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The Last of US – 10 years later. Review and analysis of the game

“One of us” is one of the most cult games of the 21st century. The sensational game, praised by critics and players, became for some time a record holder for the number of awards. After such success in sales – the game fell into the stiff shackles of the greed of its creators. They managed to sell the game several more times in a row, making a pseudo-repairer (the next year …), releasing a comic book, “one of us: American dreams” (which also managed to sell and re-erace several times), and releasing DLC ​​“One of us: the remaining behind” for both versions of the game (PS3 and PS4), which was then laid out for sale as an independentgame. Thus, the “remaining behind” ceased to be DLC and became a “addition”. Yes, I have not seen this for a long time … But, God with this studio. Like a game?

I missed the game at the time of hype, since I was not the user of the PlayStation console. Well, she did not particularly interest me so that for the sake of her to rent a console.

It passed it for the first time in 2023. In this analysis review, I will view the original game “One of us” (2013) released on the PlayStation 3.

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What can I say in short? The game is definitely good. Not a masterpiece, but good. Naughty Dog studio has done a very high -quality job. The second wind in the zombie “zombie-apocalypse”, presenting this at a new level of seriousness and realism both in terms of directing and in terms of production. With an impressive acting game, detailing the world and so on.

We will analyze and analyze each component of a video game work. Find out if everything is so smooth with the game? Are there any things that are done in the game? And who is actually the main antagonist of history?

The continuation of this review will be published in my YouTube channel in the future. And all schemes and feet will be in my VK group

1. Gameplay

Genre at the game – Action-Dventure. Gameplay mechanics: a frame of climbing on absorbing surfaces, pumping, near -battle weapons, puzzles – all this is part of the genre Action-Dventure. Also in the game there are gameplay mechanics from other genres:

1) shooting (from the genre Shooter).

2) variations of evasion from opponents, the usefulness of equipment (from the genre Stealth).

3) sound design, sappress (from the genre Survival Horror).

4) craft (from the genre Survivar).

And in the end, https://sistersitescasino.co.uk/casinos/666-casino/ the developers more or less coped with everything. Actually, their genre, they know what to do. Now we will analyze each item separately, but before that we will mention the complexity.

1. Gameplay – 1.1. Complexity

As always, I will pass the games only on hardcore. Here I have encountered disappointment-the game does not allow you to play at the maximum level of complexity, you need to buy it (well, “-50” points of my respect).

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Okay, we solved this problem. If we are talking about complexity, then you need to take into account two points: difficulty “Like a game” and difficulty in plan “Thoughtfulness of the mechanic of the gameplay”. As a game – “one of us” is not complicated (well, if, of course, your hands grow from where you need and you will fall into the head of the enemy from the first shot). In this regard, the middle toy, the challenge is not particularly. But in this case, this does not affect the quality.
But what affects is the complexity of the mechanic themselves. And here everything is fine. Stealth and combat system harmonize well with each other. If you want to chop everyone, you have to think about supplies and study the location in order to think about the way of departure. If you want to go purely on stealth – there will be a good puzzle.

1. Gameplay – 1.2. The combat system

The combat system consists of close combat and shooting from weapons. Since the game is not “deep” (this is when the game consists of several genres, that is, the mechanics of the shooter remained mechanics, without turning into a full genre), the combat system must analyze in one section, one.

The close battle offers us a fight with fists and several items: a board, a pipe, an ax, a bat, a machete. They can be improved, so they will kill opponents from one blow.
The process of the battle itself is honestly, the most casual, single -flowing. But the developers knew that this was a problem, so they tried to hide it and embellish it. They did it. The fight looks incredibly juicy and pleasant. Got out.

Setting up – just amazing. They also demonstrated excellent work with the camera. Interaction with the location – finish off with your foot, breaking through the skull on the floor, break your head on the table, cabinet or wall. Thanks to these details, the player will be about and without fleeing the hand -to -hand fight to enjoy this spectacle. Each animation transfers all the weight and strength emanating from the characters, which enhances the immersion in what is happening.
There is also a knife in the game, which in fact is a currency (roughly speaking – it is a pass to all secret places), but they can also kill
There are a lot of weapons in the game (especially if we talk about online). Arsenal is limited in the story campaign, and there are no many guns that are available online. I’ll tell you about firearms in short, since it is not an independent evaluative element in the game. The shooting is cool, pleasant. There are many types and groups of weapons. Onions, like a knife – weapon for stealth. Everything is fine by giving. The weight in the game is not really felt. Only during aiming, when we play for Ellie. It can be seen that she is harder for her. There are also bombs and Molotov cocktails.
The fight itself is fully realized by immersion, but this is not without the help of stealth. Fighting can really differ every time.

Stealth in the game is not bad. In terms of gameplay, it is pleasant, but it brings the stupidity of artificial intelligence (this will be discussed later). It is possible to throw smoke bombs, strangle enemies or use them like a shield, hiding from shots;distract, throwing bricks and bottles. In the game you can run away by confusing the opponents, thereby they will lose the player. And most importantly – stealth is really useful. It is used by the game design – there are a number of episodes when you need to go through the fragment only on stealth (more on this in the section of the puzzles).

1. Gameplay – 1.3. Pumping

In the game, according to classics, pumping consists of two sections: pumping a character and pumping arsenal.
As for the weapon – if you play the “light”, there is enough resources to pump everything, but at the level of complexity “realism” pumping will work differently. There are so few resources that you have to think that downloading, starting from what style of passage you have chosen. Naturally, it is worth downloading the vitality of the knife, for it is not only your salvation from death (when you were seized), but also the key to all the doors behind which is valuable pudding.

