Which is better,which is overrated. Bioshock infinite vs the last of us

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Lightknight

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zombiejoe said:
Interesting story about that.

I was psyched for Bioshock Infinite right from the start, and when I played it, I did enjoy it. And then slowly I began to realize that it really wasn't as good as it could have been. It's an ok game, but not nearly as good as everyone claimed it to be.

Conversely, I actually held negative opinions on The Last of Us a long time before it came out. It was childish, but I felt as if a lot of what was being promoted in TLOU had been done in a lot of other games that didn't receive nearly the amount of attention they deserved. But when I did play The Last of Us, I gotta admit, I did think it stood as a very well done game. I'm not sure if I would play through it twice, but I really did enjoy it, even as time passed.

So if I was going to recommend one game over the other, I'd say The Last of Us is better. But the hype it got was still silly.
I'd place the degree of quality in the Bioshock world as Bioshock, Bioshock Infinite, and then let's all just forget about Bioshock 2.
 

zombiejoe

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Lightknight said:
zombiejoe said:
Interesting story about that.

I was psyched for Bioshock Infinite right from the start, and when I played it, I did enjoy it. And then slowly I began to realize that it really wasn't as good as it could have been. It's an ok game, but not nearly as good as everyone claimed it to be.

Conversely, I actually held negative opinions on The Last of Us a long time before it came out. It was childish, but I felt as if a lot of what was being promoted in TLOU had been done in a lot of other games that didn't receive nearly the amount of attention they deserved. But when I did play The Last of Us, I gotta admit, I did think it stood as a very well done game. I'm not sure if I would play through it twice, but I really did enjoy it, even as time passed.

So if I was going to recommend one game over the other, I'd say The Last of Us is better. But the hype it got was still silly.
I'd place the degree of quality in the Bioshock world as Bioshock, Bioshock Infinite, and then let's all just forget about Bioshock 2.
Honestly, I'm probably gonna get shit for this, but I really don't see what was so bad about Bioshock 2. It wasn't as good as one, but I think there are a lot of elements that shine in that game, at least in concept.
 

putowtin

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Bioshock Infinite
Seriously the last of us bugged the crap out of me. I can't quite explaining it, call it a gut feeling but I just didn't enjoy the game and couldn't understand the hype.
 

Mikeyfell

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I came to this conclusion last year. They're both exactly the same level of quality

The Last of Us has a better story and slightly better voice acting
Bioshock Infinite is slightly more fun to play


The Last of Us is really solidly designed but riddled with little nitpicks
Bioshock Infinite is kind of sloppily designed with one really big problem right at the end

Last of Us has really shitty multyplayer
Bioshock infinite has really shitty DLC


I think they're both over rated to exactly the same degree even they're both very good games and both worth playing
 

UsefulPlayer 1

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I think the Last of Us should win because it incorporates cover based gameplay without having you stick to the walls like a fucking magnet. Just play Hitman Absolution to see what I'm getting at.

Both games are fantastic. Infinite had the better Sci-fi story and pretty good gameplay, but the Last of Us had fantastic gameplay in stealth and combat.
 

Lightknight

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zombiejoe said:
Lightknight said:
zombiejoe said:
Interesting story about that.

I was psyched for Bioshock Infinite right from the start, and when I played it, I did enjoy it. And then slowly I began to realize that it really wasn't as good as it could have been. It's an ok game, but not nearly as good as everyone claimed it to be.

Conversely, I actually held negative opinions on The Last of Us a long time before it came out. It was childish, but I felt as if a lot of what was being promoted in TLOU had been done in a lot of other games that didn't receive nearly the amount of attention they deserved. But when I did play The Last of Us, I gotta admit, I did think it stood as a very well done game. I'm not sure if I would play through it twice, but I really did enjoy it, even as time passed.

So if I was going to recommend one game over the other, I'd say The Last of Us is better. But the hype it got was still silly.
I'd place the degree of quality in the Bioshock world as Bioshock, Bioshock Infinite, and then let's all just forget about Bioshock 2.
Honestly, I'm probably gonna get shit for this, but I really don't see what was so bad about Bioshock 2. It wasn't as good as one, but I think there are a lot of elements that shine in that game, at least in concept.
It was more that it was void of soul. The levels felt really small and fake. I think that's the sum of it. The truth is that it's a better game than a lot of other titles that crop up every year. But a legitimate successor to Bioshock 1 it wasn't.
 

Bluestorm83

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Both are Overrated.

Both are Better.

Just depends on who you are, what you're looking for, and how you want to get it.
 

