone in TLOU2 is something major to be added to the TLOU2's gameplay? Again, MGS3 in 2004, been there done that.
Also, the following question that Bruce Straley asked in
this interview is a question I've been asking the gaming industry to answer for years now.
"
Can you create a game that's as interesting and character-driven and compelling as an Uncharted story or Last of Us story without shooting? I think you can. Again the concept has to be... 'how can I create a rich enough world to allow for interesting core mechanics?'"
It's always nice to see Nakey Jakey make videos like this, but I have to disagree on
MGS3's Sorrow section. I mean, it's a neat Kojima gimmick, but it barely got any emotional response from me. And on subsequent playthroughs it just becomes that section you want to get through as quickly as possible. So ironically it's an early example of a slow walking section in games. And I can without a sliver of a doubt say I much prefered controlling
TLoU2 than
MGS3.
Naughty Dog needs to learn to be more abstract with their games.
The Last of Us 2 shows how trying to go for this unwaverly grounded depiction of characters, story, setting, and mechanics will completely fall apart as soon as you try to apply a similar game structure in a sequel.
Uncharted suffers from this as well, but to a much lesser degree, and
TLoU1 arguably is the most balanced it can get. But Naughty Dog has painted themselves into a corner, leaving very little wiggle room within the third-person action genre for the grounded stories they wish to tell.
This is why games that feel more "gamey" leave themselves open to much more creativity and much less scrutiny. Even
GoW '18, for as "realistic" as it apparently is, has Kratos punching open opulent treasure chests within the first 10 minutes of the game. And this works because Kratos is a god and the game takes places in a weird fantasy realm. This awards the game liberties to get a bit silly without breaking the player's suspension of disbelief.
The Last of Us 2 doesn't have this sense of silliness to any aspect of it, so as soon as these more game-like moments occur the illusion just breaks. Which is probaly why Naughty Dog tries to avoid them as much as possible, but then you're left with a game that feels pretty lacking in creative gameplay mechanics.
A good first step for Naughty Dog would be to maybe have their next game NOT take place in a contemporary setting. And eventhough
TLoU takes place in a future zombie apocalypse it still feels very modern day in how it presents itself and its characters. They need to go for a future sci-fi or high fantasy setting that feels more removed from the settings they've been using for the last 13 years. It can still be quite realistic and even a third-person action shooter, but maybe just a change in scenery alone can loosen Naughty Dog up a bit. I already felt this would've been a good choice when
TLoU2 was first announced, and before it became apparent how terrible it was, but now I REALLY do.