Někdy během příštího roku k nám doputuje druhá řada úspěšné seriálové adaptace The Last of Us, které nedávno padla poslední klapka. Jelikož je nyní natáčení, které probíhalo na několika různých místech v Kanadě, konečně u konce, nová sezóna může zamířit do postprodukce, aby se připravila na premiéru v roce 2025.Přesné datum zatím stále ještě neznáme, prozradit by nám ho ale mohl nějaký první plnohodnotný trailer, který by mohl dorazit za pár měsíců, možná i týdnů. Mnohé zdroje se ale domnívají,
Někdy během příštího roku k nám doputuje druhá řada úspěšné seriálové adaptace The Last of Us, které nedávno padla poslední klapka. Jelikož je nyní natáčení, které probíhalo na několika různých místech v Kanadě, konečně u konce, nová sezóna může zamířit do postprodukce, aby se připravila na premiéru v roce 2025.
Přesné datum zatím stále ještě neznáme, prozradit by nám ho ale mohl nějaký první plnohodnotný trailer, který by mohl dorazit za pár měsíců, možná i týdnů. Mnohé zdroje se ale domnívají, že druhá řada by měla premiérovat někdy během první poloviny příštího roku. Ještě ale uvidíme, které datum nakonec HBO seriálu určí. O konci natáčení informoval na síti X Timothy Good, jeden ze seriálových střihačů, který skrze příspěvek sdílel několik fotek z akce, kde se slavila dokončená hlavní část produkce.
A The Last of Us ripoff has been making waves, and not in a good way. The game is called The Last Hope, and if...
The post The Last of Us ripoff booted from Nintendo eShop appeared first on ISK Mogul Adventures. Written by .
HBO’s massive hit, The Last of Us, based on the PlayStation games of the same name is heading towards Season 2 which will launch sometime in 2025.
The new trailer gives us hints of what is to come with some shots mirroring scenes from The Last of Us Part 2 such as the Barn Dance in Jackson. The voice overs also suggest that some of the plot will of the tv show will also follow Part 2 of the game. However there are also new scenes such as Joel and Ellie in a wrecked train which could suggest not
HBO’s massive hit, The Last of Us, based on the PlayStation games of the same name is heading towards Season 2 which will launch sometime in 2025.
The new trailer gives us hints of what is to come with some shots mirroring scenes from The Last of Us Part 2 such as the Barn Dance in Jackson. The voice overs also suggest that some of the plot will of the tv show will also follow Part 2 of the game. However there are also new scenes such as Joel and Ellie in a wrecked train which could suggest not every plot point will be followed – I think you know the one I am talking about. There again the Joel scenes could be flashbacks, who knows.
We do know that Season 2 of the show will not include the full story of Part 2, the plan is for more than two seasons and to break up the story from the video game. This was revealed by co-creators Neil Druckmann and Craig Mazin in an interview with GQ. When asked if The Last of Us season 2 would feature the entirety of the second game, Mazin said, “No. No way.” Druckmann added, “It’s more than one season”.
Would that mean a full run of three seasons or even four? Mazin said, “You have noted correctly that we will not say how many. But more than one is factually correct.”
Kaitlyn Dever will be playing Abby with Pedro Pascal returning as Joel, joined by Bella Ramsey’s Ellie. The cast also includes Isabela Merced as Dina, Young Mazino as Jesse, Jeffrey Wright as Isaac, and Ariela Barer as Mel.
Neil Druckmann has confirmed that while The Last of Us 3 may not be in active development, he has a concept for the game that could tie the trilogy together. He admitted that for years he hadn’t been able to find that concept, “but recently that’s changed.”
I don’t have a story, but I do have that concept. That, to me, is as exciting as one, as exciting as two, is its own thing, yet has this through line for all 3. So it does feel like… there’s probably one more chapter to this story.
The first look at The Last of Us Season 2 is here, which means iconic moments from the game are being brought to life. However, fans are figuring out that things can’t always be adapted perfectly. In fact, one moment has them worried that a crucial scene is being altered.
HBO’s footage features an older Ellie and Joel living in Jackson, Wyoming, alongside Tommy and his family. Despite the time jump, events from the first season are still relevant, as Joel is opening up about what he did to sa
The first look at The Last of UsSeason 2 is here, which means iconic moments from the game are being brought to life. However, fans are figuring out that things can’t always be adapted perfectly. In fact, one moment has them worried that a crucial scene is being altered.
HBO’s footage features an older Ellie and Joel living in Jackson, Wyoming, alongside Tommy and his family. Despite the time jump, events from the first season are still relevant, as Joel is opening up about what he did to save Ellie from the Fireflies. However, while the dialogue is ripped straight out of the game, Joel doesn’t appear to have the same scene partner.
Joel’s Confession in The Last of Us Part II
The Last of Us Part II video game opens with Joel having a heart-to-heart conversation with his brother, Tommy, about killing the Fireflies. It sets the stage for the opening of the game, where Ellie and Joel are estranged. The spoilers can end there, but it’s a massive moment for Joel, who, of course, has trouble talking about his feelings.
The footage for The Last of Us Season 2 makes it seem like Joel is not revealing this information to Tommy but Catherine O’Hara’s character, who many are speculating is a therapist living in Jackson. Opening up to a professional shouldn’t be frowned upon, but that’s not stopping fans from thinking the show is making an unnecessary change.
When the footage made its way on social media, fans were quick to notice the change. And while countless people in the replies pointed out that it could’ve just been clever editing on HBO’s part, that didn’t put out the fire.
“sorry i’m saying it anyway if this is their version of the opening of the game i already hate it i don’t think joel would tell anyone other than tommy about what happened,” lauren on X said to kick off the converstation.
“they way they’re presenting it is that he’s seeing perhaps a therapist and tells her instead of which is completely out of character for joel he would never tell anyone anything other than tommy,” replied mizu.
“I’m interested to see where they go with this & why they made the change, but that scene really was so important,” added X user abby.
This debate isn’t likely to go away anytime soon, as The Last of Us Season 2 isn’t set to arrive on HBO/Max until 2025.
We’re still a ways away from the second season of HBO’s The Last of Us adaptation, but the teasers are already starting to roll out slowly. We’d previously seen some behind-the-scenes shots of Bella Ramsey on set, but this teaser really sets the tone for Season 2.
You can check out the video for yourself down below:
I saved her. A sneak peek of Season 2 of the @HBO Original Series #TheLastOfUs, coming in 2025 to Max. pic.twitter.com/PQljcvlOsx— Max (@StreamOnMax) August 5, 2024
The vi
We’re still a ways away from the second season of HBO’s The Last of Us adaptation, but the teasers are already starting to roll out slowly. We’d previously seen some behind-the-scenes shots of Bella Ramsey on set, but this teaser really sets the tone for Season 2.
You can check out the video for yourself down below:
The video shows off Catherine O’Hara and Jeffrey Wright as casting newcomers for the show, though it’s looking like O’Hara may not play an existing character from the games. In the clip, she’s shown asking Joel if he hurt Ellie, and what he did when he says no. Joel then responds by stating that he saved her, as a tear rolls down his cheek. I’ve no clue who O’Hara could possibly be playing just based on the clip, but it’s possible that she may take on a newly created role for the show.
On the other hand, we also got a glimpse of Jeffrey Wright, who’s likely reprising his role as Isaac Dixon — one of the main antagonists in The Last of Us Part II. He’d voiced Isaac in the game, so it’s fitting that he should play him in the adaptation as well.
