I'm not anywhere near as big a fan of TLoU as some, but I do think you're being quite unfair to it. These examples don't count as scripted events - except maybe the deer hunt - because you only experience them through player agency. That is, you don't wander around all the empty houses unless you choose to enter them. You don't find the notes telling Ish's story unless you explore and find them. This kind of thing is the very opposite of a scripted event - instead of taking player control away in order to present a story, they hide bits of story all around and trust the player to uncover it themselves.Goliath100 said:No, they go under "equivalent to cutscene", also known as a scripted event.Casual Shinji said:Walking around abandoned houses and observing the history that took place, following the story of Ish, the deer hunt. All of those were not cutscenes.
By the definitions YOU where coping: cinematic experience=cutscenes. "Cinematic Experience" is just a marketing term, it means nothing. There is no better evidence then the fact that you fail at saying anything with meaning when just asked what it means.Aardvaarkman said:snip
Is the meaningful storytelling the letters/notes or finding them?Britpoint said:snip
And... if you take the anti-derivative of the derivative you get the original equation but with a C added to it instead of another constant that may or may not have existed in said equation! It all makes sense now!Smurf McSmurfington said:Hm... my final exam for this year is tomorrow (mathematics). And so is the final Jimquisition game of the year award video.
Coincidence?
I THINK NOT!
No, it was not. That's what you have inferred from the definitions I gave. I gave a fairly thorough explanation about how cinematic elements apply outside of cut scenes. What about that do you disagree with?Goliath100 said:By the definitions YOU where coping: cinematic experience=cutscenes.Aardvaarkman said:snip
No, it's not. It has plenty of meaning. I've also rarely seen it used in the marketing of games, it tends to be used more by critics."Cinematic Experience" is just a marketing term, it means nothing.
What did I say that lacked meaning? Have you ever even studied cinema? Cinema has a rich language that has evolved over the years. The language of cinema is now frequently used in games. How does that concept not have any meaning?There is no better evidence then the fact that you fail at saying anything with meaning when just asked what it means.
They're not an exception. They're very good games that are linear and have scripted outcomes. As a matter of fact, so was Resident Evil 4. What was the player arc in those games..? Wanting to see it through to the end because you like the gameplay, characters, story, and setting.Goliath100 said:I don't why they would be any special exception. Why does games? They are both old, and pre-Resident Evil 4.Casual Shinji said:How so exactly? Because by that definition, every non-sandbox game is a scripted event. Half-Life 2 and the Silent Hill games are a scrited event "equivalent to cutscene" too then, I guess?
well THAT was the point... I'm not sure what it exactly means (probably the stylised aesthetics that directed narrative presents that have evolved from movies) but a lot of people value it highly. However, you seem to be incapable of reading past that.Goliath100 said:What does that mean? Just answer that.Delcast said:...cinematic experience...
The problem is that all those games are, by now, old. Resident Evil 4 (which is the close to tLoU) was released in 2005, that is almost 9 years ago. Do not tell me that a game in 2013 should be judged by the same standards as a game from 2005.Casual Shinji said:Snip
Couldn't agree more. It's almost heartbreaking that for all the praise that is laid upon The Last Of Us, very little of it talks about how brilliant Gustavo Santaolalla's pieces were.Casual Shinji said:So much praise for The Last of Us from critics, yet never a syllable uttered regarding the stunning musical score. :'(
I'm always a bit sad to see this part of the game overlooked so much, because for me the game would probably be 30% less effective without it. It's that good. And that while it's the guy's first video game soundtrack.
Both. The content of the notes progresses the narrative as well, but they aren't just found willy nilly, there is gameplay associated with it. For example, you might find a note in a barricaded room. The note tells you why the room was barricaded, but before you find the note you have to overcome the obstacle of a door you can't open, perhaps by boosting Ellie up to a hard to reach spot so she can get through and open the door.Goliath100 said:Is the meaningful storytelling the letters/notes or finding them?Britpoint said:snip
And how is the puzzle a part of the overall narrative? To be clear: I'm asking for gameplay/mechanics informing narrative, not the other way around.Britpoint said:Both. The content of the notes progresses the narrative as well, but they aren't just found willy nilly, there is gameplay associated with it. For example, you might find a note in a barricaded room. The note tells you why the room was barricaded, but before you find the note you have to overcome the obstacle of a door you can't open, perhaps by boosting Ellie up to a hard to reach spot so she can get through and open the door.
This is an example of the narrative creating a puzzle and therefore context for the game mechanics. The actual content of the note simply fleshes it out.
