I always love to take in the atmosphere of the level and look in all the corners. 'Wyoming Museum' is particularly great for that since it's extraordinarily interactive, looks gorgeous and has plenty of emotional payoff for the people that want to linger... THANKS EVAN AND THE TEAM AT NAUGHTY DOG for these beautifully designed environments - having had all these great experiences and memories in the environments of the Uncharted & TLOU series are the reason i created my channel. 💛
This was a brilliant talk about level design. Not only it touched on how things work for wonderers and running-through people, but he talked about the inspiration of the level. I would have never know that A Silent Voice and Firewatch both inspired the museum level in TLOUP2, but now that I know, I can definetely see how it could help, improve and inspire it. Like, this was a great presentation, but my mind just blew when Silent Voice and Firewatch were brought up!!!
Yeah, I personally never understood the pacing complaints myself. Then again, I also read Homestuck and followed that pretty well, so maybe my standards for whacky timelines are a fair bit higher than most. ^^;
TLUO 2 had the worst pacing of any game I've ever played. The game is literally unplayable the second time through because you have to wait for the game to slog through shoe horned, unskippable walking sim sections that overstayed their welcome the first time around.
This was the only good part in the whole game. Those flashbacks and how the story was handled was so problematic that I"m surprised this museum segment made it to the final product.
Oh please. The game has *excellent* gameplay, no dlc or other shenanigans, was virtually bug-free, and had an increddible amount of attention do detail and care. ND is one of the only few developers, that can still pull this off in the AAA space.
The game was literal perfection, I have never had an experience like it in any medium. It's an absolute masterpiece and surpasses the first game in every way.
when it changed to flashbacks it ruined pacing and when you switched back to the present you didnt understand what was going on, it just changed to them so abruptly and without much build up
I always love to take in the atmosphere of the level and look in all the corners. 'Wyoming Museum' is particularly great for that since it's extraordinarily interactive, looks gorgeous and has plenty of emotional payoff for the people that want to linger... THANKS EVAN AND THE TEAM AT NAUGHTY DOG for these beautifully designed environments - having had all these great experiences and memories in the environments of the Uncharted & TLOU series are the reason i created my channel. 💛
This was a brilliant talk about level design. Not only it touched on how things work for wonderers and running-through people, but he talked about the inspiration of the level. I would have never know that A Silent Voice and Firewatch both inspired the museum level in TLOUP2, but now that I know, I can definetely see how it could help, improve and inspire it. Like, this was a great presentation, but my mind just blew when Silent Voice and Firewatch were brought up!!!
this has become part of my resources inmediatly
Awesome video and presentation
Really really cool
Where his second talk
Wow. As a huge fun of TLOU, it was nice to here about level structure in my favorite game:)
Hear or here?
Who cares uh 😁 👍
pacing graph in the beginning looks so useful though haha
I wanna see ND's pacing chart for the whole game its messy but somehow it works🤔 for at least half the audience.
Yeah, I personally never understood the pacing complaints myself. Then again, I also read Homestuck and followed that pretty well, so maybe my standards for whacky timelines are a fair bit higher than most. ^^;
TLUO 2 had the worst pacing of any game I've ever played. The game is literally unplayable the second time through because you have to wait for the game to slog through shoe horned, unskippable walking sim sections that overstayed their welcome the first time around.
It seems to me that this kind of system only works in interactive narratives/story driven games. It gives no depth to gameplay.
This was the only good part in the whole game.
Those flashbacks and how the story was handled was so problematic that I"m surprised this museum segment made it to the final product.
Oh please.
The game has *excellent* gameplay, no dlc or other shenanigans, was virtually bug-free, and had an increddible amount of attention do detail and care.
ND is one of the only few developers, that can still pull this off in the AAA space.
The game was literal perfection, I have never had an experience like it in any medium. It's an absolute masterpiece and surpasses the first game in every way.
Problematic how? The pacing is fine, is this your first time experiencing flashbacks in a story?
when it changed to flashbacks it ruined pacing and when you switched back to the present you didnt understand what was going on, it just changed to them so abruptly and without much build up
Couldnt disagree more
Speak for yourself mate, I had zero issues with pacing and understood what was happening the entire time