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The Last of Us Free


After actually playing The Last of Us, it’s not the beautiful graphics, the brutal violence, or the approachable crafting system that stands out to me. It’s the sound. The Last of Us isn’t Uncharted, with its happy score wafting over every moment of gameplay. It’s a slow, suspenseful crawl through a world that can kill you at any moment. As such, it’s quiet – eerily quiet. You have time to listen to the rain pitter patter on windows and each breath of the infected you’re creeping up on to shiv in the neck.
The Last of Us

Developed by: Naughty Dog Software
Genre: Action
Release Date:
United States: June 14, 2013
UK: June 14, 2013
Australia: June 14, 2013
Also Available On:
Also known as: The Last of Us



But that's just part of the 20 minutes I played through. If you're the visual sort, my quick fire impressions are available in a PlayStation Conversation below -- as well as in theinterview with developer Naughty Dog Creative Director Neil Druckmann -- but if you like these here written words, let's hit the highlights.
There were two types of infected in my demo. If you’re just joining us, a fungal virus is infecting humans. It grows through their eye sockets, takes over their minds, and makes them into distorted monsters.
Type one is an early stage of infection – the Runner. This monster still has a sense of its humanity. It knows that what it’s doing is wrong, but it can’t stop. Just like the ants in the original teaser video for The Last of Us, the Runners body language almost shows an internal struggle between the virus and the person – one of them pulling back while the other pushes forward. The Runner travels in packs and (not surprisingly) runs.
The second stage of the infection is the one we saw in the debut trailer. These guys are called Clickers. The virus has taken over, and it’s grown into massive structures through the eye sockets. This blinds the Clicker, but that disability gives them hyper-sensitive hearing. As such, the Clickers make a clicking noise with their mouths and see via echolocation. The sound bounces off objects, comes back to the Clicker, and creates an image.
These two types made for an intense play session. For starters, and I’m sure I sound like a broken record, there’s sound. When I’d enter an area with these guys, they’d let me know they were there. The Runners – losing their human selves by the second – wander around moaning these guttural cries. Meanwhile, there’s constant clicking as the Clickers try and figure out what’s going on.
It’s screwed up to be on one side of a table, hiding for your life, and have a Clicker on the other side spinning about trying to find you. Meanwhile, sneaking up on a wiggling, moaning Runner is just as messed up – to the point that shiving them in the neck or choking them out seems humane rather than necessary.
But it was never a choice in my demo. I needed to take these things down to keep the group safe. My favorite part came when Joel went to scout ahead and dropped into a room with three or four Runners and one Clicker. I loved it because I kept dying. I kept making a bit of progress and then getting hung up on the next part. I’d choke out the Runner, but the Clicker would see me. I’d time my shiving of the first Runner to miss the Clicker, but then get seen by this other Runner wandering from room to room.
Sure, I could try and shoot the monsters rushing me, but I only had a few bullets and nailing headshots on the bobbing and weaving animals isn’t easy. The Last of Us rewards planning and patience – and that’s what I love about it.
In fact, later in the game, I came into a room filled with creatures and was given a shotgun. I threw a bottle at the floor, the baddies rushed me, but the shotgun gave me a big ol’ radius for the headshot. I killed the three coming at me, picked up ammo off their corpses, and then killed the next batch that came my way. It was nowhere near as fun as the strategizing and scrounging from before.
I talked to Naughty Dog developers about this, and they said my first experience was more what they were going for – that the shotgun and ample ammo drops I found toward the end were just for this demo, to give the press an idea of later in the game.
I certainly hope that’s the case.


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