BotW is more of a take on the overall Ubisoft Formula. It draws from Ubisoft's collective body of work. It just so happens that Ubisoft use the same design tropes in pretty much every game. The strongest source of influence is Far Cry 2/3/4, though. Same with Metal Gear Solid V.
What are you talking about? The game has TLOU's stealth system, mimics its HUD/inventory, borrows its aesthetics, and mimics its approach to AI companions. Even the character movement and camera was changed from RE6's Uncharted-style movement to be more like TLOU's movement and camera. They even slapped on overly heavy ambient occlusion that mimics TLOU's.
BotW is more of a take on the overall Ubisoft Formula. It draws from Ubisoft's collective body of work. It just so happens that Ubisoft use the same design tropes in pretty much every game. The strongest source of influence is Far Cry 2/3/4, though. Same with Metal Gear Solid V.
You're not really using the term "clone" correctly, Dr. Carroll. Most of the games you listed are not clones. BotW, for example, definitely shares some Ubisoft open-world elements and influences. It is not, however, a "Far Cry clone". A good example of a clone (a Gears of War clone, in this case) would be IRONFALL: Invasion.
That makes absolutely no sense. Dying Light is a Far Cry 3 clone. Homefront: The Revolution is a Far Cry 3 clone. Sniper Ghost Warrior 3 is a Far Cry 3 clone (with a huge dash of MGS V, which was itself heavily based on various Ubisoft games).Good Lord, just saw that edit. Dying Light is a Far Cry 3 clone? Lol, alright man. I'm going to go enjoy TLOU, a total clone of Manhunt
Does the Remaster have online coop in story mode or raid mode?
That makes absolutely no sense. Dying Light is a Far Cry 3 clone. Homefront: The Revolution is a Far Cry 3 clone. Sniper Ghost Warrior 3 is a Far Cry 3 clone (with a huge dash of MGS V, which was itself heavily based on various Ubisoft games).
Dying Light is so blatant about it that it even features radio tower climbing, body patting looting animations that are identical to FC3's, and a free running system that is basically a refined and expanded version of what Far Cry 3 featured with some Mirror's Edge tossed in.
There's actually a very good article on how Dying Light wasn't "original", and was largely based on Ubisoft games, and how there's nothing actually wrong with that. http://kotaku.com/originality-in-video-games-is-overrated-1694829597
They'll probably have online co-op for Raid Modes in both, but as the original games didn't have online co-op for the stories I doubt these will either.
That makes absolutely no sense.
I find that for many people it basically comes down to:I think you need to re-evaluate what 'clone' means in gaming terms. Copying some stuff from one game doesn't make it a clone of another game, clone as a term was coined to games that were too close to another game it was obviously riffing off of, pulling things from another game doesn't make it a clone though. There is a way to pull systems and design things from one game into another and do them in a different way that makes it wearing its inspirations on its sleeves, but not a clone.
I find that for many people it basically comes down to:
Game I like = Not a clone.
Game I don't like = Clone.
I've come to accept that there's really no difference. Games in general are pretty homogenized. A lot of AAA games are another game's skeleton with some minor tweaks and a new story and a new setting forming its flesh. There's nothing wrong with being a clone of another game, and people need to stop protecting games they like by pretending that developers don't wholesale rip off other developers. Usually with this convenient 2-3 year delay between Game A and Game B: I'm totes not a clone of Game A, guys.
Vampire: The Masquerade - Bloodlines is a Deus Ex clone. That's an extremely blatant example.
Someone earlier tried to refute RE1 being an Alone in the Dark clone by claiming it was iconic and resonated with people and stuff. But that's all irrelevant. Resident Evil 1 is Alone in the Dark with zombies. There is a blatant connection between the two games. Just as Turok 3, released two years after HL1, was a clone. Didn't matter that it had a female lead. Didn't matter that it had a black hole gun. Didn't matter that it had dinosaurs. It was an HL1 clone.
I find that for many people it basically comes down to:
Game I like = Not a clone.
Game I don't like = Clone.
I've come to accept that there's really no difference. Games in general are pretty homogenized. A lot of AAA games are another game's skeleton with some minor tweaks and a new story and a new setting forming its flesh. There's nothing wrong with being a clone of another game, and people need to stop protecting games they like by pretending that developers don't wholesale rip off other developers. Usually with this convenient 2-3 year delay between Game A and Game B: I'm totes not a clone of Game A, guys.
Vampire: The Masquerade - Bloodlines is a Deus Ex clone. That's an extremely blatant example.