All in all, it’s looking pretty good so far, and it should be interesting to see the fan reaction to the second season, particularly if they don’t know anything about the games.
HBO’s The Last of Us Season 2 is set to premiere sometime in 2025.
I letos se HBO pochlubilo videem, ve kterém láká na své chystané seriálové tituly nejenom pro zbytek letoška, ale i pro rok 2025. Podívat se na něj můžete výše. Nejdelší upoutávku měla každopádně druhá řada The Last of Us (2023), kterou si video nechává na úplný konec.Kromě hlavních hrdinů Joela (Pedro Pascal) a Ellie (Bella Ramsey) nám ukázka představí i několik nováčků, jmenovitě se zde mihne Isabela Merced jako Dina, Jeffrey Wright jako Isaac, který roli ztvárnil i v herní předloze, a na veli
I letos se HBO pochlubilo videem, ve kterém láká na své chystané seriálové tituly nejenom pro zbytek letoška, ale i pro rok 2025. Podívat se na něj můžete výše. Nejdelší upoutávku měla každopádně druhá řada The Last of Us (2023), kterou si video nechává na úplný konec.
Kromě hlavních hrdinů Joela (Pedro Pascal) a Ellie (Bella Ramsey) nám ukázka představí i několik nováčků, jmenovitě se zde mihne Isabela Merced jako Dina, Jeffrey Wright jako Isaac, který roli ztvárnil i v herní předloze, a na velice kratičký moment uvidíme i Kaitlyn Dever jako rozporuplně přijímanou Abby (v čase 1:32), ovšem pořádně prohlédnout si ji ještě nemůžeme. Noční scéna v lesích taktéž ukáže členy kultu Seraphites. A pak zde ještě máme postavu, kterou hraje Catherine O'Hara, jež se Joela ptá, co s Ellie udělal. Stále ale není známo, o koho přesně se vlastně jedná.
Více nám toho bezpochyby odhalí první oficiální trailer, který snad dorazí ještě během letoška. Dále se ve druhé řadě ještě ukážou Young Mazino jako Jesse, Danny Ramirez jako Manny, Ariela Barer jako Mel, Tati Gabrielle jako Nora nebo Spencer Lord jako Owen. Druhá řada vyjde na službě Max někdy během roku 2025.
HBO has released the first footage of the second season of The Last of Us, and it implies that things for Pedro Pascal’s Joel may be a little bit different than they are in the game. No, not that different, but it seems like he might be going to therapy.Read more...
HBO has released the first footage of the second season of The Last of Us, and it implies that things for Pedro Pascal’s Joel may be a little bit different than they are in the game. No, not that different, but it seems like he might be going to therapy.
Druhá sezóna seriálu The Last of Us od HBO bude adaptací části druhé hry ze slavné série od Naughty Dog, která vyjde v roce 2025.
Po neuvěřitelném úspěchu, který adaptace hry The Last of Us od HBO zaznamenala v první sezóně, není divu, že nadcházející druhá sezóna vzbuzuje takové nadšení, jaké vzbuzuje, a přestože je ještě daleko, HBO nyní nabídla další ukázku z ní.
Nový krátký teaser ukazuje různé záběry z nadcházející druhé sezóny a ukazuje několik postav, míst a sekvencí, které ti, kdo hráli
Druhá sezóna seriálu The Last of Us od HBO bude adaptací části druhé hry ze slavné série od Naughty Dog, která vyjde v roce 2025.
Po neuvěřitelném úspěchu, který adaptace hry The Last of Us od HBO zaznamenala v první sezóně, není divu, že nadcházející druhá sezóna vzbuzuje takové nadšení, jaké vzbuzuje, a přestože je ještě daleko, HBO nyní nabídla další ukázku z ní.
Nový krátký teaser ukazuje různé záběry z nadcházející druhé sezóny a ukazuje několik postav, míst a sekvencí, které ti, kdo hráli The Last of Us Part 2, poznají, a některé, které vypadají jako nové přírůstky (nebo alespoň nové pohledy na známé scény).
Kromě Pedra Pascala (Joel) a Elly Ramsey (Ellie), kteří si zopakují své role, se ve druhé sérii The Last of Us objeví také řada nových postav v podobě Abby (hraje ji Kaitlyn Dever), Diny (Isabela Merced), Jesseho (Young Mazino) a dalších. Jeffrey Wright si mezitím zahraje Isaaca, což je role, kterou hrál i ve hře.
Druhá sezóna hry The Last of Us bude pokrývat pouze část druhé hry a bude se skládat ze sedmi epizod. Premiéra je naplánována někdy na rok 2025.
Než se dočkáme druhé série The Last of Us od HBO, bude to ještě chvíli trvat, ale vzhledem k tomu, že produkce je v plném proudu, začínají se objevovat nové informace.
Poté, co HBO nedávno nabídla první pohled na to, jak budou Joel a Ellie v nadcházející sezóně vypadat, a to prostřednictvím dvou nových obrázků, spolutvůrci seriálu a showrunneři Craig Mazin a Neil Druckmann v rozhovoru pro Deadline nabídli další zajímavosti o budoucnosti seriálu.
Mazin například potvrdil, že seriálová sezóna bude
Než se dočkáme druhé série The Last of Us od HBO, bude to ještě chvíli trvat, ale vzhledem k tomu, že produkce je v plném proudu, začínají se objevovat nové informace.
Poté, co HBO nedávno nabídla první pohled na to, jak budou Joel a Ellie v nadcházející sezóně vypadat, a to prostřednictvím dvou nových obrázků, spolutvůrci seriálu a showrunneři Craig Mazin a Neil Druckmann v rozhovoru pro Deadline nabídli další zajímavosti o budoucnosti seriálu.
Mazin například potvrdil, že seriálová sezóna bude mít sedm epizod, oproti devíti epizodám první sezóny.
„Příběhový materiál, který jsme získali z druhého dílu hry, je mnohem větší než příběhový materiál, který byl v první hře, takže součástí toho, co jsme museli udělat od začátku, bylo vymyslet, jak tento příběh vyprávět napříč sezónami,“ řekl Mazin. „Když to děláte, hledáte přirozené body zlomu, a jak jsme si to rozvrhli, v této sezóně jako by národní bod zlomu přišel po sedmi epizodách.“
Přesto bude jedna ze sedmi epizod sezóny delší. Podobně jako v případě 80minutové premiéry první sezóny bude podle Mazina i ve druhé sezóně jedna epizoda ne zcela celovečerní, ale přesto delší než obvyklá hodinová stopáž.
A co bude po druhé sezóně? V minulosti bylo potvrzeno, že The Last of Us Part 2 bude rozděleno do více sezón, takže už nějakou dobu víme, že druhá sezóna nebude koncem seriálu. Mazin se dotkl i toho, co bude následovat poté, a řekl, že třetí sezóna bude „podstatně větší“ a že ani po uzavření třetí sezóny seriál pravděpodobně neskončí.
„Nemyslíme si, že budeme schopni vyprávět příběh i během dvou sezón [2. a 3.], protože si dáváme na čas a jdeme zajímavými cestičkami, které jsme trochu dělali i v 1. sezóně,“ řekl. „Cítíme, že je téměř jisté, že – pokud se lidé budou dívat dál a my budeme schopni natáčet další televizní díly – bude 3. sezóna podstatně rozsáhlejší. A skutečně, příběh si možná vyžádá i čtvrtou sezónu.“
Mazin nabídl ještě jednu upoutávku na 4. sérii a dodal: „Jedna věc je naprosto jistá, nevím, jak bychom mohli příběh, který zbývá po dokončení 2. série, vyprávět v jedné další sérii.“
Premiéra 2. série The Last of Us je naplánována někdy na rok 2025. Kromě Pedra Pascala a Belly Ramsey v rolích Joela, respektive Ellie, v ní budou hrát mimo jiné Kaitlyn Dever jako Abby, Isabela Merced jako Dina, Young Mazino jako Jesse a Jeffrey Wright jako Isaac.
