The story was well told, and I though the evolution of character motivations changing through flashbacks was well done. It actually made me feel real feelings. I don't think a game has ever made me misty eyed before, ever, but the scene of Ellie leaving Dina was impactful.
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BUT! I think it was impactful because I so much disagreed with Ellie, and so much wanted her to not leave. And that's one of the issues I have. The game is bleak upon bleak, and the message to me is that humanity is flawed and we can't help but hate, and kill, and to conquer.
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So as the player I'm forced to repeatedly press Square to carry out actions that I don't want to. My lack of agency, in a character blinded by revenge, was never satisfying. I know Ellie cares Joel was murdered and wants to burn the world, but I don't.
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I thought playing from Abby's perspective was extremely well done, and I felt real empathy for her. But that made playing from Ellie's perspective feel even hollower. Now I the player have insight into Abby's character and motivation, and still have to press Square. No options.
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Redemption stories are very played out of course, but redemption for the villain certainly felt novel. However, even at the beginning of the game, Joel being murdered, I thought "Yeah, that seems fair for dooming humanity." So I was already set up to root for Abby.
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By the end of the game I didn't empathize with Ellie. The opposite. I felt she absolutely should have failed for bad decisions. Anyway, I got through it. The game had a... nearly hopeful ending. Maybe? But not really satisfying, just a set up for Part III.
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One gameplay gripe was ammo. Ammo was a total limit instead of inv + clip. So you could only hold, say, 8 shotgun rounds total. Even if you loaded 2, you couldn't pick up 2 more. Which made it feel game-y. It dinged my immersion consistently.
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That's a minor thing, though. The game is obviously a work of art. One thing that constantly stuck out to me was the LDs masterful use of lighting and color to direct player progression. A lot of variety and unique choices made that should serve as influence for others.
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AND as a completionist-type player, helped me understand where the points of no return were. Only once in the whole game did I go the wrong way and leave a room unexplored behind me. That's pretty impressive for the variety and amount of explorable space.
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A truly incredible experience top to bottom, which I'm sure I'll think about regularly for years to come. I just hope this is the series' Empire Strikes Back and Part III will be less about hate and division and more about unification, love, and rebirth.
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