The Last of Us Part II | PS4 | June 19th (NO OPEN SPOILERS)

RennisDeynolds

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Game looks sick. Naughty Dog is TOO dangerous to just he a first party dev. Sony is really blessed.:wow:

Nah they made an investment and it paid off in spades :blessed:


Sony is the king of this 1st party shyt :wow:, respect to Nintendo the originator and lord of video games :mjlol:
 

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According to Newman, when the Naughty Dog team sat down to think about the game, it explored what worked well and what would be appropriate for this game and expand on what was done previously. “The Last of Us has always been about the natural world and reclaiming society and civilization, so a natural evolution of Last of Us 1 was to increase the vegetation in the world,” he explained. “That obviously plays into the stealth game that’s super important, so that pushed us to create this analog stealth system where based on your stance, whether you’re crouched, standing, or prone in the thickness of the vegetation you’re in, enemies have an easier or harder time seeing you. There’s this sliding the scale of how susceptible you are. It’s more appropriate to the tension of the world of The Last of Us.”

In the demo, we saw Ellie dodging left and right as enemies attacked her. Naughty Dog added a dedicated dodge button this time around. “This allows us to do a lot more with melee,” Margenau said. “You can fight multiple enemies at once and [there are] all these cool contextual moves she does like planting off the surface and attacking with various finishers. We also have all the melee weapons, like she’s able to take a hammer off someone and use that.”

That’s actually a new detail; if you don’t have a melee weapon beyond your switchblade and you’re finishing off someone who does have one, you can smoothly transition and grab that weapon from them,” Newman added.

In the trailer, we saw Ellie face off against bow-and-arrow enemies. At one point, she gets an arrow stuck in her. This was not scripted for the demo; it’s something else you must consider as you battle menacing foes. When an arrow pierces you, it stays in you until you find a safe place to remove it. “While it’s in you, you don’t have access to listen mode and your aim is all out of whack,” Margenau said. “It’s the first status effect that we’ve introduced in the game,” Newman added.
However, the team also had to think of how she would be a different fighter than Joel and what would make sense for her character. “She’s not as big or as bulky as Joel,” Newman explained. “She’s not going to be able to just overpower enemies with her raw strength.”

To compensate for this difference and to keep combat interesting, Naughty Dog added a dodge for the melee to increase complexity. A new addition is also a jump button to make environments more vertical. “This makes escaping more dynamic and frenetic,” Newman said about the addition. “Escaping is always an option,” Margenau added. “The squeezing through and hiding under things … you don’t always have to kill everyone.”


While I discussed combat with Margenau and Newman one thing that kept coming up was the importance of tension, which they aren’t letting simmer in the slightest. “We’re trying to provide a lot more options for the player,” Newman said. “Overall, the level of threat that you’ll be facing means that you’re not going to be able to take things head on. Whether you want to do stealth or go loud with your combat, you’re never going to be able to do it without putting a lot of careful thought into what you’re doing.” The co-directors assured us they’ve expanded both the stealth and action playstyles. Naughty Dog wants players to have options and different ways to tackle every situation. “We’re not trying to make it more of an action game than The Last of Us,” Margenau assured. “It’s still a survival action game.”

How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat
 

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According to Newman, when the Naughty Dog team sat down to think about the game, it explored what worked well and what would be appropriate for this game and expand on what was done previously. “The Last of Us has always been about the natural world and reclaiming society and civilization, so a natural evolution of Last of Us 1 was to increase the vegetation in the world,” he explained. “That obviously plays into the stealth game that’s super important, so that pushed us to create this analog stealth system where based on your stance, whether you’re crouched, standing, or prone in the thickness of the vegetation you’re in, enemies have an easier or harder time seeing you. There’s this sliding the scale of how susceptible you are. It’s more appropriate to the tension of the world of The Last of Us.”

In the demo, we saw Ellie dodging left and right as enemies attacked her. Naughty Dog added a dedicated dodge button this time around. “This allows us to do a lot more with melee,” Margenau said. “You can fight multiple enemies at once and [there are] all these cool contextual moves she does like planting off the surface and attacking with various finishers. We also have all the melee weapons, like she’s able to take a hammer off someone and use that.”

That’s actually a new detail; if you don’t have a melee weapon beyond your switchblade and you’re finishing off someone who does have one, you can smoothly transition and grab that weapon from them,” Newman added.

In the trailer, we saw Ellie face off against bow-and-arrow enemies. At one point, she gets an arrow stuck in her. This was not scripted for the demo; it’s something else you must consider as you battle menacing foes. When an arrow pierces you, it stays in you until you find a safe place to remove it. “While it’s in you, you don’t have access to listen mode and your aim is all out of whack,” Margenau said. “It’s the first status effect that we’ve introduced in the game,” Newman added.
However, the team also had to think of how she would be a different fighter than Joel and what would make sense for her character. “She’s not as big or as bulky as Joel,” Newman explained. “She’s not going to be able to just overpower enemies with her raw strength.”

To compensate for this difference and to keep combat interesting, Naughty Dog added a dodge for the melee to increase complexity. A new addition is also a jump button to make environments more vertical. “This makes escaping more dynamic and frenetic,” Newman said about the addition. “Escaping is always an option,” Margenau added. “The squeezing through and hiding under things … you don’t always have to kill everyone.”


While I discussed combat with Margenau and Newman one thing that kept coming up was the importance of tension, which they aren’t letting simmer in the slightest. “We’re trying to provide a lot more options for the player,” Newman said. “Overall, the level of threat that you’ll be facing means that you’re not going to be able to take things head on. Whether you want to do stealth or go loud with your combat, you’re never going to be able to do it without putting a lot of careful thought into what you’re doing.” The co-directors assured us they’ve expanded both the stealth and action playstyles. Naughty Dog wants players to have options and different ways to tackle every situation. “We’re not trying to make it more of an action game than The Last of Us,” Margenau assured. “It’s still a survival action game.”