Ticklefist

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Bioshock Infinite is really good once you stop looking down your nose at it. Haven't played the other one.
 

Casual Shinji

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Lightknight said:
If I had to babysit her for any significant portion of the game then I'd have hated the game more than anything I could imagine. I've stopped games cold over escort missions. I'm not alone on that either. They conveyed the overall message of an escort mission without dragging it down with the specifics of one. Perfect on them. Every single escort beyond that would be a negative for me. I did enjoy the sniper scene where you're protecting them from invading enemies. But that's hardly escort material so much as cover fire.
Hey man, Resident Evil 4... Just saying. ;)

Anyway, The Last of Us could've used some physical interaction with Ellie during combat. Not even in the form of protecting, but like the way Ellie could bail you out of trouble - Have it be some sort of synergy that you as the player can influence somehow, instead of it being depended on the whim of the A.I. Now this would've probably been a colossal task for the programmers, but something along those lines would've helped in making Ellie feel like a more physical reactive presence.

Oh? I don't know how you swim but I'm fully capable of swimming in the direction I want. Doors submerged in water don't magically confound me. Heck, in real life I'd grab hold of the door frame and pull myself through. But Joel just can't seem to understand the difference between trying to swim into a door and trying to swim into the wall immediately to the left or right of a door. The main risk of drowning arose only from his blatant and frustrating incompetence and recognizing what the player was trying to do. That is a flaw in any game.
I'm certainly no strong swimmer, but I doubt people in general are very agile in the water unless they're well trained athletes. And when I see Joel swim I'm like 'Yeah, that's typically how we swim'. Of course you can say that anybody would use their hands to help push them along underwater, but that would've necessitated a whole new mechanic on top of the seperate one reserved for swimming. And when putting swimming sections in a game that is not primarily about swimming, it's like making an entire seperate game. So I tend to give developers some slack in that regard.
 

Goliath100

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Casual Shinji said:
...so maybe it actually pulls it off. It would be the first though.
Which it does. Because its a Moral Point System, not a Moral Choose System. They serve the same purpose in a broader sense, but a MPS is only hinted at and done through main mechanics. For example:

PoolCleaningRobot said:
Given a kid a bullet is 2 karma points[...]
...is the game's way to say: "hey, there's a Moral Point System, you (the player) should keep that in mind." Other than one other moment, everything else works in as character moments and/or as ties in with the themes.

...it does end up being math.
All games end up in the end as math. But especially if you see it in a context that reduce it to numbers.
["quote="" post="9.850253.21016275"]Not every [game]story needs to be decided by a player.[/quote]
You do know that the player is the protagonist? In every game ever.

And can you please explain to me why combat difficulty isn't interactive enough to convey a message?
Because it's only a small part of the large combat system.
How is that any different than what's already been said about LoU? Because the player makes choices?
Kinda, its because the actions themself aren't what's important, but why the player do them is the important thing. An example in 2033 is the requirement of stealthing through some segments. Seen, through purely main mechanics, what asked of the player is do you stealth or do you shoot . In the context of the MPS, what is asked is do you take the time to find the "right" but harder way and stealth your way through , or do you do you force you way through with violence .
 

klaynexas3

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The story, plot, and characters of TLOU was better than Infinite, and on top of that the gameplay fit the game better than Infinite's did. Infinite's gameplay was more fun and its universe is more interesting. Neither live up to that big game changer, but I'd say at least TLOU manages to pull of characters probably better than any other game I've played in awhile, so it's the one that actually feels closer to something fresher. So ultimately, I'd say TLOU was better, Infinite was overrated.
 

PoolCleaningRobot

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Goliath100 said:
All games end up in the end as math. But especially if you see it in a context that reduce it to numbers.
Its math specifically decided by the game when you have enough karma points. Bullets as money may be math, but its an interaction that's entirely up for the player to understand and weigh, giving it more meaning

You do know that the player is the protagonist? In every game ever.
Have you considered that's not true all? The only thing the player and the protagonist share in every game is perspective. But more on that in a minute
Because it's only a small part of the large combat system.
Interesting how this all got started. Your thesis was:
1) LoU's can't stand on its gameplay alone and
2) Its gameplay and story don't interact

You now are saying LoU has a large combat system and that it interacts with the story. If I didn't know better, I'd say you're just changing your argument with a "true Scotsman fallacy" and you're just grasping at straws. But let's just pretend I do know better. How is it "a small part"? Its the collective of enemy AI and behaviors and the strategies that need to be utilized to respond to threats in the game. Your Metro example is just "press X to take the grieving widow's money" and a bunch of obscure mission objectives.

