Thursday, June 14, 2018

#E32018 The Last of Us Part II Gameplay Revealed, Game Details & Screens

The Last of Us Part II Gameplay Revealed at E3 2018

Six months ago, I promised that we would have something special to share with you at E3 2018 and I’m excited to finally say that the wait is over. Here is the world premiere of The Last of Us Part II gameplay:

In The Last of Us Part II, Ellie is now 19 and has found a semblance of peace and normality living in Jackson. She’s had a chance to be a teenager and forge lasting relationships. When that peace is disrupted by a violent act, Ellie is thrust into a brutal journey of retribution, fueled by a need to bring those that have wronged her to justice, pushing her to her very limits.

From the way Ellie plays to the way she navigates through this hostile world, you’re going to feel her physical, emotional, and mental state expressed through every facet of gameplay. We’ve completely overhauled our engine, developed new combat mechanics, created a new analog stealth systems, and revamped our animation system to fully express Ellie’s desperation, resourcefulness, and unique agility.

We’re also upping the stakes and tension of the world. Our environments are broader, more complex, and more detailed--bringing unprecedented realism, verticality, and player choice to the world of The Last of Us. The human enemies you’ll encounter are now more threatening and capable, using sophisticated communication and environmental awareness to create intense, more dynamic stealth and head-on combat encounters.

All of this is underscored by the characters that surround Ellie and their shared experience. The Last of Us Part II features new and returning characters (including that gruff Texan who’s yet to make his full appearance), brought to life by our latest performance capture techniques and our exceptional cast. This week at E3, Ellie, played by Ashley Johnson, is joined by two new characters: Dina, played by Shannon Woodward, and Jesse, played by Stephen Chang.

We’ve got a lot more to discuss in the week ahead at E3, including interviews and live show appearances. We’re kicking it off with a panel at the E3 Coliseum on Tuesday, June 12 at 11am PT. On Wednesday at 4:30pm PT, our Co-Game Directors Anthony Newman and Kurt Margenau will appear on the PlayStation Live from E3 stream as they do an in-depth breakdown of our gameplay demo. Don’t miss it!

Until next time, endure and survive,


Details on combat, stealth, level design:

  • Ellie doesn’t have the bulk and strength as Joel so her fighting style is more creative and agile, but just as lethal.
  • The analog stealth system works by combining the density of the foliage and Ellie’s stance (crouching or prone) to determine how visible she is. It’s a more nuanced system compared to past games.
  • The new game improves the strategic choices available to the players, represented with the Naughty Dog level of fidelity. Those two pieces create the experience.
  • The AI is even smarter than in the first game. They constantly coordinate with each other, relay their information, and refer to each other by name. They’re represented real intelligent humans. On the other hand, Ellie has become even more capable with the dodge and new crafting items. Both of these elements at the same time increase the tension. Players have to be strategic and use all the resources at their disposal to overcome the very intelligent enemies.
  • Naughty Dog questioned their melee system and looked for ways to make it deeper and more complex. By giving the player a new defensive option they added a whole dimension to combat. “It’s almost like going from 2D to 3D.” The player can manage multiple enemies at once, but it creates a system when players need to determine when to go in and when to back off.
  • The depth of more traditional melee games is paired with Naughty Dog’s fidelity. Whenever Ellie dodges there is an intricate system that analyzes the direction of the strikes, and she does something contextual.
  • Enemies use different weapons, and they have different sets of moves. They can interact with the environment, and with Ellie in different ways.
  • The demo we saw is very open, and it’s possible to go a completely different way. Depending on their choices in that space, players can get some emergent gameplay moments.
  • One of the goals is to give the players many options in combat, and one of these is to not fight. Depending on the space and on the story, the team wants to encourage the players to choose their playstyle. Escaping is a big thing, and every level has places where it’s possible to escape to, and confrontation isn’t the only option. Hiding places and escape routes are built in all the levels.
  • Even running away from the enemies has a lot more dimensionality to it in The Last of Us Part II.
  • There will be upgradable weapons and different craftable ammo types. Those create a connection between the crafting system and the gunplay system.
  • The infected are still a very big threat, and there will be new types in the new game.
  • The team is pursuing an idea of seamlessness with the level design, in which the lines are blurred between combat spaces and non-combat spaces. You never really know where you’re in danger. There is a constant sense of threat, and you feel that you’re in these locations.
#E3 2018 The Last of Us Part II Screens & Artworks