Neil Druckmann a Craig Mazin, showrunneři a hlavní scenáristé seriálové adaptace The Last of Us, mají momentálně plné ruce práce s chystanou druhou sezónou, která na službu Max dorazí někdy v roce 2025.Těšit se tak můžeme na zadaptování příběhové linky, kterou fanouškům představil druhý herní díl z roku 2020, ovšem už nějakou dobu také víme, že druhá řada zřejmě nezahrne všechny jeho události, přičemž některé z nich si tvůrci nechají až na řadu třetí.Nyní server Deadline přišel s dalšími informa
Neil Druckmann a Craig Mazin, showrunneři a hlavní scenáristé seriálové adaptace The Last of Us, mají momentálně plné ruce práce s chystanou druhou sezónou, která na službu Max dorazí někdy v roce 2025.
Těšit se tak můžeme na zadaptování příběhové linky, kterou fanouškům představil druhý herní díl z roku 2020, ovšem už nějakou dobu také víme, že druhá řada zřejmě nezahrne všechny jeho události, přičemž některé z nich si tvůrci nechají až na řadu třetí.
Nyní server Deadline přišel s dalšími informacemi o tom, co Druckmann a Mazin vlastně plánují. Druhá řada bude údajně o něco kratší, divákům by tentokrát měla nabídnout sedm epizod, nikoliv devět, které měla první sezóna. Mazin každopádně tvrdí, že se jedná o výsledek snahy o vytvoření věrného zpracování příběhu herní předlohy.
Podle scenáristy má druhá hra mnohem více příběhového materiálu, tudíž museli mimo jiné přijít na to, jak onen příběh odvyprávět napříč několika sezónami. Mazin dále uvádí, že pokud třetí řada dostane od HBO zelenou, měla by být podstatně větší.
Zároveň také v rozhovoru pro Deadline uvedl, že zřejmě nebudou schopni celý příběh odvyprávět skrze druhou a třetí řadu, protože si dávají na čas, přičemž samotné vyprávění vedou zajímavými cestami. Následně potvrdil, že bude možná třeba vytvořit i čtvrtou řadu, protože příběh, který chtějí svým fanouškům a divákům představit, je oproti tomu v předešlé sezóně obsáhlejší a děje se toho v něm mnohem víc. Něco takového je proto mnohem těžší převést do seriálové podoby, i tak ale Mazin ujišťuje, že s druhou řadou nakládají s láskou a péčí, přičemž každá epizoda podle něho působí jako samostatný blockbuster.
Sony has scrubbed an interview with Naughty Dog head Neil Druckmann from its website after finding "several significant errors and inaccuracies".Last week Druckmann took part in an interview with Sony as part of the company's corporate strategy meeting, and at the time, Druckmann was reported to have said that Naughty Dog's next title could "redefine mainstream perceptions of gaming", and that "AI is really going to revolutionise how content is being created".Soon after it was published, howeve
Sony has scrubbed an interview with Naughty Dog head Neil Druckmann from its website after finding "several significant errors and inaccuracies".
Last week Druckmann took part in an interview with Sony as part of the company's corporate strategy meeting, and at the time, Druckmann was reported to have said that Naughty Dog's next title could "redefine mainstream perceptions of gaming", and that "AI is really going to revolutionise how content is being created".
Soon after it was published, however, Druckmann took to social media to state that what he said had been lost in translation. Or, to quote Druckmann, his "words, context, and intent were unfortunately lost".
When it comes to video games, there are a lot of memorable characters. Outside of their design or role within a game, what makes these characters memorable is their voice, and every one of these comes as a result of actors spending hours in a recording booth.
There are a lot of voice actors out there, but some are more prolific or memorable than others. Their voices resonate in our heads as part of the characters we come to love while playing, but who’s behind these voices and where else ha
When it comes to video games, there are a lot of memorable characters. Outside of their design or role within a game, what makes these characters memorable is their voice, and every one of these comes as a result of actors spending hours in a recording booth.
There are a lot of voice actors out there, but some are more prolific or memorable than others. Their voices resonate in our heads as part of the characters we come to love while playing, but who’s behind these voices and where else have they appeared?
Joel Miller (The Last of Us) - Troy Baker
Troy Baker might be one of the most well-known voices in video games. He’s not only the voice of Joel in The Last of Us but also Higgs Monaghan in Death Stranding, John Jones in Fortnite, The Joker in Batman: Arkham Origins, and the voice of Snow in multiple Final Fantasy titles, including Final Fantasy XIII.
Harley Quinn (Arkham City) - Tara Strong
Tara Strong is a voice that’s iconic for multiple generations. To me, she’s Timmy from Fairly Odd Parents. To my daughter, she’s Princess Twilight Sparkle from the My Little Pony franchise. In video games, Tara has played not only Harley Quinn in multiple titles, but you can also hear her voice in Rage, and she’s the voice of Rikku in Kingdom Hearts II.
Snake (Metal Gear Solid) - David Hayter
While David Hayter is perhaps most well known for his role as Snake in the Metal Gear Solid franchise and outside of it in other titles, he’s also appeared as the Winter Soldier in Marvel Heroes, a Jedi Knight in Star Wars: The Old Republic, and has multiple voice roles in the Ghost in the Shell game, released in 1997.
Mario (Multiple) - Charles Martinet
I can’t in all good conscience write this list without including Charles Martinet. His voice simply is Mario to anyone who has ever played a single game of the franchise. However, Mario isn’t Charles’ only voice role in the world of video games. He’s appeared as Orvus in Ratchet & Clank Future: A Crack in Time, Vigoro in Skies of Arcadia, and, perhaps surprisingly, The Cat in the Hat in a few titles aimed at kids, such as Dr. Seuss Toddler.
Asterion (Baldur’s Gate III) - Neil Newbon
If TikTok is to be believed, Neil Newbon is the voice of everybody’s favorite Dom. However, before he was the voice of Asterion, Neil appeared in the Resident Evil games as Karl Heisenberg in Resident Evil Village and Nicholai in Resident Evil Resistance. He also played two roles in Detroit: Become Human, Elijah Kamski and Gavin Reed.
Ezio Auditore (Assassin's Creed II Trilogy) - Roger Craig Smith
Roger Crag Smith, I’m not ashamed to say, played a pivotal role in the formation of my love for gaming. I was, and remain to this day, obsessed with Assassin’s Creed II and will always consider it the best of the Assassin’s Creed titles. However, Roger Craig Smith has appeared in many more video games. He’s played Kale Vandelay and SEB-AAA in Hi-Fi RUSH, Sonic the Hedgehog in multiple titles and Mirage in Apex Legends. Most recently, you might recognize his voice as Mission Control in Helldivers 2.
Tiny Tina (Borderlands) - Ashly Burch
Although most recognizable for her voice as Tiny Tina in the Borderlands games, Ashley Burch has played a lot of memorable characters in other titles. She’s the voice of Aloy in Horizon Zero Dawn, Nebula in Guardians of the Galaxy: The Telltale Series, Mel in The Last of Us Part II, and also provided the voice of Chloe Price in both Life is Strange games.
