Three Pools Mode: A Popular Choice for The Last Guardian, But Critics Have One Major Complaint
#Punch Interactive has undeniably made a splash, or perhaps rather, a mound, with its "Three Pools Mode" in The Last Guardian. Modeled loosely after the acclaimed "Kurosawa Mode" from The Last of Us Part I, which pays homage to the legendary filmmaker Akira Kurosawa with its distinct visual and audio style, this new mode aims to deliver a similarly intense and stylized experience. However, while the ambition behind "Three Pools Mode" is clear, its execution has landed somewhat awkwardly, primarily due to an overwhelming and often humorous deluge of mud.
The mode draws its name from the filmmaker Takashi Miike, known for his visceral, often shocking, style. Players can expect significantly more graphic violence, with enemies bleeding profusely and the environment becoming... well, very muddy. For many, this translates to a more visceral and challenging gameplay experience, aligning perfectly with the dark, perilous world of The Last Guardian and the imposing presence of Aiden. Extra blood and muck certainly feel like an extension of the game's oppressive atmosphere, adding another layer of immersion for those who relish the challenge.
Yet, it's here that the mode faces its most significant hurdle. The sheer volume of mud that appears throughout the game has become a source of widespread player discontent. It's not just combat where the mud manifests; it seems to cling to almost everything, including the protagonist Aiden and, notably, the game's NPCs. Community members, like the user Kegg02, have shared screenshots showcasing characters, even seemingly stationary ones, completely coated head-to-toe in mud. This constant, pervasive muddiness, while perhaps intended to enhance the grim setting, often detracts from immersion and can feel somewhat absurd. Comments frequently point out that the mode's signature effect – the mud – is present and prominent in almost every scene, sometimes overshadowing the actual gameplay or narrative moments.
One player even expressed surprise, noting that the mode wasn't just about increased blood but also turned the entire world into a muddy spectacle, affecting the visuals in a way they didn't anticipate. While increased gore is a common element in difficulty modes, the sheer ubiquity of the mud effect feels excessive for some. It's a visual element that doesn't always serve a functional purpose beyond signifying environmental hazards or enemy wounds.
This leads to a common refrain among players: the need for better control over these visual effects. Many feel that having a toggle or slider within the mode settings to adjust the intensity of mud and blood would significantly improve the experience, allowing players to tailor the immersion level to their preference without feeling overwhelmed or, conversely, missing out on the intended mode's aesthetic.
While the "Three Pools Mode" successfully captures the essence of Takashi Miike's style – namely, its willingness to embrace graphic violence – the overwhelming mud seems to be a point where the homage perhaps went a step too far for a broad audience. It's a stark contrast to the more refined, albeit sometimes divisive, "Kurosawa Mode." Whether the mud is an integral part of the mode's identity or simply a side effect of the game's rendering choices for its cinematic sequences is debatable. What's clear is that this particular element is a major talking point, distinguishing "Three Pools Mode" not just as an enhanced difficulty, but as a visually distinct and sometimes polarizing experience.
It raises questions about the balance developers must strike when implementing stylistic modes. How much stylistic flair is too much? Can immersion be genuinely enhanced, or does it risk alienating players who prioritize gameplay clarity over visual spectacle? The mud in "Three Pools Mode" certainly makes its presence felt, but whether that feeling is entirely positive depends heavily on individual player tolerance for such stylistic excess.