Someone earlier tried to refute RE1 being an Alone in the Dark clone by claiming it was iconic and resonated with people and stuff. But that's all irrelevant. Resident Evil 1 is Alone in the Dark with zombies. There is a blatant connection between the two games. Just as Turok 3, released two years after HL1, was a clone. Didn't matter that it had a female lead. Didn't matter that it had a black hole gun. Didn't matter that it had dinosaurs. It was an HL1 clone.
I'm old enough to remember when we called Duke Nukem 3D a Doom clone despite the fact it was very different in several important ways. We recognised that Duke Nukem 3D was based upon Doom, derived deeply from its design, and no amount of design changes could hide that. It did so many things differently to Doom, including featuring realism-oriented levels that were connected together in a logical way -- the precursor to stuff like Quake II and Half-Life, but it was deemed a Doom clone regardless.Okay, you're trolling. No way you typed this nonsense straight. Got us good, though
I'm old enough to remember when we called Duke Nukem 3D a Doom clone despite the fact it was very different in several important ways. We recognised that Duke Nukem 3D was based upon Doom, derived deeply from its design, and no amount of design changes could hide that. It did so many things differently to Doom, including featuring realism-oriented levels that were connected together in a logical way -- the precursor to stuff like Quake II and Half-Life, but it was deemed a Doom clone regardless.
It's extremely relevant because the word "Doom clone" was coined to describe games that were actually pretty different to Doom, but featured design elements that clearly marked them as being touched by its influence. There were heaps of Build Engine games that did interesting things, and they were pretty much all regarded as "Doom clones". WWII GI went way beyond any of the Doom games attempted in terms of scope and scripting. It was a Doom clone.Cool story. Doesn't really matter to this conversation, but okay, it is a cool story.
It's extremely relevant because the world "Doom clone" was coined to describe games that were actually pretty different to Doom, but featured design elements that clearly marked them as being touched by its influence. There were heaps of Build Engine games that did interesting things, and they were pretty much all regarded as "Doom clones".
And don't forget Blood. Pretty amazing game that did lots of novel and interesting things -- the kind of game "Doom clone" was coined to describe.
In this light, I see no issue with calling something like Dying Light a Far Cry 3 clone because it takes so many design elements from FC3. It bears that unmistakable fingerprint.
It's kind of a moot point when TLoU's core DNA is another Resident Evil game, RE4, anyways. Every modern-day TPS with an over-the-shoulder camera and manual aiming owes to a credit to RE4 for popularizing said model. RE4 also had a two-character dynamic, with a capable adult man leading a less capable young girl.
Of course, TLoU differs sharply from RE4 in other ways but so does RER2 differ sharply from TLoU, from the fact you can switch between its characters and its characters have different abilities, to the asymmetric gameplay scenarios built around this.
The clone talk is all quite meaningless in the end. TLoU is a great game and it's a nice compliment to RER2 to note the similarities, but the two games also stand on their own with their own distinct qualities that make them each special.
This is certainly true, but I do want to point out that RE4's aiming system was neither innovative nor original in any conceivable way. If anything, Capcom's tank-control driven implementation was way clunkier than what other developers had done 3-4 years earlier.Every modern-day TPS with an over-the-shoulder camera and manual aiming owes to a credit to RE4 for popularizing said model.
Fair enough. And yea, I think Rev2 is a game that will prove extremely well suited to the Switch. I dunno how they're planning on handling the co-op, since making players cooperate has been an issue for a long time, but being able to sit across the room from your friend and play Revelations 2 together would be great. I think Raid mode is something that is really well suited to mobile devices, as well. Something fast paced that someone can spend 15 minutes playing and then come back to later. I know the Switch isn't officially a portable console, but that's a huge part of its appeal.All of this is great, but it'd be cool to discuss RER2 again. RER2 is a great game and I'm hyped to play it again on Switch.
I really hope RE6 will be ported next. I love that game, especially Mercs.
Here are some pretty screens I took on PS4:
<snip></snip>
Some ideas are similar, but I don't recall TLOU having two pairs of characters with unique abilities you switch between for asymmetric gameplay. RER2 does everything TLOU does, gameplay-wise, and a fair bit more. To say it's a clone is to ignore half its unique ideas.Rev 2 is pretty shameless in its attempts to be a low budget TLOU. I don't know why people would deny it with how blatant the cloning of its mechanics are.
Don't get defensive because it not very original, lots of great games are shameless clones.