Urianger (Final Fantasy XIV) - Timothy Watson
Aside from gracing the world with the purely Shakespearean presence that is Urianger Augurelt in Final Fantasy XIV, Timothy Watson has also appeared in Assassin’s Creed Valhalla as King Burgred, has multiple voice roles in Dragon Quest XI: Echoes of an Elusive Age, and played Mumkhar in Xenoblade Chronicles.
GLaDOS (Portal) - Ellen McClain
The voice of everybody’s favorite psychopathic robot from the Portal games was provided by Ellen McClain, but it wasn’t the first time she provided an iconic robotic female voice in the world of video games. Ellen is also the voice behind the Combine Overwatch AI in Half-Life 2. She also appears in Cyberpunk 2077 as one of Delamain’s split personalities, though this one was modeled after GlaDOS.
Geralt of Rivia (The Witcher) - Doug Cockle
Doug Cockle is the voice of Geralt in The Witcher game series as well as when Geralt appears in other titles like Soul Caliber VI. He’s also appeared as Bhaal in Baldur’s Gate III, Robert Nightingale in Alan Wake II, and provides multiple additional voices in Horizon Zero Dawn. Outside of gaming, Doug also played the role of Father John Maloney in 2001's Band of Brothers.
V posledních letech zaujalo více než několik televizních a filmových adaptací videoher a jen málo z nich dosáhlo takových úspěchů jako loňský snímek The Last of Us od HBO.
První sezóna byla tak úspěšná, že krátce po premiéře dostala zelenou i druhá, a přestože se již dříve objevily zprávy o premiéře v roce 2025, konkrétní datum premiéry zůstalo utajeno.
To se bohužel zatím nezměnilo, ale zdá se, že máme přinejmenším užší okno. Jak informoval server Deadline (prostřednictvím Discussing Film na Tw
V posledních letech zaujalo více než několik televizních a filmových adaptací videoher a jen málo z nich dosáhlo takových úspěchů jako loňský snímek The Last of Us od HBO.
První sezóna byla tak úspěšná, že krátce po premiéře dostala zelenou i druhá, a přestože se již dříve objevily zprávy o premiéře v roce 2025, konkrétní datum premiéry zůstalo utajeno.
To se bohužel zatím nezměnilo, ale zdá se, že máme přinejmenším užší okno. Jak informoval server Deadline (prostřednictvím Discussing Film na Twitteru), druhá série The Last of Us bude mít premiéru někdy v první polovině roku 2025. To by odpovídalo loňským prohlášením Belly Ramsey, která v seriálu hraje Ellie.
Nedávno se HBO podělila o první pohled na Joela a Ellie (v podání Pedra Pascala, respektive Belly Ramsey) ve druhé sezóně The Last of Us dvěma novými obrázky. V nadcházející sezóně se také představí několik nových klíčových postav, včetně Abby (hraje ji Kaitlyn Dever), Diny (hraje ji Isabel Merced) a Jesseho (hraje ho Young Mazino). Bylo také potvrzeno, že druhá sezóna nebude pokrývat celý díl The Last of Us Part 2.
‘THE LAST OF US’ Season 2 will premiere in the first half of 2025.
HBO zveřejnila nové obrázky z druhé série kritiky oceňovaného seriálu The Last of Us, na kterých se v rolích Joela a Ellie objevují Pedro Pascal a Bella Ramsey.
Obrázky, které si můžete prohlédnout níže, byly původně představeny během prezentace Warner Bros. Discovery Upfront, kde je ukázal Casey Bloys – předseda a generální ředitel HBO a Max Content.
Pedro Pascal and @BellaRamsey in #TheLastOfUs Season 2, now in production.
Coming to @HBO and @StreamOnMax in 2025. pic.twitter.com/g8khQYhzoX
—
HBO zveřejnila nové obrázky z druhé série kritiky oceňovaného seriálu The Last of Us, na kterých se v rolích Joela a Ellie objevují Pedro Pascal a Bella Ramsey.
Obrázky, které si můžete prohlédnout níže, byly původně představeny během prezentace Warner Bros. Discovery Upfront, kde je ukázal Casey Bloys – předseda a generální ředitel HBO a Max Content.
Zdá se, že televizní adaptace The Last of Us se bude poměrně přesně držet původních příběhů z videoher, přičemž dosavadní obsazení pro druhou sezónu naznačilo, že seriál se bude zabývat dějem The Last of Us Part 2.
Začátkem tohoto roku bylo odhaleno, že Kaitlyn Dever byla obsazena do role Abby pro druhou sezónu seriálu a Young Mazino se ujal role Jesseho. Obsazena byla také Dina, jejíž role se ujala Isabela Merced.
Druhá série The Last of Us zatím nemá pevné datum premiérové epizody, ale víme, že se má vysílat v roce 2025. Mezitím se můžete podívat na hru The Last of Us Part 2 Remastered, která nedávno vyšla na PS5.
New Studio emptyvessel Assembles Top Talents who worked on DOOM, The Last of Us, Max Payne, Rage and Atomic Hearts or Tomb Raider!
emptyvessel, a newly formed game development studio, brings together a star-studded lineup of industry veterans known for their work on critically acclaimed titles such as DOOM, The Last of Us, and Uncharted. The studio’s focus on “immersive shooters” suggests a commitment to delivering high-quality, engaging experiences in the vein of games like the Wolfenstein r
New Studio emptyvessel Assembles Top Talents who worked on DOOM, The Last of Us, Max Payne, Rage and Atomic Hearts or Tomb Raider!
emptyvessel, a newly formed game development studio, brings together a star-studded lineup of industry veterans known for their work on critically acclaimed titles such as DOOM, The Last of Us, and Uncharted. The studio’s focus on “immersive shooters” suggests a commitment to delivering high-quality, engaging experiences in the vein of games like the Wolfenstein reboots, DOOM 2016, and Prey.
Key members of the emptyvessel team include:
Mick Gordon, composer for DOOM Wolfenstein, Atomic Hearts, Killer Instincts Emanuel Palalic, a game director, known for Killing Floor, DOOM Garret Young is a general director known for games like DOOM, Quake, Rage, or Forza Motorsport under the wings of Activision or Microsoft. Wei Ning, tech director, worked on Bladerunner 2049 film Kevin Powel, senior design director, worked on Borderlands, Smite, Tribes, and other developers who worked on The Callisto Protocol, , and Tomb Raider. While details about emptyvessel’s first project are scarce, a sneak peek has been revealed, hinting at the studio’s ambitious plans. Watch this emptyvessel (super noisy!) video about control and chaos locked in battle
With such an impressive roster of talent, emptyvessel is poised to make a buzz in the gaming industry, particularly in packed First Person Shooter genre
As the studio continues to develop its inaugural title, fans of action-packed, story-driven games will undoubtedly be eager to learn more. Stay tuned for further updates on emptyvessel and their upcoming projects.
