Gameplay
http://www.gametrailers.com/videos/zjsym4/the-last-of-us-enter-the-apocalypse
http://www.youtube.com/watch?v=HA2cuwYSIqs&list=UUQXR8pItAoKDAJSbphFxbrg&index=1
Adam Sessler impressions
http://www.youtube.com/watch?v=xlIZwa-Z0Ng&list=UUQXR8pItAoKDAJSbphFxbrg&index=2
Screens
Destuctoid preview
IGN preview
http://www.ign.com/articles/2013/02/04/the-last-of-us-the-sights-and-sounds
This has spoilers so beware:
http://www.gametrailers.com/videos/zjsym4/the-last-of-us-enter-the-apocalypse
http://www.youtube.com/watch?v=HA2cuwYSIqs&list=UUQXR8pItAoKDAJSbphFxbrg&index=1
Adam Sessler impressions
http://www.youtube.com/watch?v=xlIZwa-Z0Ng&list=UUQXR8pItAoKDAJSbphFxbrg&index=2
Screens
Destuctoid preview
http://www.destructoid.com/hands-on-the-last-of-us-scared-me-sh-tless-243926.phtmlI expected a lot of things from The Last of Us, but what I didn't expect, and what I was pleasantly surprised by, was that it scared me more than any recent survival horror game. I don't know that Naughty Dog would classify it as a straight up survival horror, but between the time I spent scrounging to survive, and the rest of the time I spent scared shitless, it definitely fits under the classification.
IGN preview
Naughty Dog’s been talking about this crafting system for quite a while now, and I haven’t known what to make of it. How complicated will it be? How plentiful are resources? Turns out: 1) It’s not complicated. 2) They’re all over the place, but they’re not all equal.
So, typically, Tess will get out in front of you and go toward the objective you guys are looking for – a door, some stairs, etc. This is your cue to go anywhere but there. See, staying off the beaten path will lead you to drawers with scissors in them, duct tape at a dead end, and so on. When you pick these items up, you’ll see that item’s icon with a pie chart. That shows you how much the item is worth in that item category. Fill in one of the pies, and you have a whole item. Then, you need to look at the recipes you’ve collected thus far – stuff like a med kit, moltov, or board with scissors in it. If you have the needed pieces, a button tap makes it for you.
It’s a breeze – a lot like Dead Rising 2’s crafting with a bit of ZombiU tossed in. (When you craft, you’re digging through your backpack and vulnerable to attack.)
http://www.ign.com/articles/2013/02/04/the-last-of-us-the-sights-and-sounds
This has spoilers so beware:
Even in an alpha stage of development, the controls were responsive, the world fully fleshed.
http://www.theglobeandmail.com/tech...new-horrors-in-the-last-of-us/article8121586/The fungal infection takes control of human bodies in stages. Stage one victims, what Tess and I call Runners, are not in control of their actions. The last vestiges of the people they once were can only be sensed in their cries of pain and anguish as the fungus makes them chase after new hosts for spores. Stage three infected are referred to as Clickers because the creatures, barely recognizable as former humans, navigate by echolocation.
Runners may be fast, but at least you can punch your way out of their clutches. If a Clicker touches you, you’re infected. Game over.
Scavenging supplies, like blades and binding, alcohol and rags, sugar and explosive materials, is critical to survival. As is crafting those raw materials into things like medical kits, shivs, upgraded wood planks and crowbars. Ammunition for firearms is scarce, so I used melee and stealth attacks whenever I could.
My “focused listening mode” enabled me to detect infected in the near proximity and to anticipate their movements. We stay low and hidden from the Clickers, distracting them by throwing bricks and bottles away from where we are. But when we’ve descended to what used to be a.subway station there are just too many. Time and again we are overwhelmed by the Clickers and Runners, unable to find a way through to safety