Some ideas are similar, but I don't recall TLOU having two pairs of characters with unique abilities you switch between for asymmetric gameplay. RER2 does everything TLOU does, gameplay-wise, and a fair bit more. To say it's a clone is to ignore half its unique ideas.
If every game played like Gears you might has a point.Epic games should have the chest-high walls patent so we can be done with the argument.
I don't remember using Joel's listen mode to spot invisible enemies, or weakpoints hidden inside enemies, and then having to switch to Ellie and direct her where to shoot. In fact, I don't remember switching between Joel and Ellie at all. That's because, well, I didn't. TLoU doesn't play like RER2. Not beyond the the most reductionist similarity of stealth takedowns and crafting that were already present in other titles prior to TLoU anyways.Rev 2 gameplay isn't some evolution of a previous RE. It directly lifted from TLOU which was a recent huge hit. Similar is the wrong word, exact same is the correct term for majority of them.
Pointing out minor differences to say "See not a clone" is being really obtuse since it clearly not a literal statement.
Listen mode being done via Nat doesn't stop it being the same mechanic (you press a button and see enemies through walls), and the major gameplay elements which are in use constantly work exactly as they do in TLOU. The small differences are either still same mechanic or optional and non required because the TLOU mechanics work for it instead.
If every game played like Gears you might has a point.
But they don't. So you don't.
Point is, when RER2 takes an idea from TLoU but then quadruples the complexity of its application, it's not a clone, it's an evolution.
I really hope RE6 will be ported next. I love that game, especially Mercs.
Here are some pretty screens I took on PS4:
I don't remember using Joel's listen mode to spot invisible enemies, or weakpoints hidden inside enemies, and then having to switch to Ellie and direct her where to shoot. In fact, I don't remember switching between Joel and Ellie at all. That's because, well, I didn't. TLoU doesn't play like RER2.
Playing through R1 on PC now, and the game is surprisingly good for a low budget title. I'm around halfway, beat the big armored boss in the lookout area.
If R2 is better, then I'm in for a treat.
You encounter the invisible enemies (which btw, don't exist in TLoU) multiple times in every Barry chapter after they're introduced in Ch. 2. A wide variety of scenarios, too, including pitch-black rooms such as the city hospital where you don't have other tools or environmental fixtures to rely on.Optional, minor differences.
Are barely any invisible enemies in the game, they a tiny part of it. You don't actually even need switch character to see and kill them either, looking for them knocking into boxes or using smoke bombs or or even just a short fire spread identifies them. In fact this is what the game encourages during Claire chapter 4 hence it supplying the items you need to do it.
Majority of game the gameplay and implementation of the gameplay is what it cloned from TLOU.
Stealth, stealth kills, scavaging parts, crafting on the fly, see through walls, partner stunning enemy for you to follow up, smoke bombs letting you melee kill aware enemies etc etc.
It not like Rev 2 just reuses general concepts, stealth, crafting etc. It does them exactly the same style as TLOU.
Minor, optional differences doesn't change the shameless amount of copying that is forefront to the game. Majority of the time you're playing TLOU. It a clone.
I'm old enough to remember when we called Duke Nukem 3D a Doom clone despite the fact it was very different in several important ways. We recognised that Duke Nukem 3D was based upon Doom, derived deeply from its design, and no amount of design changes could hide that. It did so many things differently to Doom, including featuring realism-oriented levels that were connected together in a logical way -- the precursor to stuff like Quake II and Half-Life, but it was deemed a Doom clone regardless.
None of that was original when it was in TLOU, either...Optional, minor differences.
Are barely any invisible enemies in the game, they a tiny part of it. You don't actually even need switch character to see and kill them either, looking for them knocking into boxes or using smoke bombs or or even just a short fire spread identifies them. In fact this is what the game encourages during Claire chapter 4 hence it supplying the items you need to do it.
Majority of game the gameplay and implementation of the gameplay is what it cloned from TLOU.
Stealth, stealth kills, scavaging parts, crafting on the fly, see through walls, partner stunning enemy for you to follow up, smoke bombs letting you melee kill aware enemies etc etc.
It not like Rev 2 just reuses general concepts, stealth, crafting etc. It does them exactly the same style as TLOU.
Minor, optional differences doesn't change the shameless amount of copying that is forefront to the game. Majority of the time you're playing TLOU. It a clone.
I wish TLoU was half as good as Revelations 2.
I have legit never once heard the term "Far Cry 3 clone" until this thread.