The Last Of Us Review

Joel and Ellie survive the high expectations placed on them and Naughty Dog offers one of the best games of recent years.

The game handles make it clear that it is a hostile world and that gives much unpredictability of events , and to some extent, increased involvement with each character. Honestly, the existence of the fungus is not key to the success story of The Last of Us, the apology could have been a nuclear war to Fallout or a natural disaster, the important thing is the relationship between personalities, their evolution and extreme experiences . If this had failed we would be faced with a topical story-not bad-as we have seen in so many zombie games, and that’s the big difference between The Last of Us and the rest.

It is difficult to expose examples of the level reached by the charisma of the characters without giving many details. What is clear is that from the first minutes of the game and unexpected until just the last second, one end of the left huella-, dialogues are very well written and performed plays a key role -here facial animation Naughty Dog – with mood changes that break up any hint of behavior, especially from the second half of the game, when they start to get complicated decisions and history happens to focus on the overall world to focus on the characters.

One of the many strengths of The Last of Us is the sense of coherenceof the world presents. There are a few chapters that break the continuity of the trip-for displacement or passage of time, but are counted as exceptions during his more than 18 hours of play-in normally difficult, the journey is very solid, and that makes it really player feel the stress, fatigue and danger. To cite one example, there are goals like reaching a certain building or construction visible in the distance, and to reach it you have to cross a part of the city; the scale apparently is real and we take several hours to reach the desired place after many skirmishes.

Regarding exploration, it is curious that Naughty Dog has challenged some typical conventions in video games. There is an overwhelming number of places created to the smallest detail where nothing relevant or useful objects or enemies. There are drawers and cabinets open with a large percentage gaps, which give an idea of ​​a believable world in which not everything is designed in a predictable way.

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There are typically developments of American homes with basement, ground floor and first floor, each one with its lounges, bedrooms, bathrooms, gardens, and perhaps among all its furniture just kicks out an old rag, a letter and a box of matches with an annotated key in his back.Could Naughty Dog have opted for a world of papier mache with beautiful facades but blocked? Yes, but the impression left in the world that life was lost. For the developer is a titanic team work, almost a waste of time and work has its rewards: an incomparable setting.

Within linearity Nothing open- world game, the amplitude in all dimensions and complexity makes it difficult to predict even the next objective or very distressing “exit” -that darkened in places, it is not uncommon to have the feeling of moving from the area without seeing every hidden thing , in the end we have not get all the collectibles, that’s right.

Good

  • Dramatically incubate distributed

Bad

  • Interactively monetize revolutionary
9

Amazing

As far as I can remember, I've been surrounded by technology. My father bought us a Commodore 64 so I started playing games as a baby, following my passion with Amiga 500, then PC and so on. I love game related collectibles, and when I'm not collecting I review games, watch movies and TV Shows or you may catch me keeping a low profile at Game Events.

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