Why I Hate “The Last of Us” (Now With More Hate!)

 

[NOTE: Full review is on its way. This was a reaction to the initial E3 trailer and hype.]

NOW WITH MORE HATE!

[Added a second part.]

You’ve probably heard of The Last of Us by now, which means you’ve probably shrugged and said yeah, cool I guess.  It’s the gory post-apocalyptic PS3 exclusive developed by Naughty Dog, makers of the Uncharted series.  It’s already won a bunch of awards, including “Best of Show”, “Best Original Game”, “Best Console Game”, and “Best Action/Adventure Game” at this year’s E3.  There’s no doubt that it will be a highly polished, carefully crafted, and feature unparalleled voice acting and CINEMATIC CINEMATIC CINEMATIC.

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Obscured By The Clouds (pt. 2)

For your enjoyment, this article was updated as of May 1, 2011

The Puzzle Element

Taking Metal Gear Solid off of its grand pedestal and playing it from an analytical, critical point of view again, we can see past the coolness of the experience and see the real nuts and bolts: the design.

To me, the puzzle element is easily the most underestimated part of the old Metal Gear Solid for the PlayStation. It’s something that has been lost over the course of the series thanks to the rabid, pigeonholed nature of the conversation surrounding it. And what I mean by “puzzle element” is the way that you had to think in order to complete an area of the game smoothly. Remember the first level of the VR training? This is the most simple, pure representation of what Metal Gear gameplay is all about. A single guard patrols back and forth with precise timing, and the goal is just on the other side. If he sees you, it’s Game Over; if you reach the goal, you win.

Already, the puzzle is underway.

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