FranticDistortion
Learned
- Joined
- Feb 8, 2020
- Messages
- 387
Is The Last of Us Part 2 the first game to feature dogs as enemies?
Why is everyone only butthurt now?Is The Last of Us Part 2 the first game to feature dogs as enemies?
Huh? Nowhere near close. Heck the original Call of Duty: Modern Warfare dogs were annoying as shit in the campaign.
Why is everyone only butthurt now?Is The Last of Us Part 2 the first game to feature dogs as enemies?
Huh? Nowhere near close. Heck the original Call of Duty: Modern Warfare dogs were annoying as shit in the campaign.
So? Spec Ops The Line did the same and nobody seemed to mind.Why is everyone only butthurt now?Is The Last of Us Part 2 the first game to feature dogs as enemies?
Huh? Nowhere near close. Heck the original Call of Duty: Modern Warfare dogs were annoying as shit in the campaign.
Because apparently the game makes you defensively kill dogs, then tries to make you feel bad about killing dogs.
Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
I remember playing Spec Ops: The Line and using the white phosphorus against everyone but the truck or whatever in the back. I was in no danger anymore but eventually just took damage and died anyway.Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
Spec Ops is quite well written and does not deserve to be put in the same category as TLOU 2 with it's "kill doggos, hero and human with name, cause make player sad and be deep"
Yeah, it got retroactively turned into something it's not. It's a story about Walker going mad, and it let's player decide if he lives and escapes, can't handle guilt and suicides, or goes completely nuts. It was just a critique to ongoing glorification of military in most shooter games at the time.In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
Spec Ops is quite well written and does not deserve to be put in the same category as TLOU 2 with it's "kill doggos, hero and human with name, cause make player sad and be deep"
I think the resentment towards specblops itself is a little bit unwarranted. I think where a lot of the resentment really comes from is how it's treated retrospectively by some critics and commentators as a turning point in videogame meta-narrative/examinations of player agency/ludonarrative dissonance etc etc , when really that's buying into the developer's own marketing pitch: it betrays that none of them played that many games before or after then.
But Spec Ops has actual gameplaylmao at all this pseud revisionism. Spec Ops was the Disco Elysium of bald marine shooters.
In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
Spec Ops is quite well written and does not deserve to be put in the same category as TLOU 2 with it's "kill doggos, hero and human with name, cause make player sad and be deep"
Does popamole brown military shooter really count as gameplay tho?But Spec Ops has actual gameplaylmao at all this pseud revisionism. Spec Ops was the Disco Elysium of bald marine shooters.
still better than discoDoes popamole brown military shooter really count as gameplay tho?But Spec Ops has actual gameplaylmao at all this pseud revisionism. Spec Ops was the Disco Elysium of bald marine shooters.
You sure you've played it? You only get to choose things after Phosphorus, not before.In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
Spec Ops is quite well written and does not deserve to be put in the same category as TLOU 2 with it's "kill doggos, hero and human with name, cause make player sad and be deep"
I would accept that if it wasn't for choices to be made in the game. From what I remember there is even a flashback showing you all the bad stuff, except when I played it I didn't do any of the bad stuff. Then comes the unavoidable phosphor incident which made the whole thing feel cheap even if the story was overall good. I always assume when the game allows you to make choices, it's an extension of you and then be denied that in the end just felt lame.
In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command).Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.