I dunno man, that sounds like something a fanboy would say. The folks at PlayStation love money just like the rest, and games make money. Mmm, money.
Sony doesn't make cheap jabs, you say? Or are you trying to insinuate that the other companies do?
Oooor did you just get so heated that you flubbed your grammar here?
Old doesn't imply bad, and the RE route-planning structure is several magnitudes more complex and interesting than your average linear shooter. I'll take less fancy animation tech if it means more engaging gameplay.
Jesus, ever since the last thread on emergent gameplay everyone seems to think they're an expert on it.
You really, really aren't if you think TLoU is somehow packed with the stuff. Give
this a read and note how none of the games in question are linear stealth-shooter hybrids with a focus on narrative.
Fuck that, I'm not going to overlook a core design choice just becase you can de-nerf yourself through an upgrade system.
Projecting a lack of skill because you can't parse my argument, interesting. You do realise being able to observe elements of game design has nothing to do with someone's prospective death count, yes?
Ayup, I'm so jealous over here with my PS4 and copies of several of these 'interactive movies' people have been memeing about.
It's almost like there's a middle ground where you can own a console and still find points of critique with its content.
Lengthy intros and a focus on story are not mutually inclusive.
Go ahead and prove that, if you can.
It's almost as if you should have quoted that specific sentence for context instead of dragging in several paragraphs...
And pray tell then,
why does TLoU sabotage its own aiming mechanic when there are plenty of other ways to increase the difficulty of the shooting without making it feel bad to control?
Because the simplest explanation to me would be the one I laid out in my last post. For the sake of immersing the player in the game's setting and narrative.