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The Last Of Us 2 Preview: Brutal And Ruthless

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The gameplay demo of The Last of Us Part II shown during PlayStation's State of Play was only a small piece of a much larger chapter.

In the recent State of Play presentation for The Last of Us Part II, there's a bit where returning protagonist Ellie sneaks up on a woman playing a PlayStation Vita, interrogates her at knifepoint, and then stabs her in the neck when she tries to retaliate. Ellie says something like "that was dumb" under her breath while wiping the blood off her switchblade.

I winced the first time I saw that scene during my own playthrough of the game, and I winced when I saw it again during the State of Play. Not just because I was bummed about the loss of a fellow PS Vita appreciator, and not just because the violence was so shocking and ruthless (I mean, I'm also playing a ton of Mortal Kombat 11: Aftermath now so a simple throat-stab is probably something I can handle). It's the way the kill was choreographed and framed to be so cold and understated that made it feel almost nauseating. The close-up, the gurgles, the way the camera lingers after the stab really made me squirm in my seat. They're really going to devote this much gory detail to the death of a super minor character? A big part of why it felt so uncomfortable is because it was an ice-cold move from Ellie, a character who I first knew and still kinda see in my mind as a young, relatively innocent teenager. But at this point in The Last of Us Part II, she's obviously not the same person--she's seen a lot of shit. And I mean a lot of shit.

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Now Playing: The Last of Us Part 2's Violence Is Ruthlessly Cold

I've also seen a lot of shit, including the lengthy gameplay portion of The Last of Us Part II that immediately precedes what was shown in the State of Play--roughly two hours in length. And even just from this small portion of the full game, it's easy to see that despite how familiar The Last of Us Part II is in its level structures, it's going a few extra steps to make its grisly world as believable and confronting as possible. I'm about to describe most of the chapter to you here but don't worry, there won't be any story spoilers.

This particular chapter of the game starts off with Ellie setting out on her own, with the goal to traverse the overgrown Seattle streets in order to reach a hospital. These kinds of in-between travelling sections will be familiar if you've played the first Last of Us; they're mostly linear sections of exploration with minimal enemy encounters, where you can focus on searching the environment, scavenging for useful materials, and learning more about those who came before you.

In The Last of Us Part II, this chapter shows off an area that's got a lot more to it than first appears. You can spend quite a bit of time exploring a number of optional spaces, if you've got a keen eye. These places often blend right into the rest of the city, but are filled with supplies, environmental puzzles, enemy encounters, and side stories. It might be something as simple as searching the employees-only area in an abandoned convenience store for crafting materials, or something a little more dangerous like the ritzy diner filled with a bunch of infected but probably also a bunch of extra supplies--a place which you can certainly skip altogether if you're not up to it.

Something a little more involved might be the multi-level office with a locked conference room door that you just can't ignore, which requires you to find a crafty way to bypass it. The solution here might involve steps such as finding a way outside the building by breaking glass windows (one of the most satisfying actions to perform in this game, thanks to the heft of the animation and audiovisual payoff), finding some rope, and creating a way to swing into the room via another window. An even more time-consuming side area in this chapter involved a multi-storey residential block with its own subplot to uncover as you go from apartment to apartment, culminating in something surprising--something I'm looking forward to talking to others about when they experience it.

No Caption Provided

The slightly more involved side sections are usually more rewarding, too--you might find a safe whose code you need to crack using environmental clues, a place to upgrade your guns (something that's also high on the list of satisfying actions), trading cards to collect, a thing that might prompt Ellie to write a personal journal entry, or books that unlock a whole new skill tree. Getting the sense that all this great stuff could so easily be missed completely once you move on really motivated me to pay extra attention to the world and keep poking around every corner. I always felt like I could be overlooking something, and that makes the world seem very full.

Ellie eventually finds herself swimming in the sewers (which is gross; also, Ellie finally learned how to swim in The Last of Us Part II), and the chapter starts to heat up with a serving of large-scale combat encounters. Arriving at an overgrown city park area, you're introduced to one of the game's enemy factions, often referred to as "Scars"--they're the robed figures introduced in the game's 2017 teaser trailer and seen later in the E3 2018 gameplay reveal trailer. The group behave like hunters, methodically sweeping the area in pairs, preferring silent weapons like bows and melee objects and communicating with each other by whistling, which can be pretty unnerving. Getting hit by one of their arrows will result in Ellie continuing to lose health until she can find the breathing room to remove it, meaning taking Scars head-on can be more damaging than usual.

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The park area you first encounter them in is covered in tall grass, allowing you plenty of opportunities to move about the area unseen and perform guerilla strikes from behind, before quickly escaping and reentering stealth. The following area, the entirety of which can be seen in the aforementioned E3 2018 gameplay reveal trailer, sees you encountering a large group of Scars in a more exposed urban setting--a multi-storey car park and section of freeway. As seen in that gameplay trailer, evasion and using the new ability to go prone and hide under vehicles gives you a few more strategies to consider, and it's important to note that most of these bigger combat areas allow you to continue on without killing every last enemy.