Cold weapons are improved by survivability and ability to “kill from one blow”. Pumping is carried out on workbench, for the resource “trash”, which you collect as you pass. The process of pumping itself is divided into several levels of skills. To unlock those very skills – you will have to very carefully search the locations, the benefit of the levels are the most linear (more on this later).

Passing the character. In general, there are no questions for pumping – all working. Logic is a little doubtful: for example, it was annoyed by the fact that the protagonist in the original aims as a drunken drunk (and he has been working as a smuggler for several years), and accordingly you have to pump the stability of his aiming. This creates a branch artificiality. That is, the game forces it to download it.

1. Gameplay – 1.4. Lut and research of the world

As for the study, then everything is scarce (more in the section of Levele Design). Is it possible to investigate in the game and is there any meaning? You can explore in the game – searching every stone and a cabinet in search of precious resources for survival. At the level of realism, you will literally cost every landfill. Resources by the number of types are not enough, but to explore the meaning. From the useful – at the levels you can find tools that will open a new level of weapons pumping, and directories that will open new craft recipes.

Also in the game you can explore the locations in terms of Laura. You can collect medals and comics hidden on locations for Achovka, as well as find many notes, photographs and letters that are immersed in the atmosphere of the world and ENT. Monotonous, not everything is interesting, a little useless, but what we have.

As for the interaction of the character with the location, in the game you can hide, thanks to Stlace mechanics, to climb on various surfaces, take the boards/stairs and use them to overcome obstacles, swim and push the boat on the water (in order to transport characters who do not know how to swim), and spectacularly climb over obstacles (slip through the table, climb into the window, etc. D.). It is possible to choose bottles, bricks to use them against enemies. Enemies react to loud sounds. Also, if you touch a box, chair, and t. D., which will make a sound – enemies will react to it – it pleased. In general, basic, good interaction. Without unnecessary, unnecessary details, but not maximum.

In the game you can crash in the game, a throwing arsenal (bombs, smoke, and hammers) + make first -aid kits, and knives. You can craft a very small amount of things, this is of course a separate fale of the game. But the game uses each item to the maximum and we will constantly make them. So, their incredible usefulness is a certain plus, and this proves that the developers thought out this moment.

1. Gameplay – 1.5. Opponents

With opponents trouble in terms of diversity. We have 2 types of people: bandits and military, and 3 types of infected: runners, clicks and swamps (and the last boss in general).

This is very little. Just catastrophically. This is one of the main disadvantages of the game. But their behavior, interaction with each other and the process of battle saves their behavior. The thoughtfulness of animations, the reaction to the actions of the player and details that create the effect of realism (for example, when you begin to strangle the enemy, and he tries to do anything with all his might, reaches out with his hands, but nothing can). The only thing, in the concept arts of the game that are on the main menu, several more types of infected were demonstrated. It can be seen that we wanted to add more, but, unfortunately, on the release we have only 3 types.

Runners. 1st stage of infection. Gameplay: they quickly run, have vision, that is, they see a player, small damage. If you click in a corner – count, you are a corpse. Are in different stages. At the stage of hysteria – they do not see the player, driven into their “depression”. If you approach at a distance of 2 meters, they will attack. At the stage of hunger – eat carrion. They don’t care about the player. In the usual stage – roaming by location. So, from one enemy, the developers were able to make several variations for a variety.

Nutcrackers are a real danger (if you do, you will not do anything, you will die instantly). Incredibly tenacious. Blind, focus on hearing. To escape from them in close combat, you need to pump a special skill that will allow you to fight off them with a knife. There are in two stages: ordinary and sleep (stand still).

Bandits/thugs. Often act together. Are the most frequent opponents in the game. On them we at the beginning of the game and study the combat system and stealth. There is nothing more to say about them, like opponents in small quantities are boring, but when there are 10 of them – it becomes interesting.

Soldier – the enemy in second place in danger (on the first – Topyak). At the very beginning of the game, we have no way to kill them because of a weak arsenal;We pass purely on stealth. But in the end – they let us play out. And this is not the simplest task. And the whole point is that we meet a new weapon that appears only in the final – automatic. Well, of course, they are in very powerful armor. The battle with them takes place in the perfect balance of Stlax, shootings and hand -to -hand combat.

That’s what cannot be scolded is the design of enemies. Even the tramps and bandits, who in themselves are boring as an idea, are thought out in design to the smallest detail. Nothing to say about infected people – amazing.
Bossov surprisingly units. The first boss is the Topyk, which takes place in the closed arena with partners, for which artificial intelligence plays. The boss is simple, but he makes it clear that if suddenly the swamp meets again – you are a corpse, and there is nothing to do if: if:

Passed, the boss is light, weak in the variety of attacks, but, damn it – is remembered, and you will experience a certain impact. He approached him dense to see the animation of death (she must be unique from the boss). Tin – it was scary and cruel. Put the plusik. The second boss in the game is an ordinary man-mannibal man. And, moreover, we are fighting him already for Ellie.
The boss is very cool and worked out. By gameplay – strained fierce. And, of course, the battle passes according to a completely different rules, holding a balance between Stlace, Trash and running. So also in the steep location of the burning mansion.
All. There are no more bosses in the game. There was no battle with the main antagonist, since the antagonist is not even a character … but we will return further to this. Yes, there are few bosses, critical. But the developers saved the situation, making unique game design episodes, which, in principle, coped and filled the gaps in the form of missing bosses in the game.

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