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It's funny how, right at the beginning (20 seconds in), he is saying he is impressed with the doors in Last of Us Part II, while showing a door that closes in o
by robbrown451 5y ago
It's funny how, right at the beginning (20 seconds in), he is saying he is impressed with the doors in Last of Us Part II, while showing a door that closes in one direction, then opens in the other. This would be especially impossible given the closer mechanism at the top of the door, but then you notice that both parts of the mechanism are attached to the door itself (rather than one being attached to the door frame) and just swings with it, so it is worthless as a closer mechanism.
I can't blame the devs for taking shortcuts like that, but still a bit weird to call that one out as an impressive example.
- Trasmatta 5y ago> but still a bit weird to call that one out as an impressive example Everything else about the doors in TLOU2 is impressive, though. I don't think there's any game that exists that has doors that are as well engineered as TLOU2 that also properly swing in only one direction.
- robbrown451 5y agoTrue, and I doubt I would even notice a problem if playing the game. It's just when you are specifically looking at the doors, stuff like that jumps out at you. If I made the video, I probably would have edited it a bit differently so it doesn't call attention to flaws at a time when he's making the opposite point.
- LanceH 5y agoThe reason doors open both ways is so a player doesn't have to back up when opening a door inward. While it's something we do in person easily enough, it requires fine movements of a character or it requires taking over the character. Both feel awful for the player. So, the sacrifice of having the door open unrealistically both directions. Can you imagine running away from the zombies, you reach for the door, move to back up and realize you didn't quite grab the handle? Or the other version where you do grab the handle and realize you need to let go of it to start shooting, but are stuck in an animation. Personally, I'm cool with worlds with no doors and outsized doorways. Ideally the scenery between my character and the camera fades out, so the camera only has to move to follow, not to get a better angle. I do admire the effort that goes into it making the doors look good.
- michaelt 5y ago> still a bit weird to call that one out as an impressive example Well, the clips from Last of us seemed to be the only ones where the character put their hand on the doorhandle, and kept it there for the duration of the door opening. And the door didn't visibly clip through anything on the other side. The clips from Fortnite and Hitman, in contrast, didn't show the player character using the door handle at all.