Dirty Hipsters said:
endtherapture said:
The controls are the worst though. I'm trying to control Joel but I feel like I'm just completely disconnected from the character. He's sluggish, slow and can't aim. It's like a big wall has been erected between me and Joel to prevent me from controlling him. It doesn't help either that I don't feel the stealth is particularly tight or well designed. I don't have a clue how the clickers work, apparently they're blind but they can see you anyway? It's all very confusing.
If you're having trouble aiming then put skill points into your aim. Putting one point into accuracy solves 80% of people's aiming problems.
Interesting, but that's where it drops the ball completely.
Here is a story driven game but the gameplay pulls you out every single time. Let me explain:
1.
The Upgrade System
You're talking about aim. The whole skill system is crap. You're a survivor of 20 years during a zombie apocalypse. How do you not have all of the upgradable skills already? Also, how are these skills upgraded by really random and scarce drugs? Why is your aim not improved by... shooting?
2.
Limited Storage
If I remember correctly, there are backpacks on both Joel and Ellie. Why can they only carry 3 shivs, 6 bullets for one gun, 9 for another. The restrictions of the carrying capacity of two backpacks is ridiculous. I'm not saying it should be like old school shooters where you're carrying 10 guns and thousands of bullets but this is too far in the other direction.
3.
Infinite Bullet Disparity
I understand that they want to encourage stealth, but this is another idiotic measure. I get into a firefight with some people (for which some encounters are unavoidable) and they keep shooting and shooting. I kill them all expertly with headshots (as I have almost no ammo) and what is my reward? 2 bullets. I kill more than half a dozen enemies and there are 2 bullets to pick up. What were they shooting at me with? Mana?
4.
Breakable Weapons
While some of these make sense (such as a rotted 2x4), I will never understand how a steel pipe *breaks* after a few hits on soft fleshy objects. If you've ever swung a steel pipe (I have) you'll know that before the pipe breaks it is 100% more likely that your arms fall off from fatigue and strain than the pipe breaking.
5.
Save System/Unclear Checkpoints
I found a clever path in one area. I hopped in from a roof to slowly take out each enemy one at a time. I saved my progress because I had to go. Upon restarting the game, I was in the middle room with all adjacent rooms occupied by the things I had killed. I didn't even mind the fact they respawned as I obviously didn't pass their invisible checkpoint barrier in the section. What I am upset about is that they put me into a much more difficult scenario as I spawned in a location I was never in.
6.
Forced Stealth
As a stealth afficianado, I have played many games where stealth is key element and this is the first one in a long time that I've absolutely hated. This game is less about stealth and more about trial and error pathfinding. When you're in a game with stealth done correctly, there are options. This game doesn't have that. It is shoehorning you into stealth in many instances. Stealth which wouldn't be required based on the rest of the mechanics if it weren't for the issues I have already mentioned.
In conclusion, while the story is something I really liked, all the gameplay mechanics worked directly against my enjoyment of the story.