What do you think of the enemy humanization in TLoU part 2?

What do you think of the enemy humanization in TLoU part 2?

Game changer or merely cosmetic?

Attached: gm-36192fa6-e1d1-4556-be15-c9a7f748b449-the-last-of-us-part-ii-lenght.jpg (940x530, 54.83K)

>What do you think of the enemy humanization in TLoU part 2?
I don't even know what are u talking about

You have to explain the context.

Sorry.
In the game the enemies, every enemy, will have a name. The others will know the names of them and for instance will shout it out when they see you kill one of their friends.
You can see some of this in the gameplay footage so far.

Neat but I can see such a gimmick benefiting more in an RPG.

Think of all the games that have hundreds of NPC non-emotive enemies. It's almost as if you're trained to feel nothing as you kill.
it might definitely increase the impact of violence and that's what the game is about.

Doesn't really make a difference you're slaughtering them all anyway

Do you have a choice to kill them or not?
Like it sounds good in theory but like you said, after slaughtering hundreds of NPC's after a while the shock of one of them yelling "BILLLLLYY!" is going to lose it's weight sooner or later.

That's why an RPG might make better use of it where you have more decision making in actions. Killing Gerald's gay lover Billy would be more impactful if you were given other options.

OK, but can they actually surrender this time or all they fakeouts like in the last game?

>Do you have a choice to kill them or not?
Yep, I'm not sure to what extent, but the game is partly a stealth game.

Both good points, but I think this game will make you have to choose who to kill and who not, because you want to get out of there asap. Like, I hope it'll encourage you to kill as few as possible, and when you have to.. it's kinda shitty you know? That would be cool. But ofc she's going on a kind of rampage from what we've heard.

Some more detail, if you kill the dogs that go after your scent, their owners will freak out and look for them.

Literally means nothing if they’re not characters you can otherwise have an interaction with.
Who the fuck cares some random mook has a name if their only interaction with you is trying to kill you if they see you?

>OK, but can they actually surrender this time or all they fakeouts like in the last game?
I wish I knew... So far it seems like they're really intent on killing you and most battles will be life or death, but I don't know for sure.

>enemies trying to kill you..
>BUT NOW THEY HAVE NAMES
wow, I can really feel the pretentious oscar wank. What next, can I loot them and find family photos and letters on their corpse? Ease drop on them talking about life back at home and how they can't wait to get back to their loving family? Have the game pull up a little biography about their non-existing life, family, hopes and dreams whenever you run into them?

That's an angle you can take... But in the end it's just more realistic. There are groups of people, friends.. they've trained their dogs...they're not soldiers. And I bet even soldiers show emotion in battle, it's just not what you're used to in games.

If you kill the dog owner the dog will start to cry and start behaving differently.

Na, games have done callouts in the past, to the point even Borderlands poked fun at it with the whole " NOOO! They've killed whats-his-name!" when you kill bandits.
It's not new, it's not special and you'll most likely tone it out cause you're trying to kill them while focusing on whatever objective the game wants you to do.

I feel differently about it, for sure.
But it's going to ask some of you as the player as well. Like some empathy, investment.
I like trying to look at NPC as more than targets.

But you might be right.

Most people here have low empathy, them having name change next to nothing, the only things that matter is if the game is fun.

Attached: Comfy death.jpg (1255x2300, 1.06M)

>shoot wehrmacht soldier in game
>NEIN, HANS! WE WERE SUPPOSED TO BUILD A CABIN IN ZE ALPS TOGETHER! DAMN ZE ENEMY SHOOTING YOU, I AM SAD NOW!
WOOOOOOOOOOOW it’s like I’m really fighting Germans in WWII and facing all these difficult decisions about shooting these innocent enemies that are just like you or me!

that is friggin hilarious dude

even killing cool doggos that start to cry if you kill their owner?

Most people will kill them without even noticing desu

It’s not that I don’t have empathy, I do retarded shoot in games all the time because muh feefees, but that only comes into play when trying to murder you on sight is not literally the only thing the character are coded to do.
They’re not NPCs. They’re not even characters, they’re enemies that serve only to deplete your health, except now they have gay lines about being sad.

If it fun or get in my way yeah, I'm not a moralfag.

>What do you think of the enemy humanization in TLoU part 2?

>Game changer or merely cosmetic?

Attached: 14c[1].png (600x800, 39.68K)

>rip off the nemesis system

Attached: Middle-earth_Shadow_of_War.jpg (1801x1073, 1004.27K)

Fucking love that game, sad nobody copy the nemesis system

This sounds like a Molyneux tier idea that will either be dumbed right down due to technical/scheduling issues, or it will be a mess of a system that will hardly impact anything. I will be very impressed if they manage to pull it off, but I doubt it.

i just like the prospect of it mattering. I don't know if you understand, but there'd be a kind of perverse pleasure in the killing being more meaningful for me, I think. Not that I'm a psycho, but I just think it could ad an edge to the gameplay.

It's hard to feel empathy for something trying to kill you, even more so in a video game.
It's always the quiet moments that get me. One unlikely scenario that was partially tied to timing was playing Fallout 3 and coming across a broadcast of a father pleading for help with his wife and children hiding in a storm drain. Then when I get there you find two skeletal remains and two more dug graves in back. Then I turned off the transmitter, cutting the broadcast and the silence hits with a bit of weight behind it. It's kind of hard to explain, especially when it's a game like Fallout 3, but I just set myself right up so when it happened all I can think was "well fuck". Just the combination of desperation, hopelessness and weighted silence.

>It's hard to feel empathy for something trying to kill you, even more so in a video game.
yeah, of course

Yeah, honestly, that's some stuff I find really interesting. I was really glad when the bloody baron in the witcher 3 didnt kill himself .

Games have yet to get the potential out of that interaction element... Not all games have to be emotional engaging of course, but the gaming medium potential is huge in that area because of the interaction, and kind of untapped to a certain extent.

I would play this game, it sounds hilarious

Dogs forget about their owners after a few hours. They’re dumb.