I feel like you are being unbelievably vague in your request. Can you perhaps provide a couple of examples of games that in your view do what you are asking for really well (and explain why they do it well), so that I have a valid point of comparison?Goliath100 said:And how is the puzzle a part of the overall narrative? To be clear: I'm asking for gameplay/mechanics informing narrative, not the other way around.Britpoint said:Both. The content of the notes progresses the narrative as well, but they aren't just found willy nilly, there is gameplay associated with it. For example, you might find a note in a barricaded room. The note tells you why the room was barricaded, but before you find the note you have to overcome the obstacle of a door you can't open, perhaps by boosting Ellie up to a hard to reach spot so she can get through and open the door.
This is an example of the narrative creating a puzzle and therefore context for the game mechanics. The actual content of the note simply fleshes it out.
Yeesh, there's no need to be so confrontational about this. It's fine that you don't like the game, but is it really necessary to keep attacking people who did like it?Goliath100 said:*All the posts in one snip*
Oh, come on, he was clearly being hyperbolic. Or do you not get things like context and tone? Although I do agree that most of what he says shouldn't be taken seriously. After all, it's just a comedy video about games. there's not a lot about games that should be taken too seriously. Another hint: we're using a site called "the Escapist."bringer of illumination said:Jim does not get to have carte blanche for anything stupid he says, between the live actions segments that book-end the show and outside of blatantly highlighted hyperbole (which this was not), what he says has to be able to stand up to scrutiny, and if that can't be granted then NOTHING he says is worth taking seriously.
What does age have to do with it? We're talking about linear games, which according to you are bad because of cutscenes and scripted events. When there are plenty of linear games that are fantastic, precisely because they're linear and thus present you with a focused experience.Goliath100 said:The problem is that all those games are, by now, old. Resident Evil 4 (which is the close to tLoU) was released in 2005, that is almost 9 years ago. Do not tell me that a game in 2013 should be judged by the same standards as a game from 2005.Casual Shinji said:Snip
Because none are arguing that that Iron Man 2's(one of the worst games of the 7th gen) graphics good compared to Super Mario 64, or the first Tomb Raider. You are ignoring 9 years of development of interactive storytelling.Casual Shinji said:What does age have to do with it?
Cinematic experiences in games does not necessarily mean scripted events, though considering a game is only a compilation of scripts any event can technically be considered a scripted one.Goliath100 said:What you are posting is telling me that "cinematic experience" means cutscenes (in a game context).Aardvaarkman said:snip
There is more to TLoUs exploration then just the notes. Stashes have their own stories, the environment sshows the ruinage of mankind but also the reclamation of the land by nature (life goes on)... throughout the game, despite never leaving the here and now outside of the opening sequence, we are shown a story that stretches 20 years, from the beginning of a nightmare to the world TLoU has become. Catching a group of enemies unaware will usually get some sense of these characters lives, often carrying a sympathetic element. Stumbling upon an infestation has it's own set of tells and stories. The world tells us about what has happened, it tells us about the nature of things in this ruins of man and more importantly it tells us what Joel has faced in that time and all that Ellie has ever known.Goliath100 said:Is the meaningful storytelling the letters/notes or finding them?
What makes you think that a game of 2013 is automatically better then a game of 1990? Bigger budgets? No, if anything the budgets of games has stifled quality and innovation, not enhanced it. Larger studios? I think the old adage is "too many cooks spoil the broth". Better Tech? Certainly this makes a difference, but ultimately the tech are just tools for manipulation. A few hundred years ago to do a painting you need to pluck the hairs off of animal directly to create your brush, mix your own paint from scratch and still create works of art that are revered to this day as exemplary. Just because paintbrushes can be made from plastic fibers instead of horse tail and paint bases are manufactured for ease of use, does not automatically make modern paintings superior.Goliath100 said:The problem is that all those games are, by now, old. Resident Evil 4 (which is the close to tLoU) was released in 2005, that is almost 9 years ago. Do not tell me that a game in 2013 should be judged by the same standards as a game from 2005.Casual Shinji said:Snip
I will have to go with that one as well. Personally if I had my way The Last Of Us would not end up on anyone's game of the year list. The story was amazingly engrossing but the gameplay was so damn linear, restrictive, and mechanical in an open world "ATMOSPHERE" that I just could not compel myself to finish it by any stretch of the imagination.Bittersteel said:Please be Metro Last Light tommorow.Please be Metro last light tommorow. Oh, who am I kidding. Of course it won't be.