Also check out the previous performance testing here. At various points throughout the game, your objective involves finding a specific location, but you’re never explicitly told how to get there, nor are you funneled down a specific path.”įor the full Last of Us Part 2 tech review jump over to the official Eurogamer website by following the link below. Basically, it’s almost akin to a hub, just not in the typical open world sense. Seattle serves as a sort of central pillar around which the game’s more cinematic moments are constructed. In part, this is also true of the sequel, but the main difference lies in the city itself. The original The Last of Us, like Uncharted before it, is a highly cinematic game driven by set-piece moments – it was designed to appear open but it was still ultimately a series of ‘tunnels’. Character and world rendering have been improved across the board while significant changes have been made to the underlying mechanics enabling a smoother, more enjoyable experience all around. The Last of Us Part 2 features the largest environments in a Naughty Dog game to date, taking a page from the more open-ended design of Uncharted: The Lost Legacy, but taking the idea to the next level. For example, something we couldn’t show in pre-launch embargoed materials is one of the most important concepts that underpins this new game. The Last of Us Part II is a 2020 action-adventure game developed by Naughty Dog and published by Sony Interactive Entertainment for the PlayStation 4.Set five years after The Last of Us (2013), the game focuses on two playable characters in a post-apocalyptic United States whose lives intertwine: Ellie, who sets out for revenge after suffering a tragedy, and Abby, a soldier who becomes. What you are getting is exemplary execution, right down to the tiniest detail, plus a more thorough exploration of earlier concepts the developers has experimented with in the past. From a technical perspective, it’s difficult to isolate brand new techniques or technologies we’ve never seen before. “Well, when I describe the game as the culmination of the studio’s efforts to date, that’s exactly what I mean. John Linneman, Staff Writer at Digital Foundry explains a little more:
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