Sony 11 days before the embargo on reviews The Last of Us: Part II allowed reporters to talk about a two-hour episode in Seattle – this is the middle of the game.
In this material we will collect the most interesting from different previews, which tells about the new or more about what is already known.
To do this, the developers have introduced many new mechanics – especially helps Ellie’s flexibility, thanks to which she can jump and crawl, hiding under vehicles or in tall grass. The bow also plays a large role in stealthy passage.
Players will be able to adjust the difficulty level for themselves: in addition to the traditional “Easy”, “Normal”, “Difficult” and “Survival” (the latter is open from the very beginning), you can configure additional parameters such as attentiveness of enemies, damage caused by Ellie and the amount of resources on the levels.
Studying the locations is paying off: for example, the author of GI in one store found information that fighters of a local group who had become infected were looking for deserters. Then, in one of the apartments of the building, the journalist found deserters along with a rare guide to improving explosives.
With increasing levels, it became more difficult to get to some places: you can get into a room with a closed door through a window on the top floor – how to get there, however, is another mystery. In general, the game has become much less lead players by the hand, allowing you to study the levels at your own pace.
At the same time, the transition to such open locations did not hit on the study of trifles – all places were created manually and represent unique spaces. No copy-paste.
They do not create the impression of zones that they created to fill the space in the game. The surroundings look believable.
Like all games Naughty dog with PlayStation 2, The Last of Us: Part II has only one required download – the first. All the rest are hidden. The transition from clips to gameplay reminds God of war (2018) and remake Final Fantasy VII – it is “seamless.”
According to the author of GI, killing dogs in The Last of Us: Part II is psychologically unpleasant: they are not brainless wild animals, rather reminiscent of someone else’s pets.
My passage through the hospital became much harder, because I did not want to kill the dog patrolling there named Bear.
In general, journalists note that opponents began to behave much more interesting and meaningful. They act together, try to tactically crush Ellie, go around, hide, communicate and emotionally respond to the death of comrades.
As reported in the fall, each adversary (and dog) has its own names and characters.
For example, one of the zones that I planned to overcome quietly had to be cleaned up after I killed the first sentry, and then went through a pool of blood from his cut neck. The second sentinel saw the corpse, informed the others, two other opponents came to the body and moved in my footsteps. I had to solve the problem with a rifle and crowbar.
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