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DonFerrari said:
Cerebralbore101 said:

Well, I thought the level design was kind of annoying. There were a lot of impassable bushes and brush, that it looked like you could go through, but served as invisible walls. Because of this it was difficult to find the edges of the level. Opening drawers, and cupboards for supplies was slow and tedious. The game wanted you to find collectibles, but did a lot of things to frustrate your hunt for them. Once you passed certain areas of a level a cutscene would trigger, or some other mechanic would keep you from backtracking. You really had little way of knowing when you passed the point of no return in a level. Add in the lack of the ability to hard save your game at any point, and you have a recipe for being locked out of finding collectibles in a level once you missed them.

I thought the story was great, but not insanely amazing ala TLoU1 or GoW. There were a lot of unskippable "walk slowly next to your companion" moments that served as unskippable cutscenes. The story did have it's highs, such as the space scene, and final return to the aquarium, and the theater fight. The beach fight felt tacked on though, unneeded, and anticlimactic.

Overall, I'd give it an 8.5. Thought it was a great game, but far from a masterpiece.

For me it was very easy to distinguish points of no return on TLOU2, places you had to hold the button to open/pass and areas where you would leave the map to go forward. Didn't miss a single thing because of this, the collectibles I missed (10%) were just due to being to hidden or myself thinking I checked that area fully without being true.

For my own enjoyment of storybased games i would like it to have an option to remove all collectibles,not that i demand it cause it is my own compulsive fault for wanting to get things i see on the map or around me but it would be nice to not be sidetracked or losing immersion in story because of them.