But me? I really enjoy how fluid, weighty, and well-animated the combat is in The Last of Us Part II. At the risk of sounding like a psychopath, the presentation gives every action an "oomph" so satisfying I can't bear to leave an enemy standing as a missed opportunity in the same way I can't leave a stone unturned during exploration. I love the act of throwing a brick at an enemy or shooting them in the leg to stun them, and then sprinting in to finish them off with a big hit. I love the satisfaction of attracting a patrol to a certain location and then landing a particularly opportune Molotov cocktail. I like going toe-to-toe with a hulking melee enemy so I can make Ellie perfectly dodge their every strike and give them a death by a thousand switchblade cuts.

And that leads us directly into the State of Play gameplay demo featuring the hospital combat area, Ms. PlayStation Vita, and cold, cold violence. After these long combat encounters, the game just about had me convinced that in this universe, Ellie is way more sadistic than Joel when it comes to combat. That's thanks in part to technology allowing for a more realistic depiction of bodily mutilation, of course, for better or worse. It's also thanks to the fact that Ellie always has her switchblade on her, and stealth takedowns usually involve multiple torso and head stabbings--a feeling I am not a fan of imagining. There's also something to be said about the way that Ellie haphazardly duct-tapes a couple of knives to a wooden plank and uses that to go to town on human beings--I mean holy crap, Ellie.

No Caption Provided

But the ruthless nature is also amplified dramatically by the ways in which the enemies now react and speak to one another--something that's more prominent with the soldier-like faction that guards the hospital, as opposed to the previous groups of Scars. Plenty of video game enemies have banter and barks, of course. But when an enemy in the Last of Us Part II discovers the body of someone they know and says something to the effect of "Oh my god, Alex! No..." with genuine-sounding grief and anger, I can't help but feel a little bit guilty. When I shoot someone in the torso but don't quite hit the critical mark and they're screaming and gurgling on the floor, I can't help beating myself up a little bit for giving them a slow, painful death.

I've seen a few people joke about the presence of a PlayStation Vita in The Last of Us Part II. These people obviously don't know the joys of an OLED screen, nice clicky buttons, and Japanese games. But the more important thing to note is the game the dead woman was (very obviously) playing on it. It's Hotline Miami--a game that lets you--no, requires you to pull off long strings of gruesomely creative kills in a bloodthirsty rampage and mostly lets you revel in it. A top-down perspective, vivid neon colours and a thumping electronic soundtrack help build a haze in which you can forget about everything except doing the best murders. It's hard not to wonder about this weird Easter egg and start to think about the parallels to the game at hand.

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The Last of Us Part II also requires you to pull off long strings of gruesome creative kills, but the difference here is that The Last of Us feels like it wants you to see those actions with perfect clarity. It's presented in a way for you to feel the pain of every cut, blow and shot you give and receive, and the result is far more intense than the first game. There's definitely an excitement when you land a clutch shot with your last bullet, or get a good jump on an enemy and clobber them to death, but it doesn't let you shy away from everything around the fringes that comes with those actions.

The melee combat feels incredibly good, but it's hard not to wince when you slam a machete into a person's shoulder or take them down with a knife to the side of the head. The damage modelling is satisfying, but there's always going to be a shock when someone's head shatters from a rifle shot or someone's skin gets melted by a Molotov cocktail. And when other enemy characters cry out the name of the guard dog you just exploded in front of them in disbelief, it's hard not to feel like a bad person. Whether this approach translates well to the rest of the game is something you'll have to wait until June 19 to discover.

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The Last of Us Part II

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jsprunk

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Almost as ruthless as Neil Druckmann to his male employees when he fired most of them, or figured out ways to make their lives hell so they’d quit.

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sgtkeebler

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I’m super excited for this game, but I can tell you right now people against same sex couples or even this game are going to review bomb the crap out of it. This is why I believe metacritic is such a joke of a website. But I am really looking forward to this game! It looks freaking amazing, and I am hearing nothing but good stuff

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LiveDreamPlay

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@sgtkeebler: That's why there is the user score, the one that nobody cares about, and then there is the critic score, the one where critics will review the actual game. I expect a 90+ from critic score and about a 60 from user score.

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docnano85

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It seems like Naughty Dog is really trying to make the player feel the moral weight of their actions. Even if someone is trying to kill Ellie, casually stabbing such a realistic person in the throat doesn't feel good, and shouldn't. It's almost like they're showing the player that you don't have to be an Infected to become a monster. It could be pretty effective as a storytelling tool, even if I'll probably skip the game myself since I don't enjoy hyper-realistic violence in games.

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dmblum1799

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The thing about spoilers is, it really doesn't matter. It's the execution of the story. Yeah, we know. Jesus dies at the end. So does Hamlet. The Titanic sinks. It's the execution of the story that counts. Given their track record, Naughty Dog did a good job.

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jontr0n

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It's weird that there seems to barely be ANY infected in this game. Not complaining, because I'm sure they are in it, but every preview has been quite devoid of the mushroom zombies.

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nikolistary

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I played this game like 20 years ago.

It's called Manhunt by Rockstar Games.

