Guilty_AI
Member
Fine, I'll do it without mentioning how insane the presentation is (which is indeed important to a good combat system btw).
TLOU2's gunplay is essentially flawless for what it wants to achieve, which is to be a useful tool but not dominate the rest of the mechanics so that game becomes a shooting gallery like Gears.
The general loop TLOU2 wants to achieve in it's combat is the following...
Stealth >>> Spotted >>> Shoot >>> Enemies Close Distance >>> Melee/Improvise >>> Enemies Overwhelm >>> You Die/Frantically run away and repeat the cycle.
This is why they showcase the game this way instead of simply doing a demo where Ellie just casually owns everyone. Yes, this demo is scripted, but it does reflect the general loop of the final game very well.
Scrappy Desperation. The A.I, Level Design, Weapon and resource balancing, gunplay, movement, everything is built to push that feeling.
This is why the game, except one weapon at the end of the game, only has single shot weapons. Why weapon sway is enabled. Why you get knocked to the ground after the getting shot. Why you can't carry that much ammo or resources. Why there's no cover button. And it's also why the game imo, simply doesn't work on lower difficulties (this includes normal), all that work on careful balancing and smart design choices is destroyed in favor of almost unlimited ammo and health, destroying said loop. The more you make the game a shooting gallery the worse it becomes, because while the game is playable as a shooting gallery, the mechanics aren't built for it specifically.
What makes the game incredibly impressive from a design standpoint is that it manages to create this tension and scrappy desperation while still allowing a remarkable amount of freedom in movement and in scope in levels. I believe ND called TLOU's combat back in 2012 "a balance of power", this is a perfect description because it manages to make the player feeling both vulnerable and impowered in the same encounter most of the time. They didn't fully achieve this with Part 1, but did with Part 2.
Compare and think about how alot of survival games create tension, by removing player moblity and making enemies bulletsponges instead. Thus, Resident Evil (yes even 4) is too limiting, MSGV is too freeing removing any real challenge unless self enforced, while TLOU2 has the middle ground nothing else has achieved.
I appreciate the effort, but you're mostly talking about a specific flavor of combat rather than something that makes it inherently better than others.
You mentioned MGSV for example. Even if you consider itself "too freeing", the "flavor" of that game has less to do with survival/desperation and more to do with controlling a super badass soldier that has to balance between mission objectives and his own interests. Challenges aren't "self enforced" as much as they are about weighing your interests in growing mother base (thus playing more carefully and usually non-lethaly) against just taking the easiest approach to get the mission done. Do you take a sniper rifle and assassinate your target from afar, or do you go through the trouble of invading the base just to get the target for yourself?
That in itself doesn't make it better or worse, its just one specific approach for design. There are even games like the new System Shock Remake that aim for horror-like tension without unempowering the player similar to TLOU2, and successfully achieve it through completely different means. Again, not really better or worse, just its own flavor.
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