So I just tried to play last year's critical darling, "The Last of Us", and I think I was horribly spoiled by the amazing opening. The openeing of the game does a great job of establishing tension, story, and direction with very little interference from the developers. The best I can think of to explain that idea is that there are a number of moments where you have to figure out where to go without having something like a glowing waypoint shinging overhead for no reason.... so instead the game uses a combination of lighting and design to get your character naturally pointed towards your goal. It moves sequentially in a way that makes sense and which gives you snippets of the world around you that makes it feel more real and immersive. Then... ominouse white wording appears over a flat black background that simply states that 20 years have passed... and then all sense of direction disappears. Suddenly you're just in a large, directionless world. Characters appear with no backstory and no significant interaction to imply that they're any more than canon fodder to, hopefully, fuel your sense of injustice when they're inevitably killed off later in the game. You encounter human enemies where the only option is to sneak by through a convoluted, ridiculous route, or sneak up on them and murder them en masse simply because the game tells you so. Where are the zombies? Where is the option to talk to people? I know its twenty years after the end of the world, but maybe everyone would be willing to not blindly murder anyone who happens to not spec as a potential aggro the minute they come into sight. I would think the survival of humanity has some level of greater importance.
So I spent two hours playing the game and good god did I feel bored. Either I was getting lost in a small, claustrophobic building, or I was murdering people that I had no real motivation to assume were actually villains. I think there's a problem with a lot of modern games with a sense of linearity... the idea that there's only one "correct" path, and anything diverging from that is just wasted space in the developers mind. And to a degree it makes sense... why program hours of pointless wandering when there's only one path that actually makes sense? But what about just presenting the idea of openness... like creating a building that has just enough broken rooms or obstructed hallways to get lost, but that doesn't have anything to actually offer. That's what the first two hours of Last of Us feels like. Now I don't know about y ou, but I think two hours is a fair amount of time to give anything to let it entertain you. And if a game gets that much leeway and it still feels like a dull slog then it's not worth your time. I gave more than enough chance to this so-called "game of the year", and if it can't even keep enough focus to get through the first real "mission" without feeling like I'm just going through pointless busywork then I don't see any reason to keep going.