THE LAST OF US: PART 2
PASSED THE LAST OF US PART II. THIS IS THE LAST TEXT YOU NEED TO READ.
Around the world, the first level of the embargo on The Last of Us Part II is dropping today. It looks like this:
- June 1: “You can talk about a certain section in the middle of the game.”
- June 12th: “You can review by strictly observing spoiler guides.”
- June 19: “Red spoiler alert, everyone hides in the bunker!”
According to the papers that we signed, we can not talk about the plot, nor about the final conclusions – nothing but the events of a separate chapter. And thank God! And let it remain! And do not read our full review on the 12th! Read-only this material.
What is this completely spoiler less text about?
Ellie leaves the theater building and must cross the city to find some Nora. Then comes the approximately two-hour section in which we fight with mushroom zombies, with people (in different configurations), we can evaluate the level structure, see a couple of cut-scenes, an arsenal, graphics, and technologies.
We cannot (and do not want) to discuss plot details, the general pace, and the composition of the game. So the preview is the perfect way to tell everything important without messing anything up.
Most important change
The Last of Us (one) is a close game. When Ally and Joel in the first part moved through the destroyed cities, most of the doors were closed, the levels were to the corridor, although they tried to imitate the “air”. The power of the PlayStation 3 held back the spirit of “exploring a shattered world.”
Now, if you are not careful enough, you will walk past an absolutely optional, but detailed, two-story building. Miss a unique, perfectly set moment, a short story from the world (decorations, a note, a safe), the only opportunity to pump weapons, all kinds of supplies …
The Finding Nora episode shows that the journey through the city has finally completely turned into “The Road” with which the original was compared. Sometimes a horde will suddenly fall out of the window, then through the window in the gateway, you climb into some workshop for details.
The most important thing has not changed
The new TLoU has not turned into turn-based tactics (although how to say it!). This is a feisty and dynamic partisan action in which stealth and gunfights are a single entity. The main bet is the same – on dynamically changing various episodes.
For two hours you explore the streets in search of consumables, fall into dark cellars and fight off various zombies, fall from a great height in a steep cut-scene, fight with people in various types of locations, walkthrough linear peace segments “How to get out of here ? ” and in almost every battle you get the choice not to touch anyone, just running to the door if you want.
How much better is the gameplay?
For all the subjectivity of the question – the game has become much, much richer and more voluminous. In the episode Finding Nora (I’m tired of this reservation, but we don’t make any final conclusions!) There is not a single repeated battle. Each situation is unique. Here are some examples.
Forest. Ferns to the waist. Half a dozen religious fanatics with bows and hammers that first noticed you are falling out of nowhere. It takes only one (new) action – lies down to become almost invisible. But lying down does not take aim – the grass is in the way. Rise to grab someone – the rest will see, there are almost no trees.
Rows of office desks. Dark. They are trying to surround fast mushroom zombies around every corner, to drive them into a corner. And although Ellie has a knife and she cuts the nutcrackers as she wants, you have to violently fight with each zombie in your fists, clutch at the shotgun to at least somehow save yourself seconds for treatment, and run away to the far corner, hoping that you will be lost.
The entrance to the hospital is a huge militarized outpost with tents, towers, and patrols inside the building itself. Therefore, the battlefield, in fact, is three different locations in one. And God forbid, you can quickly remove the sniper, otherwise, you will have to run into the building, get away from the guards inside, throw mine traps behind you, make new silencers over and over again … and then still come back for the sniper!
And although everything sounds familiar, now it’s perfect
The gameplay has been twisted so that the battle has amazing rhythm. We have a thousand new seemingly small process improvements, each of which significantly changes the situation on the battlefield:
- Dogs who do not allow to sit out in stealth are gouging you.
- From a direct hit, you fall onto your back (and these bastards immediately run in your direction).
- You can go to bed to hide even in the low grass.
- An unlimited knife for the whole game sets a more dynamic pace.
- Evasion and parry is an important part of the combat system, but not like Batman’s.
Speaking about the rhythm of the battle, it’s worth noting this thing. You have a silencer for three shots, so the battle with five enemies in an ideal scenario ends in a minute. But this will (almost) never happen, because one miss – and the chain of events begins to unwind.
TLoU Part II consists of your failures, but because every time the battle goes on in a new way. Each time you are driven into a new corner of a huge location and a shootout in the corridors will not go according to the same scenario as fussing in a tent. And if you managed to occupy the sniper tower, then you will tell your friends two more days what an incredible situation was created and how you were left without cartridges in front of the entire base. The fights in
Part II in the Finding Nora episode are something completely amazing.
There are, as in the first part. Nothing extraordinary:
- Weapons can be modified on workbenches to increase damage, reduce recoil, and add new “features”. It is made insanely beautiful.
- There are a number of abilities that you can unlock at your choice as you collect special pills. Among them are faster silent killings, crafting more items, and special techniques (the ability to hold your breath and stabilize the sight, for example).
At what level of difficulty do you play?
As you know, I’m far from a hardcore driver, but Denis Karamyshev and I agreed that in the Finding Nora episode, the levels work like this:
- “Normal” – you almost never die, forgive everything at all.
- On “Heavy” interesting and fun.
- Survival is a very special difficulty. In it, the dynamics of battles completely changes due to the fact that the enemies do not give a saving pause “I saw – thought, attacked”, and the infected ones really crush and surround.
Keep such an indicator – only on “Survival” for the first time the thought appears: “Well, a fig, just sneak by.”
Maybe just a little about the plot? Dialogs? Filing a story?
We went through the game, then looked at the merged spoilers on the Internet and we consider the terrible ban on any details absolutely right until June 19th.
Is there a downgrade?
The original trailer two years ago definitely “does not reflect the quality of the final product”, and although some things got better, I never managed to achieve such animation of getting an arrow from a corpse, as in the given section. But everything that is shown in the State of Play is 100% true. (In this two-hour episode, of course!)
Well, the last: will you have to carry the boards again?
In the episode Finding Nora, you need to roll the trash can.