And that game was much more fun in the torture porn genre that this game is trying to sell. Oh wait, they added a bunch of corny melodrama so its different. Smfh.

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LiveDreamPlay

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@nikolistary: Start using your brain, it's not too late and there's no shame in it.

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Undeadzombie

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@nikolistary: I'm about to manhunt your mother and father for a 3 some

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blindbsnake

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@nikolistary: Funny... You think this game is trying to sell fun in killing people... Someone not paying attention...

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IgrokU

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I wonder if they will have a "hole in one" achievement? Then you get to "unlock" new playable characters.......

thanks Neil

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ViperGTS96

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Lost all interest after seeing some spoilers.

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Undeadzombie

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Edited By Undeadzombie

@vipergts96: ok so why did you come on here?

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LiveDreamPlay

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@vipergts96: Why though? I've seen the spoilers too. A tad predictable but that's about it...

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ViperGTS96

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@livedreamplay: Can't say without spoiling so I'll just say I wasn't happy about the direction they went, and I loved the first game.

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LiveDreamPlay

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@vipergts96: I've seen the spoilers, that's why I'm asking how come you didn't like the direction.

The past catching onto them and Joel getting killed, thus triggering Ellie's ruthless revenge was what fans predicted from the first trailer. It's a standard revenge story.

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Heidern98

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I love the first, but I think combat and gameplay were its weakest qualities. Was never particularly thrilled about the violence but I understood it served a purpose. This game looks like the purpose is violence. It also seams much lonelier then the first game. The more I hear about this game, the more I feel it has very little to do with why we loved the first game. I just don't understand how anything I have seen has served the core theme of the original, which I felt was about the sacrafices ellie and joel made for each other and the growing of that relationship.

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Undeadzombie

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@heidern98: nice joke sweetie

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analgrin

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@heidern98: Gameplay on PS3 was marred with bad input lag. It's much more responsive at 60fps on PS4 which improved the gameplay from a 7/10 to 8/10 imo.

Game still gets 10/10 because EVERYTHING else made up for the slightly clunky gameplay.

And yeah the theme is different this time around. First one was all about love, this one is all about hate so it seems much darker in tone. Personally I love that though. I guess very positive people may not like being dragged down by negative vibes/atmosphere.

I'm a miserable bastard though so I feel right at home in a depressing/oppressive setting :)

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OzzlordRaven

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@heidern98: Same thing happened to me!

I remember when I played TLOU1, I didn't like the gameplay much. It's not that it was bad, it just that it was just another genetic 3rd person, zombies, stealth-ish game so, I stopped playing it. After a year, I saw that people were praising and loving the game, I decided to give it a try and LOVED it a lot. what did it for me was the narrative... (and again, I know there are some other games/movies/shows with the same story: A broken man, trying to survive in a post-apocalyptic world and suddenly has to do get on a journey with some kid and they build a relationship along the way) But I just simply loved how they did it, loved everything about it. I even bought the DLC, which I never do, because for me, DLCs are often like fillers episodes.

After watching TLOU2 gameplay, I have to say, it looks very cool and I even going to get it, maybe not on day one but I'll still get it... just for completion sake or maybe for the first one sake but I have to say, I'm disappointed with the leaks. A real shame..

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Heidern98

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Edited By Heidern98

@ozzlordraven: Glad to know I am not the only one. The leaks killed it for me too, but I was already very skeptical given what I have seen about the games focus since the initial reveal. The game does seam to have some very interesting things, but I am hard passing it with hardly any regret. This is all on top of finding out recently that Naughty Dog doesn't exactly have the healthiest work environment. Knowing that a company treats employees poorly really hurts my love of games, even if it is common place. Honestly, from what I have seen, the reviews will be very polarizing, but I am sure it will anger some reviewers into giving it a low score. I really feel this is going to be the end of the series. Plus, I have a hard rule about never killing pups in games :( OK thats the real and only reason ;D

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So just like in the first game I basically continue to kill a bunch of fellow survivors for no clear reason, begging the question- Am I really the hero of the story? For most games this sort of thing doesn't matter but for a game that is so heavily story driven and takes itself so damn seriously as the Last of Us, does, I find this sort of ambiguous motivation unappealing.

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LiveDreamPlay

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Edited By LiveDreamPlay

@Vonhawkmoon: You are NOT the hero of the story. That's the whole point of the previous game and it seems it will be the point of this one too. It seems like you need to play it again to understand it better.

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seanwil545

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Edited By seanwil545

@Vonhawkmoon:

Most of the survivors are the aggressors. Like the freaky guy who has unsavory plans for a budding teenage girl.

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alastor529

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@seanwil545: fellow survivors that either wanted to murder joel, rape ellie, and then EAT you both. but yaa.. no other logical reasons..sure lol

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blindbsnake

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@Vonhawkmoon: "I basically continue to kill a bunch of fellow survivors for no clear reason"

Maybe... And I'm just saying maybe... You should play the game to know the reasons!!!!

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illegal_peanut

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I'm all in for extreme realistic gore.

Also, the vita was a massive paperweight. Unless you were a weeb.

-PEANUT NINJA APPROVED-

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