Taking this here to stop shitting up the show thread
With
@Wesker I've already reached an "agree to disagree" point, but I want to poke a bit more at this.
Some context, I don't believe Last of Us deserves as much accolades as it gets, by far, when it's basically just another iteration of the Uncharted formula but with a sad story instead of an adventure one. Wesker and Involuntary disagreed with me and here we are. Wesker stated that it's the most important game from the 2010s to play, I disagree heavily with this, thinking that if anything it would be Dark Souls due to how the thing pretty much created a genre out of thin air and put git gud into the map in a time where games were more and more becoming amusement park rides. One could also state that both were monkey palm games due to how many copycat tendencies they generated in the industry... but I'd say that's a topic for another thread.
So context stated, I don't get what TLoU did that wasn't already a thing. Where did it iterate beyond Uncharted for example? This is an honest question since I've barely played Uncharted. Was it just better presentation? Better seamlessness of narrative and gameplay? What made this one be the jewel of the crown? So for example,
@Involuntary Celebrity , what narrative issues did Last of Us solve design wise that were still lingering? Again, for context, I missed out on the PS2 and PS3 generation and played Last of Us on PS4 with the first remaster.
Also, as for the TLOU derangement syndrome I could say the same about the constant dickriding of it as well. But sticking to the point, yes, making it escort missions would probably not be the wisest, but you can't deny that while playing, seeing Ellie go out of cover, spaz out for a bit and the enemy NPCs not even bat an eye wasn't distracting as fuck. This in the super immersive realistic game. It's one of the first things that I noticed when playing, "they didn't even bother tackling the difficulty of having an AI sidekick you have to protect" outside of the few moments where the enemy npcs can interact with her, so it's another shooter with an AI companion, but the companion isn't annoying because it's divorced from the gameplay for the most part outside of giving you some ammo here and there. So that brings me, to what did the gameplay do that was revolutionary? Was the steatlh top notch? Was the gunplay topnotch? Was the AI topnotch? Was the crafting topnotch? Was it that it had all the styles at the same time? (and all of these questions get a "for the time" clause added to them).