Kinda, its because the actions themself aren't what's important, but why the player do them is the important thing. An example in 2033 is the requirement of stealthing through some segments. Seen, through purely main mechanics, what asked of the player is do you stealth or do you shoot . In the context of the MPS, what is asked is do you take the time to find the "right" but harder way and stealth your way through , or do you do you force you way through with violence .
Uh, I've played Metro like 10 times and I've tried to stealth through the said mission every time and its pretty hard. But the combat is also just as hard so of course the player tries the stealth method, gets spotted, tries again, gives up and shoots their way through. What are you implying this means for Artyom? In the middle of his constant resetting of reality he said "Fuck it. Imma kill these bitches."

You see, in every video game you experience a story (or even a basic series of events) from someone's perspective. Sometimes its more than one person. Sometimes the character is "you" and you have massive character creator levels of control over them. Sometimes, like the case of Metro, you're thrown into someone else's shoes and asked "what would you do?" Or in the case of games like LoU, you're asked to experience and empathize with someone else's choices like Joel and Ellie. The whole point of LoU, is natural selection or kill or be killed. Life doesn't always give your choices. You can chose what will help you live, or you can die. It would have been a very boring game if Joel was killed in the first 15 minutes for being a Good Samaritan
 

Lightknight

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Casual Shinji said:
Hey man, Resident Evil 4... Just saying. ;)
You mean the last game I played in the series and the first one I didn't finish playing through because, try as I might, it wouldn't let me kill that ***** and move on with my life? Hardie Har Har. I wish I could be present in the storyboard room any time someone comes up with an escort mission like that.

Anyway, The Last of Us could've used some physical interaction with Ellie during combat. Not even in the form of protecting, but like the way Ellie could bail you out of trouble - Have it be some sort of synergy that you as the player can influence somehow, instead of it being depended on the whim of the A.I. Now this would've probably been a colossal task for the programmers, but something along those lines would've helped in making Ellie feel like a more physical reactive presence.
Sure, though I felt like Infinite's girl was annoying. I didn't like having to press a button and be tossed stuff from her all the time, it took me out of the action and I almost never needed anything she had to give me. All the developers had to do was script some baddies that would meander onto the screen from time to time that she could drop, sniper style.

But honestly, I don't think they wanted to make her out to be a super badass. The reliance on the player made the protection instinct a major part of the game. But yeah, maybe there would have been some way to incorporate her a bit more. I'm just not sure what way would have actually enhanced the game. It was nice to be able to forget about her and focus on enemies when the time came.

I'm certainly no strong swimmer, but I doubt people in general are very agile in the water unless they're well trained athletes. And when I see Joel swim I'm like 'Yeah, that's typically how we swim'. Of course you can say that anybody would use their hands to help push them along underwater, but that would've necessitated a whole new mechanic on top of the seperate one reserved for swimming. And when putting swimming sections in a game that is not primarily about swimming, it's like making an entire seperate game. So I tend to give developers some slack in that regard.
It's not about agility. It's merely about swimming in the direction you want to. And God forbid you try to swim into a door or submerged bus that the developers put there for you to explore. He goes all crosseyed and forgets how they work because "water". Did you ever die inside a bus struggling to angle the analog just right to get the guy to swim out the door? Ridiculous.

If this wasn't such a known complaint with these sorts of games I'd give developers more slack. My only allowance for TLOU here is that they actually had a reason for including swimming scenes as a mechanic. It worked. I just hated it. Not as much as I hated it in Uncharted though.
 

Goliath100

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We gonna need to hammer this out before getting anywhere. To make it simple, I will refer to the player as "player" and player character/"protagonist" as "avatar".
PoolCleaningRobot said:
Goliath100 said:
You do know that the player is the protagonist? In every game ever.
Have you considered that's not true all? The only thing the player and the [avatar] share in every game is perspective.
The player is part of the avatar as long as the avatar is playable. There is no getting around this. The avatar is an incomplete being until the player completes it. And I don't know what more there is to say about it. Without the player, the avatar is brain dead. See how long Joel (or Sarah) gets without youdoing something. The avatar is incomplete without the player.
Just in TLoU you got 3 different avatars, how is it any of themes "perspective" when..:
1) ...the only constant one is the players.
2)... the player is in (almost) direct control of their bodys.
The actions taken in gameplay is the player's, not the avatar's. The player is the one taking the shots, sneaks around and walks around. The best argument you can make is dual protagonists with both player and avatar as protagonists. But that still makes me right about the player being the protagonist.