[PS3]The Last of Us

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That is definately true, but then again, it would appear to be a very different game. But surely, Gears of War or Killzone was more swearing. Or perhaps it's just because the swearing in those games usually seems to unnecessary?
That's also very true. And I don't know 'bout Gears of War because I don't have an Xbox 360 but Killzone was about the same for me.
 
Then I'm sorry to say that you haven't played a lot of other modern games. :)

I like to play open world games, so that might have an effect on the swearing. To me, all the swearing seems forced, as if the characters swear just because they can. Don't get me wrong, I think this will be a great game, but I feel that all of the swearing kind of distracts from everything else. Sure, some swearing adds to the post apocalyptic theme, but it is a bit over the top.
 
Far Cry 2 as an open world game has quite a bit of swearing - mostly amusing. However, forced or not, I think it depends more upon the story environment. There will be a lot of unhappy survivors ekeing a living out amongst the ruins - polite language is not going to be very high on their priority list.

Think about animals, say ape packs when they confront each other - you get lots of noise and bluff to warn the opposition off; swearing is often just a bluff and therefore a reasonably expected part of such a scenario as this game will be portraying. I don't think it'll be forced therefore, as ND are too good at storytelling to fall into that mindset.
 
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Kojima-san just posted this twitter picture, perhaps he got a chance to play a newer demo.
 
^^

- You can hear a bit more of the infected beings at the start of the video.

- Ellie more aggressive, teenage hormone kicking in, uses more language

- New character/ally, Bill, voiced/mo-cap by Hollywood character, W. Earl Brown.


Nice cut-scene though! 👍
 
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- Ellie more aggressive, teenage hormone kicking in, uses more language
I wouldn't say it's "teenage hormones kicking in". Based on the way the arrive at the safehouse, the sounds of the infected outside and Bill inspecting Joel's neck for fungus, I'd say they've just had a close call and adrenaline is coursing through Ellie's veins. Ellie does experience classic signs of shock, which is consistent with adrenaline.
 
I wouldn't say it's "teenage hormones kicking in". Based on the way the arrive at the safehouse, the sounds of the infected outside and Bill inspecting Joel's neck for fungus, I'd say they've just had a close call and adrenaline is coursing through Ellie's veins. Ellie does experience classic signs of shock, which is consistent with adrenaline.

I like that it's possible to have a sensible discussion about what causes the characters to behave the way they do. This is great storytelling.
 
Digital Foundry on The Last of Us

Digital Foundry
There's a range of new technologies added to the Naughty Dog engine in The Last of Us, but, surprisingly, relatively few of them are related to the rendering fundamentals. Resolution remains unchanged at standard 720p, while a very similar post-process anti-aliasing solution to Uncharted 3's also appears to be in evidence - it seems to have some issues with high-contrast and/or long edges, but generally it works well in what we've seen of The Last of Us so far.

The advantage with this "lighter touch" approach to the post-process is that pixel-crawl is all but eliminated, and there is doubtless a large resource saving in comparison with Sony's established MLAA technology. In truth, the Uncharted tech remains state-of-the-art to the point where further enhancements in terms of model detail or texture quality are not really required to achieve the firm's artistic vision.

All of which leads us towards the element that interests us most: the moral choices facing the player and how this adjusts the gameplay. In the walkthrough we witness Joel using the new inventory system to fashion a Molotov cocktail, brutally burning one of the Hunters to death. The alcohol and bandages used to create the weapon can be used for medicinal purposes, so there's clearly a strong resource-management component to the game. But more interesting than that is Ellie's disgusted response - in her eyes, Joel has crossed a line. We're curious just how far Naughty Dog will go here: whether Ellie develops as a character based on the experiences she is exposed to by the player, or if she progresses on a simpler, more linear path, with a set series of contextual responses to specific scenarios. The choices the developer makes here could have a fundamental effect on how players choose to tackle the game.
 
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The Last of Us - 2012 Gamescom Trailer

Cassette tapes! Haha I still have my collection.....now I feel really old, haha!
 
