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The Last of Us

  • Mazy
  • December 11, 2011 at 9:03 AM
  • blackdog
    • May 23, 2020 at 9:41 AM
    • #341

    Been up most part of the last three nights and completed this!

    Outstanding game, shoots at the top of the best narrative games. This alone was worth getting the PS4.

    Any Mapcorean worked on this?

    I realised there actually is a chapter unlock, I’ll definitely replay the winter section, the sandbox maps on the shore are so beautifully designed, it was incredibly fun to predate on the scavengers.

    ~ I can’t shake off my head the parallels with HL in terms of level design, might just be the choice of locations… I guess we’ve seen it “all“.

    I dunno how this is possible, but it also felt the infected AI was less consistent two-thirds if the way in, with clickers suddenly detecting me from further away sometimes, despite being sneaky, despite having got past the very same ones without a problem on previous attempts of the same section, with them even almost colliding with me at times.

  • -HP-
    • May 24, 2020 at 7:21 AM
    • #342
    Quote from blackdog

    21 hours ago, blackdog said:

    I dunno how this is possible, but it also felt the infected AI was less consistent two-thirds if the way in, with clickers suddenly detecting me from further away sometimes, despite being sneaky, despite having got past the very same ones without a problem on previous attempts of the same section, with them even almost colliding with me at times.

    Yeap, tlou1 is amazing.

    As for clickers. Even though they've got no eyes, they can see with sound waves, like bats. So if you're out in the open moving around and they're facing you, they might spot you even if you're sneaking. If you hear them clicking, you're better of staying behind something or just stop moving entirely until they stop.

  • blackdog
    • May 31, 2020 at 10:24 PM
    • #343

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    @[HP] i know about the “radar” tracking, it was well explained at the beginning. I’m not sure if this was my feeling because I had a substantial break between playing the first half and second half of the game, but it really feels like a problem with the pathing and nav meshes as what felt to be identical behaviour on my part, resulted in the wildly different results. Since I feel this problem happened in the last bit of the game, it seems plausible they could have had to rush and skimp on some testing to finish in time ??‍♂️

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