Title: The Last of Us Part I Remake Developer: Naughty Dog Publisher: Sony Interactive Entertainment Released: September 2, 2022 Platform Reviewed: PlayStation 5 Platforms Available: PlayStation 5, PC Article Reading Time: 10 minutes
#1 Characters Boost: Deeper Look
Hi, we are here with The Last of Us Part 1 Remake again (with a little break after Review Part 1). First to say what might have slipped under the radar: the subtle yet impactful transformation of character designs. The advance
Title: The Last of Us Part I Remake Developer: Naughty Dog Publisher: Sony Interactive Entertainment Released: September 2, 2022 Platform Reviewed: PlayStation 5 Platforms Available: PlayStation 5, PC Article Reading Time: 10 minutes
#1 Characters Boost: Deeper Look
Hi, we are here with The Last of Us Part 1 Remake again (with a little break after Review Part 1). First to say what might have slipped under the radar: the subtle yet impactful transformation of character designs. The advanced textures or the fluid animations that seize my interest are the more profound connection to the actors behind these familiar faces, infusing a new layer of authenticity into my journey. Focusing on Tess and Bill, their redesigned appearances echo the real-life actors more precisely. It’s as if they’ve shifted from digital constructs to beings with a tangible presence. This change goes beyond visual enhancement—it breathes depth into their personas, making their trials and victories resonate more profoundly.
Even less prominent characters like Sarah have undergone nuanced changes. Her updated features, though slight, carry her story with an enriched sense of realism. These detailed touches deepen the storytelling, layering each character with a complexity that might have been only suggested in the original game. What makes this Remake stand out is the intricate effort to create visually striking characters that feel remarkably lifelike. Their expressions and interactions with the world have been crafted to narrow the distance between the game and me, the player, drawing me deeper into their stories.
#2 Environment: The Water and The World
Exploring deeper into “The Last of Us Part 1” Remake, the environmental interaction, particularly with water, stands out in its complexity and realism. When I first interacted with water in the game, the experience was remarkable. The splash and ripple effects catch my eye—so detailed and realistic that they momentarily blur the line between play, reality, and how the environment responds dynamically to my presence. Water behaves like it would in the real world. The ripples, the reflections, and how light plays upon the surface create an absorbing atmosphere that fully immerses me in the game’s world.
But the meticulousness goes beyond aquatic effects. The way shadows drape across various textures, the lifelike rust on metal, the movement of foliage in the breeze – these are more than just visual treats. They contribute to a world that’s believably abandoned, overtaken by nature’s reclaiming hand. Walking through this recreated world, I notice these elements merging seamlessly. Each rusted car, each shattered window, and each swath of overgrowth tells a story, adding depth to the game. The environment in “The Last of Us Part 1” Remake is an active storyteller.
#3 An Unexpected Funny Nostalgia: The Jumping
You know what’s funny? In a game where you can shoot lasers and fight monsters, the way characters jump catches my attention. The developers were so focused on making everything else super fancy that they forgot to upgrade our little pixelated friends. But honestly, I love it. There’s something charmingly old-school about how they jump that takes me back to the days of Mario and Sonic. The game says, “Hey, we know we’re fancy, but we’re not too cool for our retro roots.”
This quirk in movement adds an unexpected layer to the gameplay; it’s hilarious but you love it or hate it. It becomes a humorous nod to the game’s origins, a subtle reminder of where it all began. As I navigate the intricately designed world, the somewhat rigid jumping mechanic is a unique feature, oddly charming in its lack of modern refinement. What intrigues me about this is the balance it strikes in the game’s overall feel. Amidst the lush visuals and deeply immersive tale, the jumping is a slice of gaming history, an element untouched by time. It’s a part of the game that never fails to make me chuckle – a playful peculiarity in an otherwise intensely realistic experience.
#4 Interface and HUD: A Seamless Integration
Progressing further into “The Last of Us Part 1” Remake, I’m drawn to the interface and HUD elements, which have undergone significant transformation. This redesign is more than just an aesthetic change; it’s a functional enhancement that melds seamlessly with the game’s overall experience.The new interface’s elegance and subtlety first struck me. Menus, inventory screens, and HUD elements have been redesigned to be more intuitive and less intrusive. This streamlined approach allows me to immerse myself deeper into the game, with crucial information displayed in a way that feels organic and part of the game world.
What impresses me most is the balance achieved between accessibility and minimalism. Essential information is conveyed clearly without cluttering the screen, keeping me engaged in the game’s story and environment. This careful design ensures that the HUD enhances rather than distracts from the gaming experience.
In addition, the incorporation of accessibility features into the interface is notable. The options provided cater to a broad range of players, ensuring that more gamers can experience the story without barriers. It’s a commendable step towards inclusivity in gaming, allowing for customization based on individual needs and preferences.The inventory management system, too, is sleek and efficient. Navigating through items and gear is smooth, contributing to a gameplay experience that feels polished and refined. These elements work together to keep the game’s flow uninterrupted, maintaining the tension and pacing essential to the story-building.
#5 Clickers: A New Challenge
The most notable change is the Clickers’ enhanced use of echolocation. They now employ it more frequently and effectively, covering a wider range in their detection. This adjustment compels me to rethink my stealth approach. I no longer can rely solely on past strategies; I must adapt to their heightened awareness and agility.In my exploration of “The Last of Us Part 1” Remake, the Clickers present a renewed challenge that significantly alters how I approach these iconic enemies. This evolution in their AI is not just a technical improvement; it’s a strategic shift that revitalizes the gameplay experience.
What strikes me is the increased pace and intensity when encountering Clickers. They are faster and more aggressive, demanding a more dynamic response. Stealth still plays a crucial role, but now, there’s a greater emphasis on timing and spatial awareness. Each encounter becomes a tense, calculated game of cat and mouse, where a single misstep can lead to a swift and brutal end.This shift in the Clickers’ behavior enriches the gameplay, adding a layer of urgency and unpredictability. Navigating through areas infested with them requires a more tactical mindset. It’s a refreshing change that tests my skills and thrills the experience.
#6 Lurking Cordyceps: The Stalkers’ Tactics
One of the most noticeable alterations in Stalkers is their behavior pattern. They now exhibit a more observant and calculating approach, lurking in the shadows and attacking only when I get too close or provoke them. This change forces me to be more cautious and strategic in my movements, as recklessness can quickly lead to being overwhelmed. Nuanced behavioral changes in Stalkers add a new dimension of tension to the game. No longer are they straightforwardly aggressive; they now add an element of unpredictability and suspense to each encounter. They are playing a waiting game, turning each stealth segment into a high-stakes tactical challenge.
This evolution in Stalkers’ behavior amplifies the stealth aspects of the game. It encourages me to take a more thoughtful and deliberate approach, carefully planning each move and staying alert to my surroundings. The suspense is palpable, making for an exhilarating and nerve-wracking experience. The changes in Stalkers’ AI highlight the developers’ efforts to create an engaging and diverse combat experience. By introducing these subtle yet impactful tweaks in enemy behavior, the game successfully maintains the thrilling and unpredictable nature of encounters, ensuring that even seasoned players of the original game find new challenges to overcome.
#7 Audiovisual Enhancements
The sound design, in particular, has received a remarkable boost. The use of 3D audio technologies provides a truly impressive level of auditory immersion. Every footstep, distant echo, and environmental sound is rendered with such precision that it feels like I’m navigating through the post-apocalyptic world. This auditory richness adds a new layer of realism and presence, enhancing tension.
Visually, the game is a marvel. The leap in graphical quality is immediately noticeable. The textures are more detailed, the lighting is more natural, and the game’s atmosphere is more evocative and lifelike. This visual enhancement is crucial in telling the game’s story through cinematic sequences and every gameplay frame. Ruined cities and overgrown nature are depicted with a fidelity that makes the environment a character in its own right.
What’s truly remarkable is how these audiovisual elements combine to create a haunting and beautiful atmosphere. They enhance critical moments in the story, amplifying the emotional impact of each scene. The careful orchestration of sound and visuals deepens the connection between the player and the game, making every encounter, every exploration, and every story twist more impactful.
