This Place Looks Familiar
LOW The combat.
WTF Are people actually playing these dire multiplayer modes?
HIGH Too many to list here. It's all fantastic.
LOW No carousel?
WTF Why didn't we get more ‘brick throw' moments before?
HIGH the scenic view in Utah.
LOW getting turned around in the first dark sewer section.
WTF wooden pallets, ladders and generators.
I hate Firefly pendants. I don't really hate anything intrinsic to the pendants, of course. They're much too boring for that.
HIGH Finally getting my hands on a weapon that can behead zombies. And then doing that.
LOW Spending twenty minutes trapped in an almost game-breaking bug.
WTF The whole ending. All of it.
In a cinematic action game, the player needs to keep moving forward because the intent of the game is to both tell a story and excite the player. Viewed as a question of design alone, difficulty that forces several replays of any section is undesirable because it gates progress and converts the game into a movie that is merely very inconvenient to watch.
HIGH That stunning horse-riding sequence.
LOW Too many questions without answers, and a plot in search of a soul.
WTF Drake barely survives the desert, but is apparently hydrated enough to run and jump around like a monkey.
HIGH The hallucinatory sequences in Ubar and Yemen.
LOW Gunfights on the water and in a sandstorm magnify the significant deficiencies of the gunplay.
WTF These guys are really staying in a burning building to shoot at me?