Rocky
L16: Sensei
- Seit
- 23 Feb 2008
- Beiträge
- 10.812
Die Previews hören sich sehr geil an. Mal paar Ausschnitte (ausm Gaf geklaut, da gibts noch mehr):
http://www.destructoid.com/hands-on-the-last-of-us-scared-me-sh-tless-243926.phtml
http://www.gamespot.com/the-last-of...acing-the-infected-of-the-last-of-us-6403325/
http://www.gamesradar.com/last-us-preview-joel-vs-fungus-zombies/
http://www.eurogamer.net/articles/2013-02-04-the-last-of-us-preview
http://www.1up.com/previews/haute-tension-showcases-sound-fury
Enthält paar Gameplay-Spoiler (übers Crafting-System z.B.), aber nichts über besondere Gegner/Welt oder ähnliches.
http://www.neogaf.com/forum/showthread.php?t=511543
I expected a lot of things from The Last of Us, but what I didn't expect, and what I was pleasantly surprised by, was that it scared me more than any recent survival horror game. I don't know that Naughty Dog would classify it as a straight up survival horror, but between the time I spent scrounging to survive, and the rest of the time I spent scared shitless, it definitely fits under the classification.
http://www.destructoid.com/hands-on-the-last-of-us-scared-me-sh-tless-243926.phtml
You'll spend much of your time crouched, moving silently and trying not to give away your position. Being stealthy and smart is key, but the common stealth game behavior of memorizing enemy movement patterns doesn't work here. These twitchy, miserable wretches behave unpredictably, lurching in this direction or that, so distracting them with a tossed brick or bottle before sneaking past them (or sneaking in for the kill) is a particularly handy tactic. If you can creep up behind a runner, you can strangle it to death or execute it instantly with a shiv (another tool crafted from scavenged items), and if you find yourself face-to-face with one, Joel's brawling skills and his ability to hit really hard with pipes and other heavy objects can usually keep you alive.
Luckily, Joel has a gift for situational awareness; by sitting still and listening carefully, he can sense the locations of nearby Infected, who remain visible (even through walls) until you slip out of "listen mode" and start moving again. But while useful, this is no silver bullet for taking care of the Infected. It's still you--not Joel--who has to keep track of how the Infected respond to your behavior once you stop listening and start acting. One group of Infected, roaming around in the gloom of a disused subway station, repeatedly got the better of me as I tried to use a shotgun to take out a clicker, which gave away my position and led to me being swarmed by runners.
http://www.gamespot.com/the-last-of...acing-the-infected-of-the-last-of-us-6403325/
Joel can pick up guns, lead pipes, shivs, and throwable objects for weapons, but they all have severe limitations. We're often short on ammo, weapons eventually break, and well aimed throws take time to execute, so ensuring that you have enough supplies on hand is an important part of winning a battle. Stealth is your friend, especially since the Infected are most easily overcome by taking them down one by one. If you have a shiv handy, you can sneak up from behind and perform a stealth kill. Though, our favorite method was to stagger an Infected with a flying brick then run up and club them over the head with our homemade, scissor spiked, two by four.
Crafting and upgrading weapons is also a big part of The Last of Us. As we mentioned before, when we weren't being attacked by zombified mushroom people, most of our time was spent scavenging for supplies. You'll find materials such as blades, batteries, bindings, rags, and alcohol laying about which can be used to create beneficial items, like medpacks and molotovs, or they can be used to modify your equipment. Joel can also pick up recipes to discover new items to create. One recipe we found allowed us to combine a bottle of alcohol and a rag to create a fire spreading molotov, which came in handy for taking out Clickers.
http://www.gamesradar.com/last-us-preview-joel-vs-fungus-zombies/
I was playing the game last night, and I had this moment not with Ellie but with Tess, but I didn't realize it was the last bullet in my shotgun. My back's up against the wall, and I realize I'm dead - and then all of a sudden this gunshot comes out of nowhere, and I look up and it's Tess. And I felt that was awesome - I felt like I had a partner in there.
http://www.eurogamer.net/articles/2013-02-04-the-last-of-us-preview
I can't remember the last time was genuinely terrified while playing a video game. Slender? Amnesia? Silent Hill 2? Don't get me wrong, I'm a huge fan of any work of art that can elicit true fear inside of me, be it a film, story, or video game. But most games that bill themselves as "horror" are more concerned with cheap scares and crutching on gore than with building a mood which toys with our deepest fears. So it was to my complete surprise that Naughty Dog seems to understand this definition perfectly, as The Last of Us could very well be one of this generation's truly horrifying experiences.
The other facet of sound that completely floored me stemmed from the noises which emanated from the infected. As a lifelong asthmatic, the sound of heavy labored breathing has become synonymous with a tense, gripping kind of fear. I've woken up far too often in the midst of futile attempts of drawing a breath, but I've never seen this type of fear translated into a video game. It's these same noises that fill the empty halls and abandoned buildings of The Last of Us, and it left me in a state of complete unease. These aren't fictional moans or guttural noises, but rather something very real and very terrifying. The closer you are to one of the fungal creatures, the more you'll be surrounded by these awful wheezes. I welcome how uncomfortable the audio made me feel, and really applaud the sound designers at Naughty Dog for tapping into something that few games ever have.
The best part of this all is that the game never pauses when you enter the menu for crafting. Much like Dark Souls, the world and its dangers don't stop just because you do. This adds so much to the tension of combat scenarios, as I often found myself scouring for a safe spot in order to make a first aid kit, only to be spotted and killed while in mid-construction. The key to this system is going to be careful planning and a keen sense of the world around you.
http://www.1up.com/previews/haute-tension-showcases-sound-fury
Enthält paar Gameplay-Spoiler (übers Crafting-System z.B.), aber nichts über besondere Gegner/Welt oder ähnliches.
http://www.neogaf.com/forum/showthread.php?t=511543