#8 Constraints and Opportunities
The core gameplay mechanics retain much of their original form, notably the combat and exploration elements. This consistency offers a comforting familiarity, especially for those who have played the original game. However, it also becomes apparent that there were opportunities for further innovation that remained unexplored.
One particular area that stands out is the combat system. While it maintains the original’s tension and strategy, incorporating more dynamic and fluid mechanics could have enhanced the combat encounters, offering a fresh challenge to both new players and veterans of the series. Moreover, the environmental interaction within the game, although visually stunning, occasionally shows limitations in dynamism. While beautifully rendered, the world sometimes feels like a series of breathtaking backdrops rather than interactive spaces where more dynamic events could unfold.
#9 Synthesizing Perspectives: Closing The Review
As my review “The Last of Us Part 1” Remake comes to a close, I reflect on the multitude of enhancements and the faithful preservation of the original game’s essence. This Remake has been an intricate blend of old and new, a familiar and true but refreshingly new journey.
The meticulous attention to detail, the profound enhancements in audiovisual quality, and the subtle yet impactful changes in character design and enemy behavior have all contributed to a renewed experience of a beloved classic. These elements have made my next take through the post-apocalyptic world of “The Last of Us” fully enjoyable.
Yet, in this rediscovery, the untapped potential is acknowledged. While the Remake excels in many areas, it also reveals further innovation and development opportunities. The unchanged aspects, such as specific gameplay mechanics and the linearity of environments, ground the game in its roots and suggest possibilities for future exploration and improvement in the series after Last of Us 2: Remastered – which was recently released.
Title: The Last of Us Part I Remake Developer: Naughty Dog Publisher: Sony Interactive Entertainment Released: September 2, 2022 Platform Reviewed: PlayStation 5 Platforms Available: PlayStation 5, PC Article Reading Time: 17 minutes
#1: Long-Awaited Revival of Last Of Us Part 1 (2022)
Stepping into the remastered world of “The Last of Us Part 1” for the PlayStation 5 in our 2-part review, I’m immediately struck by the sheer leap in visual and auditory fidelity. It’s a transformation that
Title: The Last of Us Part I Remake Developer: Naughty Dog Publisher: Sony Interactive Entertainment Released: September 2, 2022 Platform Reviewed: PlayStation 5 Platforms Available: PlayStation 5, PC Article Reading Time: 17 minutes
#1: Long-Awaited Revival of Last Of Us Part 1 (2022)
Stepping into the remastered world of “The Last of Us Part 1” for the PlayStation 5 in our 2-part review, I’m immediately struck by the sheer leap in visual and auditory fidelity. It’s a transformation that breathes new life into this post-apocalyptic saga’s familiar yet hauntingly desolate landscapes. The integration of raytracing, 4K upscaling, and 3D sound doesn’t just enhance – it revolutionizes the player’s experience, immersing them in a world where every detail, from the subtlest ray of light to the distant echo of a crumbling city, contributes to an enveloping sense of realism.
The characters, the beating heart of this epic tale, have undergone a profound transformation. The redesigned faces of Tess and Bill, aligning more closely with their voice actors, infuse a deeper level of authenticity into their personas. This attention to detail in character design transcends cosmetic enhancement; it’s a step towards bridging the gap between digital and natural, making their struggles, emotions, and journey feel more tangible and heartfelt.
However, amidst these advancements, the gameplay mechanics, although polished, bear the weight of the original’s legacy. The unchanged framework, particularly evident in the jumping mechanics, feels at odds with the game’s visual progressiveness. These moments, though few, are stark reminders of the game’s origins and highlight areas where innovation could have propelled the experience further.
Despite these lingering shadows of the past, the Remake stands tall as a beacon of technological prowess in the gaming industry. The union of groundbreaking visual and audio enhancements with the profoundly engaging story of “The Last of Us” is challenging the potential of modern gaming.
#2: Our Beloved Characters
The true essence of a character in a game lies in their actions or dialogue in the subtleties of their expressions and the depth of their emotions conveyed through each facial movement. This is where “The Last of Us Part 1” remake on PS5 truly shines a lot.
The faces of Tess and Bill, now closely mirroring their voice actors, bring a newfound authenticity to the stage of the story. It’s as if the characters have stepped out of the digital realm and into reality. Sarah’s redesigned features and the nuanced alterations in Joel and Ellie’s appearances go beyond cosmetic changes. They reflect the evolution of their stories, the emotional weight of their journey, and the passage of time.
This reinvention of characters extends to the smallest of details. Subtle changes in expressions during critical moments add layers of emotional depth. The furrow of a brow, a faint smile, a glance filled with fear or determination – these are the details that transform the characters from mere digital constructs into believable, relatable individuals.
Such meticulous attention to character design elevates the tension and enhances the player’s emotional investment in the story, making every decision, every loss, and every triumph feel intensely personal. This chapter is a tribute to the artistry and technology that have merged to bring these characters to life in an unprecedented way in the series.
#3: From Old to New, But Really?
In “The Last of Us Part 1” remake for PS5, gameplay mechanics receive a treatment that’s a mix of reverence for the original and a nudge towards modern sensibilities. It’s a delicate balance, maintaining the essence that fans love while injecting elements that resonate with today’s gaming expectations.
The gameplay’s core remains unchanged, true to the strength of the original design. This consistency provides a familiar ground for fans of the original game. However, this fidelity to the original also means that certain aspects, like the platforming and puzzle-solving elements, retain their original simplicity and limitations.
But it’s in the details where the Remake really differentiates itself. Close combat feels more fluid and responsive, with more refined and brutal animations reflecting the harsh reality of the game’s world. The way characters move and interact with the environment has been subtly enhanced, lending a more natural feel to navigation and exploration.
What’s particularly commendable is the Remake’s approach to accessibility. By incorporating a range of options designed to make the game more accessible to players with different needs, the Remake broadens its appeal without diluting the core gameplay experience. These features are seamlessly integrated, ensuring that they enhance rather than distract from the gaming experience.
#4: Crafting a Post-Apocalyptic World Again
In the PS5 remake of “The Last of Us Part 1,” the environment plays a crucial role in storytelling. The post-apocalyptic world is not just a backdrop for the narrative; it’s a character in its own right, teeming with stories told through crumbling buildings, overgrown streets, and abandoned relics of a world that once was.
The graphical enhancements of the PS5 bring a new level of depth to these environments. The attention to detail is meticulous – from how light filters through broken windows to the realistic textures of rusted cars and weathered buildings. This heightened realism makes the world more immersive, inviting players to explore and discover the hidden stories.
The level design has been carefully crafted to guide players through the game. Each location is more than a setting for the subsequent encounter or puzzle; it’s a piece of the story, offering insights into the world’s downfall and the lives of those who inhabited it. This design choice enriches the gaming experience, turning exploration into a journey of discovery.
However, while the Remake excels in visual storytelling, it also inherits some of the original game’s limitations. The environments, though stunning, occasionally lack interactivity. This missed opportunity for more dynamic interactions limits the potential depth of immersion.
#5: Enemy Dynamics: A New Breed of Threat
The game introduces an evolved approach to enemy dynamics, significantly altering the player’s combat experience. This evolution is most evident in the behavior of the Clickers and Stalkers, two of the game’s most iconic adversaries.
Clickers, the game’s notorious blind infected, have undergone a transformation. In the original, their threat was formidable but predictable. In the Remake, they are faster, more aggressive, and use echolocation more effectively. This change makes encounters with Clickers a more intense experience. Their heightened aggression and speed force players to rethink their strategy, shifting from the original’s stealth-focused approach to a more dynamic and reactionary one.
