Botch, that part where you get the battery out of the high school is, in my opinion, one of the worst parts of the game from a difficulty spike standpoint. That was one of the areas of the game where I died probably a dozen times in experimenting with stealth. It did not go well.
That's why, while I'm glad I played on Survivor at least once, I don't think I'd do it again because I would resent the difficulty spikes in the game. I feel the same way when I want to play Mass Effect 2 again, and then I think of the two battles with that stupid praetorian creature; puts me off.
As for supplement upgrades, it's funny Dix, I went the complete opposite as you: got extra health and aim steadying early, and never took the clicker-shiv upgrades. I liked the extra health because I got into so many melee situations where I'd take at least a few blows. It saved me many tedious deaths. Whereas with any time a clicker killed me, I found typically there would be an auto-save no more than a minute or two before any of those situations.
The AI honestly is ramped up though on Survivor - you can't get as close to clickers nor sneak past them as quickly. It sounds anecdotal and not real but one needs only test it out to see how real it is. Which does seem strange - AI "upgrades" are usually not a part of difficulty levels because I'd assume you want the AI to be at its best no matter the difficulty. Like I said though, I never ran into a part where it was completely broken because of Survivor difficulty. The same spikes generally exist in all difficulties (the first clicker in Boston, the high school, and so on). Fortunately I think all the worst parts of the game are in Boston, so once you leave it only gets better.
If being wrong's a crime I'm serving forever
Me too. In fact, I think the stab-a-Clicker-in-the-head upgrade was the very last upgrade I took. Not that I was some ace against Clickers, without it, I just... dunno, it didn't call out to me I guess.
I read an interesting design fact: they didn't decide to make practically every close encounter with a funga-zombie an immediate fail until days before they went gold. Apparently they struggled for months to get the feel right with various hand to hand controls, L4D-ish shoving, more and less damage, etc etc etc and no matter what they tried it never quite *ahem* clicked.
Normally having to repeat a brief sequence dozens of times is a turn off, but I rarely minded it in The Last of Us. I always saw obviously unfair sections as intentional set pieces designed to teach me some skill, and most other deaths were caused by my carelessness rather than inherent game difficulty. I did grind my teeth a few times in that Bill's Town section, because that was when the "clickers use echolocation" thing really broke down.
It's a pretty hard game, when you analyze it. Yet it's also one of pretty consistent progress, with a few sort of tar-pit areas where it does take a hundred tries (the office building, for example). For a game that will kill you constantly, and often give you no chance to survive once shit starts to get real, it's amazingly non-frustrating. I don't know anyone who threw their hands up. And big kudos to Naughty Dog for allowing on the fly difficulty change. It's unbelievable how many developers can't be bothered.
Life is the misery we endure between disappointments.
Yeah, it's a little infuriating how many developers treat playing on a higher difficulty sort of something you have to earn. I mean, not in the sense of unlocking that super-hard Survivor or Crushing difficulty level by completing the game once, but in the sense that with a lot of games, if you start on Medium, get a few levels in, and want to bump up to Hard, you've gotta start over. I get that I suppose it's a way to prevent people from getting to hard parts, bumping the difficulty down, and passing them easily, but still.
"Home is not a place. It is wherever your passion takes you."
I'm past Pittsburgh now. Oh man has this game got its hooks into me. It presents a vision of a ruined society so well, almost incredibly well - rural, suburban, urban, all of it. The level design and art direction just really reinforce it all.
I guess I shouldn't be surprised, but sheesh what a dark story this is. As for the game itself, so far the only frustrating part for me has been that initial encounter with the clicker mob. It's why I took the shiv upgrade. I've gotten by so far with no health upgrade.
Is there any way to get a different outcome with Henry and Sam? Sam got infected, and Henry shot the boy, then himself.
Rule #2: Double-tap
That is one of the weird parts of the game where it seems like you have a choice:
(shoot the infected going after Henry or the one after Sam) but it does indeed not change the outcome whatever you do.