How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

Sounds like this is gonna change the game as far as animations and stealth gameplay goes
 

RennisDeynolds

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According to Newman, when the Naughty Dog team sat down to think about the game, it explored what worked well and what would be appropriate for this game and expand on what was done previously. “The Last of Us has always been about the natural world and reclaiming society and civilization, so a natural evolution of Last of Us 1 was to increase the vegetation in the world,” he explained. “That obviously plays into the stealth game that’s super important, so that pushed us to create this analog stealth system where based on your stance, whether you’re crouched, standing, or prone in the thickness of the vegetation you’re in, enemies have an easier or harder time seeing you. There’s this sliding the scale of how susceptible you are. It’s more appropriate to the tension of the world of The Last of Us.”

In the demo, we saw Ellie dodging left and right as enemies attacked her. Naughty Dog added a dedicated dodge button this time around. “This allows us to do a lot more with melee,” Margenau said. “You can fight multiple enemies at once and [there are] all these cool contextual moves she does like planting off the surface and attacking with various finishers. We also have all the melee weapons, like she’s able to take a hammer off someone and use that.”

That’s actually a new detail; if you don’t have a melee weapon beyond your switchblade and you’re finishing off someone who does have one, you can smoothly transition and grab that weapon from them,” Newman added.

In the trailer, we saw Ellie face off against bow-and-arrow enemies. At one point, she gets an arrow stuck in her. This was not scripted for the demo; it’s something else you must consider as you battle menacing foes. When an arrow pierces you, it stays in you until you find a safe place to remove it. “While it’s in you, you don’t have access to listen mode and your aim is all out of whack,” Margenau said. “It’s the first status effect that we’ve introduced in the game,” Newman added.
However, the team also had to think of how she would be a different fighter than Joel and what would make sense for her character. “She’s not as big or as bulky as Joel,” Newman explained. “She’s not going to be able to just overpower enemies with her raw strength.”

To compensate for this difference and to keep combat interesting, Naughty Dog added a dodge for the melee to increase complexity. A new addition is also a jump button to make environments more vertical. “This makes escaping more dynamic and frenetic,” Newman said about the addition. “Escaping is always an option,” Margenau added. “The squeezing through and hiding under things … you don’t always have to kill everyone.”


While I discussed combat with Margenau and Newman one thing that kept coming up was the importance of tension, which they aren’t letting simmer in the slightest. “We’re trying to provide a lot more options for the player,” Newman said. “Overall, the level of threat that you’ll be facing means that you’re not going to be able to take things head on. Whether you want to do stealth or go loud with your combat, you’re never going to be able to do it without putting a lot of careful thought into what you’re doing.” The co-directors assured us they’ve expanded both the stealth and action playstyles. Naughty Dog wants players to have options and different ways to tackle every situation. “We’re not trying to make it more of an action game than The Last of Us,” Margenau assured. “It’s still a survival action game.”

How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

We murking everything and everybody in opposition :demonic:, no escape. Lil wodies gon have to pay for infractions against the big homie Joel, belee dat :birdman:
 

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Dope gameplay. Im about to fire up the remastered version again. Its been awhile.

When ellie shot that girl in the face after she looked under the car, they should of shown her brains being blown out. She died without a scratch on it.
Nah.. look again and you will see the bullet entry wound right in her cheek

:banderas:
 

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Dominic Brehetto

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Breh tell me how they downgraded the fukk out of the new Tomb Raider graphics since the last game :skip:...shyt looked janky and upolished as hell :mjlol:.


Idk about y'all but Tomb Raider games are relegated to $19.99 or less purchase status :yeshrug:, definitely not worth the money at full price
Might have been rushed or perhaps a smaller production budget.
It's a different studio making it than the last 2 games. So it will be different looking and playing
 

RennisDeynolds

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It's a different studio making it than the last 2 games. So it will be different looking and playing
So crystal dynamics not involved anymore :gucci:?


When they dropped the last game on PC it was looking incredible, shame if they don’t get the new one polished for release.
 

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“Something we've always had in our melee combat is kind of a connection with the environment,” Newman said. “This time, we're pushing that even further. Traditionally we had a very animation-based melee system. Now we're kind of keeping a lot of the stuff that made it so cinematic and had that fidelity, but we're adding in collision-based mechanics. You'll see a pickaxe guy swing his hammer at you. If he misses, he actually collides with the environment and sends stuff flying.
Then we've added this evade mechanic that adds much more depth to the melee combat because now you have a defensive option. You have to figure out when to go in, when to hang back. Just like a lot of our other melee, that also contextualizes with the environment. So if you evade out of the way of something and something is in your way, you'll slam against that. If that thing can move, it will jostle and stuff.
The player and the enemies all can use the same melee weapons,” Margenau added. “Some are smaller one-handed weapons, some are bigger two-handed weapons. Some are really big. The pickaxe thing, that kind of changes the behavior and how they use them. So the way those weapons interact with each other when an enemy has a two-handed [weapon] and you have a machete, that interacts differently than if you have a hammer or a really big pickaxe. There's a lot more depth and strategy to how you engage in combat based on the weapons people are equipped with, and obviously the environment around you.
“Something we're also pushing on is these kind of interactions, exchanges of information,” Newman added. “It's everything from these very small, two people interactions, like a guy arrives in the makeup store and doesn't know what to do. One of [the other guys] says ‘go that way,’ so they kind of have this brief sync up of ‘what's our plan together?’
 
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