Stalkers, another enemy type, also receive a notable update. In the original game, they were aggressive but straightforward in their attacks. The Remake enhances their AI, making them more cunning and unpredictable. They now observe from a distance, only engaging when the player is within reach, adding a new layer of tension to their encounters.
These changes in enemy AI do not just make for more brutal battles; they enrich the gameplay by requiring players to adapt and think independently. However, these improvements also highlight some inconsistencies. The new behaviors, designed with the fluid mechanics of the sequel in mind, occasionally clash with the more rigid framework of the original. This clash is particularly noticeable in higher-difficulty settings, where strategic planning is crucial.
#6: Arsenal Evolution: Reforging the Tools
The arsenal and weapon upgrade system receive significant enhancements, adding a new layer of depth to the combat experience. This chapter delves into these changes, examining how they impact gameplay and player strategy.
The Remake expands the weapon upgrade system, offering a more comprehensive range of options. Each weapon now boasts multiple upgrades, extending beyond the original’s capabilities. For instance, reload capacity and firing rate can be incrementally improved, allowing players to tailor weapons to their playstyle more precisely. This granularity in weapon customization adds to the gameplay depth and encourages players to engage more with the game’s resource management aspect.
The process of upgrading weapons is a meticulous affair. The animations associated with weapon modifications are detailed and varied. When Joel is working on a gun, the player can see him disassembling and reassembling parts, adjusting components, and making tangible modifications. Some animations are quick and practical, while others are lengthier, reflecting the complexity of the upgrade. This attention to detail enhances the immersion, making upgrading weapons feel more tangible and rewarding.
However, it’s about more than just the visual and mechanical upgrades. The Remake’s arsenal changes also impact the combat dynamics. Players can adapt to the enhanced enemy AI more effectively with more versatile weapons. The expanded options allow for a broader range of combat strategies, catering to different playstyles, whether it’s a stealthy approach or a more confrontational one.
#7: Post-Apocalyptic Dynamics”
The environmental design plays a crucial role in creating an immersive post-apocalyptic world. This chapter delves into how the game’s settings are not just passive backdrops but active elements that contribute significantly to the gaming experience.
In the Remake, the environments are meticulously detailed, showcasing the power of the PS5. The enhanced graphics render every ruin, every overgrown street, and every dilapidated building with striking realism. This attention to detail is not just for visual appeal; it plays a vital role in storytelling. The environments convey the passage of time and the impact of the pandemic, telling silent stories of the world that were and the desolation that followed.
However, the game does more than visually enhance these environments; it integrates them into the gameplay mechanics. For instance, how light filters through broken windows or how water flows in a flooded street isn’t just aesthetically pleasing and affects how players navigate and strategize within the game. These elements can reveal hidden threats or provide cover, influencing the player’s approach to exploration and combat.
The Remake also introduces more interactive elements within the environments. While the core locations remain faithful to the original, added details like destructible barriers and interactive objects allow for a more dynamic experience. These additions encourage players to explore and interact with the world more deeply, discovering resources and secrets that add to extra to the gameplay.
Despite these enhancements, there are opportunities for further interaction that could be improved. While visually stunning, the environments often retain the original game’s corridor-like structure, limiting the player’s ability to fully engage with them. This constraint is a reminder of the game’s origins and adherence to the original framework.
#8: AI Evolution of Enemy Encounters
In the “Remake,” the enemy AI and their behavior patterns present an intriguing aspect of the game’s evolution. This chapter explores how the enemy encounters have been enhanced, contributing to a more challenging and immersive experience.
It also brings noticeable improvements to enemy AI, making them more unpredictable and challenging. Clickers and Stalkers, the game’s iconic infected enemies, are faster and more aggressive. Their behavior is more dynamic, employing strategies like flanking and coordinated attacks, significantly heightening the game’s tension and difficulty. This change in AI behavior demands players to adopt more strategic approaches to combat rather than relying on the patterns familiar from the original game.
Particularly notable is the evolution of the Clickers. In the original game, they were formidable yet somewhat predictable foes. In the Remake, they use echolocation more frequently and effectively, making stealth a more challenging and essential aspect of gameplay. The Stalkers, too, have undergone a transformation. They now observe and stalk the player from a distance, only attacking when the player gets too close or provokes them. This change adds a layer of psychological suspense to the encounters, as players must be constantly aware of their surroundings.
However, these enhancements in AI behavior occasionally clash with the game’s original design elements. For instance, the more aggressive AI in the Remake sometimes feels constrained by the game’s linear level design, built around the original’s more straightforward enemy patterns. This discrepancy can lead to moments where the game’s challenge feels artificially inflated rather than organically integrated.
#9: A World Reborn
The environments are nothing of static backdrops; they are dynamic elements that contribute significantly to both the narrative and the gameplay experience. This chapter explores how the enhanced environmental design in the Remake adds depth and realism to the post-apocalyptic world.
The first striking aspect of the remade environments is their visual fidelity. The leap in graphical quality from the original game is immense. Textures are more detailed, lighting is more natural, and the overall atmosphere is more immersive. This visual enhancement is not just cosmetic; it actively contributes to the storytelling. Ruined cities, overgrown with nature, tell a story of a world that has moved on from humanity. Each location is filled with remnants of the past, from abandoned homes to deserted streets, evoking a sense of loss and nostalgia.
The level design has also seen improvements. While the core layout of the areas remains faithful to the original, subtle changes have been made to enhance exploration and interaction. The environments are more open, offering multiple paths and encouraging players to explore. This openness not only adds to the realism of the game world but also provides more strategic options in combat and survival scenarios.
Environmental interactivity has been enhanced as well. Players can now interact with more objects, from opening drawers to moving obstacles. These small interactions add to the world’s believability and provide a deeper level of immersion.
One area where the game could have pushed further is in environmental reactivity. While the world is beautifully rendered and offers more significant interaction, it still lacks a certain level of dynamism. The environment rarely reacts to the player’s actions, missing an opportunity to make the world feel truly alive.
#10: Emotions in Movement and Expression
In “The Last of Us Remake,” the animation is pivotal in bringing the characters and the world to life. This chapter delves into how advancements in animation have enriched the game’s overall experience.
The Remake has significantly upgraded the animations, making them more fluid and realistic. These improvements are most noticeable in the characters’ facial expressions and body movements. The facial animations are particularly striking, with each wrinkle, smile, or frown adding depth to the characters’ emotions. This level of detail in facial expressions allows for a more nuanced portrayal of characters, enhancing the storytelling by conveying unspoken feelings and thoughts.
Body movements are also more natural and responsive. The way characters interact with the environment, such as climbing over obstacles or sneaking through tight spaces, feels more believable. Combat animations have received a notable upgrade, with more varied and realistic movements. This makes the combat more visually engaging and impacts gameplay, as players need to adapt to the more dynamic movements of both allies and enemies.
However, the animations have their shortcomings. Some legacy issues from the original game persist, like specific repetitive motion patterns that can break the immersion. While these moments are few, they are noticeable in contrast to the otherwise high standard of animation.
In combat, the improved animations add a new layer of strategy. Enemies react more realistically to being hit, and the enhanced animations provide more evident cues for players to respond to. This makes combat encounters more intense and rewarding, as players need to be more observant and reactive.
