Thanks goes to Cyberia
http://www.youtube.com/watch?v=hRFoNXMQmNk
I added some of arne quotes:
http://www.youtube.com/watch?v=hRFoNXMQmNk
IGN posted three videos as well
http://www.ign.com/videos/2013/03/23/the-last-of-us-gameplay-off-screen-part-1-pax-east
http://www.ign.com/videos/2013/03/23/the-last-of-us-gameplay-off-screen-part-2-pax-east
http://www.ign.com/videos/2013/03/23/the-last-of-us-gameplay-off-screen-part-3-pax-east
The first two are mostly just exploring the environments while the third one finally gets into some action.
I added some of arne quotes:
WE'RE NOT SURVIVAL HORROR! *kills self*
Seriously we aren't, and if you treat this game as an action game or a survival horror game, rather than let the game teach you the "new" mechanics of this "new" genre, it game will be more difficult in an unsatisfying way. The game will teach you to think about combat differently, hard to do in a 30min+ demo, but that's a lot of what you see with the repeated deaths. The moment I tell someone - dont fall back to genre conventions for gameplay mechnaics, people start being far more successful in combat for this demo.
Listen mode is mapped to a button. Don't use it if you hate it, but it's not a massive advantage. You can't see things from across the map, only if they are making some sound, slows you down, etc. It will be a give and take. But if you hate it, and you want to be all hardcore, don't hit the button. You do have some self control right?
Crafting is real time. in fact the only "pause" is if you to into the options menu. looking at the collectibles is still real time.
image retention?
The studio is reading this thread, so they can discuss your thoughts about a hardcore mode and HUD opacity. Do note, we did hire a dedicated UI/UX several months ago and work on that is still constantly happening and evolving.