Morbid curiosity had the better of me and made me snag the iso plunging myself into the PGA Tour 2020 until the end. I knew about the twist and all related memes, but its developments still managed to find ways to generate surprise
When I played the Remakemustarded version of the first game I wasn't particularly impressed by it from a gameplay standpoint (too consolized and archaically restricted), however, I did enjoy its simple linear story of genuine humanity where tragedy and wholesomeness are distributed almost in equal measure.
With this sequel on the other hand, the writing heavily tips the scale towards the "art" of subverting expectations (not too dissimilar from THE other example ) by adopting a deeply nihilistic vision that resorts to unexpected devices and fundamentally manipulative writing. It's all about emotional outputs and as a result, characters make daft decisions that go against common sense all the time. The flow works well for a while until it doesn't, inevitably crumbling after the player is coerced into caring about things the director decided are worthy of attention according to his kinks
Although the console cinematic formula doesn't offer enough depth to sustain a 20-hour ride, its moment-to-moment gameplay with the atmospheric presentation free from invasive interfaces and the insane attention to detail can be quite remarkable. The animations are especially noteworthy, a step up from the original game allowing for more dynamic encounters and visceral(tm) action. It's a shame that such technical prowess wasn't put in service of a better gaming experience, aka The Naughty Doge special.
The dynamic blood drip effect is now visible on body parts when shot or wounded by a melee attack.
Fixed a bug that caused blood splatter screen effects to briefly disappear when quickly moving the camera or dodging, if upscaling was enabled.
Resolved a crash that occurred for some players when performing a quick turn after completing an interaction.
Fixed a bug that could cause PlayStation DualSense controllers to become less responsive and lose functionality over time when using Steam Input.
Adaptive Triggers are now functional when using a PlayStation DualSense controller with Steam Input enabled.
Addressed a bug that caused noise and flickering on camera rotation while aiming through a rifle scope with upscaling enabled.
Resolved a bug that caused Steam Status to show “At the Main Menu” when playing No Return.
Fixed a bug that introduced ghosting when FSR Frame Generation was used with a display resolution lower than the native screen resolution.
Fixed a visual bug that caused lighting in dark underwater sections to appear pixelated when both upscaling and motion blur were enabled.
Fixed a rare bug that caused some players to fall out of bounds while riding on horseback through Seattle.
Various visual bug fixes related to animation and lighting in ultrawide cutscenes.
Various crash fixes and stability improvements.
The dynamic blood drip effect is now visible on body parts when shot or wounded by a melee attack.
Fixed a bug that caused blood splatter screen effects to briefly disappear when quickly moving the camera or dodging, if upscaling was enabled.
Resolved a crash that occurred for some players when performing a quick turn after completing an interaction.
Fixed a bug that could cause PlayStation DualSense controllers to become less responsive and lose functionality over time when using Steam Input.
Adaptive Triggers are now functional when using a PlayStation DualSense controller with Steam Input enabled.
Addressed a bug that caused noise and flickering on camera rotation while aiming through a rifle scope with upscaling enabled.
Resolved a bug that caused Steam Status to show “At the Main Menu” when playing No Return.
Fixed a bug that introduced ghosting when FSR Frame Generation was used with a display resolution lower than the native screen resolution.
Fixed a visual bug that caused lighting in dark underwater sections to appear pixelated when both upscaling and motion blur were enabled.
Fixed a rare bug that caused some players to fall out of bounds while riding on horseback through Seattle.
Various visual bug fixes related to animation and lighting in ultrawide cutscenes.
Various crash fixes and stability improvements.
Waiting for Interinactive's approval/green light...
The dynamic blood drip effect is now visible on body parts when shot or wounded by a melee attack.
Fixed a bug that caused blood splatter screen effects to briefly disappear when quickly moving the camera or dodging, if upscaling was enabled.
Resolved a crash that occurred for some players when performing a quick turn after completing an interaction.
Fixed a bug that could cause PlayStation DualSense controllers to become less responsive and lose functionality over time when using Steam Input.
Adaptive Triggers are now functional when using a PlayStation DualSense controller with Steam Input enabled.
Addressed a bug that caused noise and flickering on camera rotation while aiming through a rifle scope with upscaling enabled.
Resolved a bug that caused Steam Status to show “At the Main Menu” when playing No Return.
Fixed a bug that introduced ghosting when FSR Frame Generation was used with a display resolution lower than the native screen resolution.
Fixed a visual bug that caused lighting in dark underwater sections to appear pixelated when both upscaling and motion blur were enabled.
Fixed a rare bug that caused some players to fall out of bounds while riding on horseback through Seattle.
Various visual bug fixes related to animation and lighting in ultrawide cutscenes.
Various crash fixes and stability improvements.
Waiting for Interinactive's approval/green light...
Need 7 more patches. Last one needed 10 before it was in playable state.
Played both parts with release versions and hadn't any major issues with them, so yeah keep waiting for that miracle patch that will transcend the game to 5th density
I had a few occasional crashes but they fixed it after 2 or 3 updates/hot fixes. Completed it few days ago and it ran at locked 60 FPS, 4k-dlssq, very high on 14600KF, 4070S, 32gb ram, ssd, etc. Brutal game in every way posible. Really liked animations and sound effects/voice acting.
Btw, elamigos have all the updates/patches after 30 minutes/1 hour once it's officially released.
The Last of Us Part II Remastered update 1.3.10430 (01.05.2025) & crack (by Codex/Rune), 168MB
First half was okay, second just dragged. Way too much walking and boring shit. First game was great, I didn't care much for this. With the exception of the first notable death - I found myself cheering when people died. I hated them all
Gameplay barely changed either. You play one little arena of killing guys, you've played them all.
At least it worked on a technical level
Yeah, the gameplay outstayed its welcome around half way into the first game. What made the first game bearable was the atmosphere and the character interations. The second game retained the boring gameplay and the character interactions went down the drain.
90% of gameplay is walking and listening 10% is very quick combat/stealth. And yes I also couldn't stand most characters and was like "finally" when they died
it's just a shame that such rare polish and visuals are wasted on this shit.
Available for players as part of a downloadable update today, we’ve introduced a new way to play the story of The Last of Us Part II like never before – chronologically.
Those who have already played will know its story is told non-linearly, as Ellie and Abby’s motivations, realizations, and emotional stakes unfold across myriad flashbacks and present-day storylines. While this structure is very intentional and core to how our studio wanted Part II’s themes and narrative beats to impact players, we always wondered what it would be like to experience this story chronologically. And now finally, we can answer that question.
Through the new Chronological mode, we believe players will gain even deeper insight into Part II’s narrative. Players will be able to see how Ellie being gifted a guitar flows so neatly into her learning to play, for example, while the journey through Seattle will showcase the fascinating parallels between Ellie and Abby’s crisscrossing journeys. You’ll see just how close they come into running into each other, how their actions impact each other, and more.
First half was okay, second just dragged. Way too much walking and boring shit. First game was great, I didn't care much for this. With the exception of the first notable death - I found myself cheering when people died. I hated them all
Same.
"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.
Believable and relatable...Yep, sounds like Call of Duty
I havent played it, but does it have enough cohesion to work as a linear experience? The benefit of jumping around is that you can make story leaps without much effort
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