The Last of Us Part 2

Naughty Dog has earned high praise for the storytelling , fiber , and gameplay ofThe Last of Us 2 , but there ’s one thing that fend out as its best overall feature of speech : its storey figure . The Last of Us 2offers some truly big expanse for players to explore , many of which finger extremely visceral thanks to Naughty Dog ’s attention to point .

While fan outrage at certain aspects of the game ’s story lead toThe Last of Us 2review - bombingonMetacritic , publications generally sleep together it . A few critic brushup took major issue withThe Last of Us 2 ’s hyper - ferocity , however , which has been the major point of controversy so far , and fan have touched on both this and their disappointment in decisions Naughty Dog made for some of the first game ’s characters .

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Whether its violent gameplay ensnarl well with its violence - condemning storey is a valid head . But what is sure is Naughty Dog mostly nailedThe Last of Us 2 ’s moment - to - second gameplay , in itself . There are stretches where it finger repetitive and sulky , especially in the later share of the game ( more on that below ) , butThe Last of Us 2 ’s floor design pull in fight through and explore post - apocalypse Seattle an entertaining and seamless experience .

How Last Of Us 2’s Level Design Feels Like Real Life (At Least, At First)

In its early stage , navigatingThe Last of Us 2 ’s environmentsfeels almost instinctual . The uprightness enabled by its playable persona ' increased mobility allowed Naughty Dog to get more creative with how thespian get from point A to point B. Ellie hops over fences , rise onto railcar and into window , expire through apartment and down flaming escapes - all making standard tier traverse more interesting . These would be received features in many other game , but they ’re special here because of their Platonism .

Naughty Dog ’s attention to detail turnedThe Last of Us 2 ’s environs into what find like destroyed versions of material - life neighborhoods . Navigation is intuitive because players can essentially approach draw around as they would in the tangible world . This makes taking on enemies tense , but also empowering , since players can use mutual sense to calculate out the best way to make it out alive . It ’s in particular apparent in the surgical incision depict off inThe Last of Us 2 ’s Suburbs gameplay demo : cringe through tall eatage , hiding behind bushes , hop fences , and sprinting through backyard , it feel like a high - stakes game of hide - and - seek or becharm the flag .

regrettably , asThe Last of Us 2 ’s long runtimedrags on , Naughty dog ' tier design tricks start to become more plain . In nearly every instance where navigation is the main chore at hand , players will annoyingly have to take the long way around an obstruction . Nothing is ever just an sluttish , " enter the door and you ’re there " situation , which eventually makes geographic expedition sections feel like needless padding . There are limitations to exploration that burst the previously mentioned submerging , too . For exemplar , histrion ca n’t climb on anything with even a shade chip of giantism on its lip , meaning otherwise approachable ledges are made inaccessible by just a act of Hedera helix . Still , though it can get tiresome , The Last of Us 2 ’s degree plan is broadly speaking quite good , and it leads to some of the most seamless emergent action sequences in modern gaming .

Last of Us 2 Level Design Good Natural City Landscape

Next :   The Last of Us Part II Review : You ’ve Never Played Anything Like This

The Last Of Us Part 2released for PlayStation 4 on June 19 , 2020 .

ellie looking at city in TLOU2

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The Last of Us Part 2