@luniac: Usable items in the game doesn't follow its own inherent rule. Bottles and bricks can be picked up, but only the glowing ones. That's despite the fact that there are other bottles and bricks scattered around the world, only well, there're just for show. Level design's bound to break its own sense of coherence too. Traversable areas in a certain level becomes invisible walls later on after a cut scene ensues, making an impression that harkens back to several generations yore. Combat, despite its satisfying presentation, is still idiosyncratic. Crouch walking behind clickers may seem sensible at first as it requires you to control the tension you exert in the analog sticks, but picking weapons and rummaging items close to them are unrecognized by the game despite those actions being quite audibly loud compared to your actual footsteps. For an emotion-centric game that heavily prides itself in its animations, there're still some areas that jar the player. Gameplay sections that contain characters talking to each other only allows the engine to have the character's mouth move. The eyes - which are the most essential element in portraying emotion - are completely non-animated creating a very jarring effect.
Does that make the game bad? Of course, not. But to say it struck the perfect balance of gameplay and emotion is quite skewed in my opinion. I'll still champion for Brothers: A Tale of Two Sons. Or maybe that infamous walking simulator Gone Home. These are few examples of interactive creations that understood how this medium works, and how it should function in accordance to the player to provide an experience that's coherent, uncompromising, and ultimately, profound.
@luniac: Hmm. I doubt that. Just completed that game last year on PS4. Quite surprised on how it compromises its own rules A LOT. I'll dare say Brothers A Two Sons still has that crown. Too much inconsistencies in the Last of Us certainly threw me off a couple of times.
It's easy to give modders credit whenever you see these kinds of videos. But we don't actually give Rockstar enough credit for developing such a mind-blowingly flexible game engine. There's a reason we don't see these extensive mods in any other game in this genre; mods that fundamentally change the core aspects of its genre. My question though: Can Rockstar even Rockstar Rockstar?
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