In the game called The Last of Us, players often find themselves in heart-pounding situations where they must either fight off infected and humans, or sneak past them using the environment and a selection of homemade tools. It’s usually smart or beneficial to have items like bottles or bricks handy in this game, and those who take time to carefully explore their surroundings will find themselves with more resources than those who don’t. While The Last of Us is excellent at creating these intense moments, many people feel that the first part falls short compared to the second part, due to all the new elements introduced in the sequel.
The Last of Us Part 1’s Gameplay is Slow at the Best and Worst of Times
Looking at how extensively Part 2 builds upon the gameplay of Part 1, it’s quite clear that Part 1 appears quite basic in contrast. The action/stealth confrontations in Part 1 are often interspersed with long walking periods, which serve to develop the relationships between characters and allow players to scavenge environments for supplies like resources, ammunition, and manuals as they go.
In Part 1, certain segments may seem tedious, even though they play a significant role in character development within the game. For instance, without those slower sections, players might not have noticed Ellie’s changing body language as easily throughout the game.
As a passionate fan, I can’t help but reflect on my journey through Boston at the start of “The Last of Us,” following the prologue. The opening scenes are deliberately paced, providing ample worldbuilding and introducing us to Tess, Ellie, and Marlene. It wasn’t until the encounter with Bill in Lincoln that the narrative really picked up speed – Part 1 began to tighten its grip.
However, it’s important to note that the initial sections might feel a bit sluggish due to the limited freedom we have as players to explore our surroundings. This restriction, while necessary for storytelling purposes, can sometimes give the impression of a slower pace.
Joel is often tethered to a brisk pace, similar to when Tommy guides him through the power plant, and in gameplay scenes where players have freedom of movement, there’s an excessive ‘jump’ function that players can activate on gaps and ledges. This jumping seems less like a deliberate mechanic and more like an unexpected method for traversal, particularly when maneuvering ventilation shafts in the Salt Lake City tunnel. Additionally, jumping, as well as dragging Ellie over wooden pallets, and having to lift planks and ladders, significantly contribute to the game’s slow-paced movement.
The Last of Us Part 2’s Gameplay Being So Superior Can’t Be for Nothing
As a dedicated fan, I can’t help but feel that many of the gameplay imperfections in Part 1 could be easily overlooked if not for the remarkable transformation in player-world interaction presented in Part 2 of The Last of Us series. This transformation, evident in its numerous improvements and changes, truly redefines the way we engage with this captivating world.
- An actual jump mechanic with a more satisfying animation that is used in a lot of regular traversal.
- Prone crawling to navigate beneath obstacles or through narrow passageways and hide in foliage.
- A rope mechanic that allows players to ascend, descend, and swing across chasms.
- A dodge mechanic (perhaps the most impactful addition to gameplay in Part 2), necessitated by melee combat being more exchange- and grapple-heavy.
- Safes are now manually unlocked, and their solutions aren’t all as trivial as finding a nearby note with a combination code written on it; instead, some combination codes are discerned by solving environmental puzzles.
- Glass can be shattered, whether on windows, displays, or vending machines, in order to enter environments, loot resources and ingredients, or lure enemies.
These modifications in gameplay may not seem thrilling or outstanding initially, but they prove to be incredibly smooth and captivating due to their exceptional integration with the authenticity of “The Last of Us”.
Certainly, The Last of Us carries a significant element of science fiction in its foundation, as players face the frightening consequences of the Cordyceps fungus, inspired by a real-life ant disease. However, the movement and navigation of players through the remnants of society, over two decades post-outbreak, is not an exaggerated depiction. It would be regrettable if no The Last of Us Part 3 were ever developed, as the gameplay of Part 2 has made remarkable strides in interactivity, progression, and traversal design decisions. The potential for further development and refinement of these elements in a third game would be captivating.
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2025-04-18 14:04