If being wrong's a crime I'm serving forever
I've held back joining in with the Last of Us chatter because of my Games of 2013 list but now that's out of the way and open to all, I'll just say that I echo a lot of what's being said in here.
I agree with xtal that the harder difficulties are the way to go but I can't remember whether I went hard or survivor. As for the upgrades, because I was on hard (or survivor) health was important but I definitely prioritised shiv skill and weapon sway. I had a lot of trouble with clickers early on so the ability to jab shivs in their necks couldn't come soon enough. The subway station was tough but the cemetery caused the most restarts for me. In the end I discovered a very cool trick where I tossed a bottle at a patch of ground just ahead of me, waited for all the clickers in the area to run to that spot, then tossed a molotov in there. Finger clickin' good. Oh and I just remembered: the bit in the flooded basement where you have to get the generator up, grab a key card and avoid a bloater was really rough. In the end I snagged the key card before heading for the door.
For the record, I loved the bow the most. Silent take-downs and retrievable ammo? Yes please. One of the later weapons I didn't get a chance to fire once unfortunately, as much as I wanted to. I was waiting for an impromptu bloater attack that never came!
I forgot about the hotel basement, Gregg. That was my least favourite part of the game; you were in the hotel way too long. Really think about all the parts.
- First the sneaking through the rooms with all the soldiers
- Then after you fall down the elevator shaft and you're in the flooded basement
- After you get through that generator scene with the bloater you're then in the kitchen and building escape
- Then technically the last section, when you get outside on the scaffold and have to fight through that little square
Went on way too long, much like the office building from hell in Boston.
The cemetary was kind of annoying, but it was quite possible to sneak through it all. But shortly after that was the annoying high school part. Lots of 'meh' crammed into a short section.
If being wrong's a crime I'm serving forever
The high school part? I recall the beginning of it but can't remember much more... it wasn't that long was it? I don't remember much of the office building section either.
One of the things I really loved about The Last of Us was seeing Ellie attack people who were tussling with me. Take that Elizabeth!
The high school wasn't that long but it ended in your first encounter with a...whatchacallit...the big guys that are freaking impossible to kill. Bloaters? Bloaters, maybe. And you actually had to kill that one, unlike most of the others in the game which you could potentially bypass or run from with a little care.
"Home is not a place. It is wherever your passion takes you."
Yeah it was a bloater. I can't remember if it was explicitly pointed out at any time in the game, but their weakness was fire. One molotov and a well placed shot or two could finish them off if you were lucky. Sometimes a second molotov helped.
Gregg, the high school wasn't that long like you say; I just experienced a lot of trial and error there which seemed to prolong the place. Specifically when you had to sneak through that lab/classroom; there were a couple clickers around there who seemed very sensitive to any wrong move, and like many other tricky parts they had runners around them.
If being wrong's a crime I'm serving forever
I went guns blazing in the high school, since there seemed no other way. I completely sneaked through the cemetery, using bricks as distractions. In the basement with the generator for the keycard door, I had found the card in advance and just ran for the door after starting the generator. I made it even though I got lost, but it took a failed try to get it right.
More recently it took me several attempts to get through the part in the abandoned buildings with Ellie and that creepy guy, after she kills the buck. But in general, sneaking around with Ellie was a blast. I took out all of those men one by one instead of sneaking past because my Ellie is a stone-cold killer and those bastards had it coming all of 'em. I love her little comments after downing someone.
All that said, despite a few frustrations here and there, I find the action fun, tense and engaging. I'm a little more free with the bombs and molotovs now which only adds to the thrill. And you guys are nuts: listen mode is awesome! I use it constantly because I am one with my surroundings.
Rule #2: Double-tap
geggis said
When you pull the ladder up to the sort of walkway or balcony running around the foyer there's a narrow ledge on the right that you have to shimmy down. I think it's over that way somewhere.
Oh, this is correct. I missed it my first time too. Didn't realize you could shimmy over there. And that particular safe has one of the most crucial items in the game: training manual to make shivs last longer.
If being wrong's a crime I'm serving forever
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