3 ms·
> 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
by 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.