![]() #THE LAST GUARDIAN GAMEPLAY LENGTH FULL#Not all of The Last Guardian is this full of frustration. ![]() It makes for a realistic depiction of my favorite house pet, but it's terrible gameplay. It feels like the game is emulating real cat behavior by putting in some hidden timer before it will listen to you. When I turned back 10 or 15 minutes later, Trico would inexplicably, finally be in the position I had been trying to get it into when I gave up. In numerous cases I would give up on a puzzle and set down the controller, turning away from the screen. I mean "waiting game" quite literally, by the way. On top of that, Trico may ignore your commands if it feels like it, which turns any puzzle that depends on the creature's help into an aggravating waiting game. #THE LAST GUARDIAN GAMEPLAY LENGTH HOW TO#I'm doing a bit of interpreting here, because frustratingly, despite nonstop tooltips explaining how to do stuff that you were taught hours ago, The Last Guardian never actually specifies what each command means. You must learn to communicate orders to it, which in practice means pressing the right shoulder button to yell at Trico, sometimes paired with one of the PlayStation 4 controller's other buttons to issue a more specific command, like "jump" or "go over there." You depend on Trico for carrying you from area to area, but the creature is also a big part of the solution for many puzzles. ![]() When I wasn't trying to motivate Trico forward, I spent much of the game riding on top of the creature, grasping onto its feathers for dear life as it leapt to faraway vantage points (much more gracefully than the main character ever could, at least). If the creature isn't refusing to move until you bring it food, it's casually ignoring your shouts from across the level. If the main character annoys because he moves exactly as you'd expect a little boy to, then Trico annoys because it acts exactly as you'd expect a cat to act. ![]() And even though there's quite a bit of leaping from platform to platform in The Last Guardian, the main character's jumps are small, stiff and often difficult to judge. Good luck pushing a box in a straight line. He stumbles when he runs he has trouble holding onto Trico's feathers with both hands. You're playing as an awkward kid, and the game goes out of its way to make it feel like it. The core of this issue is how The Last Guardian handles controls. The problem isn't limited to barrels, of course. Barrels are the worst offenders they would bounce ridiculously all over the scenery after I'd toss them to a nearby platform, often rolling right back down to where I started. Time and again, the game tasks you with pushing, pulling or throwing objects through some sort of mini-obstacle course in order to get them to Trico or some other goal. GenDesign loves its wonky, faux-realistic, not-very-fun physics system. Your quest to find barrels for Trico illustrates one of The Last Guardian's more frustrating obsessions. The puzzles based around helping navigate Trico through tricky areas held my interest just fine. ![]() Many of the challenges in The Last Guardian are based around figuring out how to help Trico progress through an area too small for its massive frame, and finding barrels of the strange substance that Trico eats to give it fuel and urge it forward. This is a recurring activity throughout the game. Your first goal as the main character is to hunt down some food for Trico and figure out how to ease its pain. Soon after waking, he encounters the aforementioned Trico in a beaten-down, near-death state. He's been kidnapped from his village and must figure out a way to escape. The Last Guardian begins with the unnamed main character, a young boy, waking up in the ruins of some strange castle-like structure. ![]()
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