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Director's Video Blog Gamescom 2012 Presentation


Performance Capture Video Gamescom 2012


Cinematic Process video Gamescom 2012
 
If you need a healthy dose of apocalyptic action until Last of us comes out, I encourage everyone to get I am alive in the meantime! Brilliant, incredibly atmospheric little game. With a bit more polish and depth it could have easily been a viable full price game, but its currently on sale for 7.99€ @ the PSN Store.

Well, well worth it imho!
 
That did look good - not had the chance to get that game yet, but it's based on the same kind of choice-mechanics and resource management as LoU isn't it? Should be good practice.
 


Still not convinced by this. This may be gameplay but it's still a very scripted video in the sense that the person doing it clearly knows exactly what do to at each point, to trigger certain dialog and get into the right places. When we play it it's going to be very different and I just get the feeling it's not going to be as good when it's not so perfectly played. Time will tell, I guess.
 
The person playing this for us has probably done the level quite a few times - I've seen loads of clips where devs have been playing parts of the game to test it.

However, I do think the highlighting effect is a bit annoying. I thought with U3 they'd stopped hitting us with 'item hints' as it was better than U2 with regard to treasures and the like.
 
I'm hoping the way this game is designed it will actually convince us to think as if we were in the real situation, like Metal Gear games have always done. It looks like we won't hardly have any weapons and ammo so you'll really have to keep your eyes peeled and think about where the enemy is and where he's going. When the player in the demo is hiding from the enemy, the bad guys seem to take a fairly predictable route which still allows you an escape route. If you draw their attention correctly then you can plan your way out of the situation, just like MGS.
 
I'm hoping the way this game is designed it will actually convince us to think as if we were in the real situation, like Metal Gear games have always done. It looks like we won't hardly have any weapons and ammo so you'll really have to keep your eyes peeled and think about where the enemy is and where he's going. When the player in the demo is hiding from the enemy, the bad guys seem to take a fairly predictable route which still allows you an escape route. If you draw their attention correctly then you can plan your way out of the situation, just like MGS.
That's pretty much the way of it...except I hope there'll be none of that silly crawling Snake does :sly:

But yeah, resources management and multiple options which should give some good replay value also.
 
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I hope there is a need to eat and drink, all kinds of stuff you need to do like in DayZ.
 
That's pretty much the way of it...except I hope there'l be none of that silly crawling Snake does :sly:

But yeah, resources management and multiple options which should give some good replay value also.

You mean that caterpillar crawl that magically makes him invisible?:sly:
 
Having started playing Uncharted 3 again this week, I do hope that ND don't continue with the trend of limiting character movements in game.

By this I mean that In U2 Drake could move far more freely through each level, in fact not much differently than in Uncharted itself. In U3 though, if you tried to go off in the wrong direction, say in search of treasures, Drake would turn around all by himself and head back into the 'playable area'.

As this is a different title, I'm really hoping that won't be the case anymore.
 
The Last of Us: American Dreams comic tells Ellie's back story

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Shack News
If you're curious to find out more about the post-apocalyptic world of The Last of Us, then you may be interested in picking up American Dreams. The upcoming four issue comic from Dark Horse will tell Ellie's back story, exploring what it's like to grow up in a "postpandemic world, shuttled between military orphanages in one of the last remaining quarantine zones" in the country.


According to IGN, the comic will reveal how Ellie meets Joel, and it will "set the stage" for the story of the game.

"At first I was very reluctant to do anything like this, just because we're still developing the game," the game's creative director Neil Druckmann said. "There's a lot to be done in the game and it requires so much energy that I didn't want to be distracted by something else. At the same time, I didn't want to just hand off these characters and find a writer, find an artist and do this thing and just say it’s not canon. If we were going to do this, we wanted to do it right."

In order to "do it right," Naughty Dog actually incorporates parts of the comic book story back into the main game. "There are certain parts as you play the game, if you've read the comic book, you'll understand what Ellie's referring to," Druckmann teased.

American Dreams will release in "spring 2013," meaning it shares the same vague release window as the game.

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