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  1. Finally beat The Last of Us: Part II, despite the fact I've had the game since day one (gift). Don't know the exact total number of collectibles, but i'm only missing 21 now. That's much less than I somewhat theorized. Thankfully, because the amount of walking and generally slowed-down segments, among other things, in this game is extremely abundant. Although, I'll have to deal with it all again for the 100% completion anyway :\

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    2. starcrunch061


      Did you like the game itself?

    3. EcoShifter


      @IntroPhenom That's something that can also be done entirely on your own when a game gives you the freedom to move as fast or slow as you want. If you want to take your time you can choose to move slowly or even stop in place yourself. Games have allowed players those for a long time without forcing it upon the player, even games with expository dialogue. But when a game forces the players to slow down, that is equally bad, if not worse, than the opposite. It's generally more tolerable on a first playthrough when everything is completely fresh, but it ages worse upon every subsequent playthrough, especially on a permadeath type setting when dying makes the player have to relive it to progress. There's additional faults to this type of game design too, such as artificially extending a game's length, just like unskippable cutscenes which this game also has some of.


      @starcrunch061 Parts of it (mainly gameplay related). Overall? No.

    4. IntroPhenom


      Interesting.  No cut scene or any other pause in the action of a game ever crossed my mind as being a forced slow down, more just part of the intended flow.  They weren't a bother to me, at least.  Or, if they were a bother...trying to think of the last game I played where I skipped dialogue (which I almost never do), maybe it was towards the conclusion of Dragon Quest XI...they weren't disruptive enough to turn my opinion of the game.  Permadeath sounds like it sucks regardless.