#11: Enriching the Core Story
The gritty story of “The Last of Us” has always been its strongest suit, and the Remake takes this to a new level. The story remains unchanged, but the way it is presented benefits significantly from the technological advancements of the PS5. Enhanced graphics and animations bring a new depth to the characters and settings, making the story more immersive and emotionally impactful.
The script has been carefully revised to suit the enhanced visuals and audio capabilities. Dialogue delivery is more natural, thanks to the improved voice acting and facial animations. This improves the emotional depth of the characters, making their struggles and relationships more relatable and impactful.
Environmental storytelling is another aspect where the Remake excels. The game’s world is rich in details that tell their own stories. Every element adds to the narrative, from the remnants of life in abandoned buildings to how nature reclaimed the cities, creating a believable post-apocalyptic world.
One of the most significant improvements in the Remake is how the story addresses the original game’s themes. Issues like survival, moral ambiguity, and the human cost of a decimated world are presented with greater depth and nuance. The game challenges players to think about their decisions and consequences, adding a layer of moral complexity to the gameplay.
#12: Orchestral: The Sound of the End
In the Remake, the sound design takes a significant leap forward. 3D audio on the PS5 platform creates an immersive soundscape that significantly enhances the player’s sense of place and urgency. Sounds play a crucial role in gameplay, with the direction and distance of noises helping players navigate the dangerous world and detect threats.
The music in “The Last of Us Remake” remains excellent, but the same. The compositions are masterfully crafted, balancing haunting melodies and tense rhythms reflecting the game’s emotional journey. The soundtrack complements the visual upgrades, adding depth and amplifying critical moments in the story.
The game employs music strategically to underscore pivotal scenes and enhance the mood during exploration and combat. This careful use of music helps to create a more emotionally engaging experience, drawing players deeper into the game’s world.
Moreover, the Remake leverages the PS5’s capabilities to deliver more transparent and dynamic audio. This enhances the realism of the game world, from the rustle of leaves in an abandoned city to the distant growls of infection; each sound adds to the game’s tense atmosphere.
However, while the audio enhancements are notable, they don’t fundamentally change the game’s original score. The familiar tracks are reinvigorated but remain faithful to the original composition, providing a sense of continuity for those who have played the original game.
#13: Accessible Apocalypse: Gaming for Everyone
One of the most commendable aspects of the Remake is its extensive array of accessibility features. These features accommodate players with different needs, including visual, auditory, and motor disabilities. The game offers customizable controls, subtitles with adjustable sizes and colors, and audio descriptions, among other options. This level of customization ensures that more players can enjoy the game without barriers.
The Remake also includes a variety of difficulty settings, allowing players to tailor the gameplay experience to their preferences and skill levels. This isn’t just about making the game more accessible for those who want a more casual experience; it’s about making it accessible to those who might find the standard difficulty settings prohibitive.
Another notable feature is the attention to auditory cues and haptic feedback. For players with visual impairments, the game provides enhanced sound cues that help navigate the game world and detect threats. The haptic feedback on the PS5 controller adds another layer of sensory input, aiding players in understanding their environment and the game’s context.
Despite these advancements, some players have noted areas where the Remake could improve regarding accessibility. For instance, more detailed customization options for specific types of color blindness could enhance the experience for affected players.
…And a Little Break Now
Guys, this is it for now with Ellie and Joel. Next time, we will tell you something funny we found. What will be our verdict on the Remake, you think?
Naughty Dog is one of the big players when it comes to gaming studios. It has given us timeless titles from Jak and Daxter to The Last of Us. The President of Naughty Dog, Neil Druckmann, recently sat down for an interview with the rapper Logic to discuss their career trajectories and their plans for the future.
It's an hour-and-a-half-long interview worth watching if you're interested in learning how Druckmann found his way into the gaming industry and moved up the ranks in Naughty Dog. It
Naughty Dog is one of the big players when it comes to gaming studios. It has given us timeless titles from Jak and Daxter to The Last of Us. The President of Naughty Dog, Neil Druckmann, recently sat down for an interview with the rapper Logic to discuss their career trajectories and their plans for the future.
It's an hour-and-a-half-long interview worth watching if you're interested in learning how Druckmann found his way into the gaming industry and moved up the ranks in Naughty Dog. It also offers insight into how things have changed in the studio over the years and how expectations have sharply risen as it has delivered critical hits.
The birth of Uncharted
Through hard work, Druckmann grew from being an intern to eventually working on the creative aspects of the games at Naughty Dog. At one point, he was part of the team responsible for a Jak and Daxter PSP game when Naughty Dog president Evan Wells asked him to help with another game they were working on - Uncharted.
At first, Druckmann was reluctant, as he preferred being in a creative position and didn't want to go back to programming. However, he was assured he would be doing the same creative work, except on this new project. Accepting the offer was a wise choice for Druckmann, as it had him crossing paths with other creatives like Amy Hennig who played a critical role in shaping Uncharted into a genre-defining franchise.
With greatness comes great expectation
Uncharted and its sequels have had an incredible impact on the gaming world and the medium's approach to its narratives. In addition to being graphically impressive titles, they highlight how gaming can be used to tell character-driven stories that rival those of films and novels.
Druckmann claims that he had the most fun working on Uncharted 2. The team felt like they were onto something special, but there wasn't an intense amount of pressure or scrutiny of the studio which had developed a deep sense of camaraderie.
Now that Naughty Dog had proved itself within its industry, there were expectations that everything it'd put out would be great. Logic relates to this, as he has experienced the pressures of being a successful artist, and how criticisms can stretch beyond the art and become personal.
The intense responsibilities on Druckmann's shoulders have made him think about whether he can continue for much longer. He states the following: "I don't see myself doing this forever at this scale. It's a lot and it takes a lot out of you." He also has his children to consider, as he doesn't want to lose out on spending time with them.
One of the hurdles he faces is that he is a perfectionist. Hence, during the development of The Last of Us, he stressed himself out to the point where he believes he shaved years off of his life. He admits that he may not have the capacity for many more large-scale games, and he imagines himself transitioning to projects that are more low-key and less stressful, but still give him a creative outlet. There are plenty of directions Druckmann can go, whether it's The Last of Us comic books, the television series, or just smaller-sale games.
The tail-end of the interview features a discussion of The Last of Us television series. Druckmann talks about how happy he is that the adaptation was not a film, as it would have been terrible. He learned that to make the best show, he needed the best people in the industry, and that was surprisingly not hard to do, as he discovered that many were already fans of the games and wanted to work on the project.
HBO’s live-action The Last of Us show is shooting its second season now. Casting news for the its take on The Last of Us Part II has been gradually rolling out, with No One Can Save You’s Kaitlyn Dever joining the series as co-protagonist Abby, and Madame Web’s Isabela Merced and Beef’s Young Mazino starring as…Read more...
HBO’s live-action The Last of Us show is shooting its second season now. Casting news for the its take on The Last of Us Part II has been gradually rolling out, with No One Can Save You’s Kaitlyn Dever joining the series as co-protagonist Abby, and Madame Web’s Isabela Merced and Beef’s Young Mazino starring as…
Neil Druckmann, the co-president of Naughty Dog and creative director of The Last of Us, is tired. From the sound of it, he might be looking to change his career up so he doesn’t have to deal with the stress of leading a AAA team that puts out games on the scale of Sony’s flagship studio.Read more...
Neil Druckmann, the co-president of Naughty Dog and creative director of The Last of Us, is tired. From the sound of it, he might be looking to change his career up so he doesn’t have to deal with the stress of leading a AAA team that puts out games on the scale of Sony’s flagship studio.