At this rate, we’ll never see the last of The last of us. Ahead of a high-profile HBO adaptation, Naughty Dog released a top-down remake, called the last of us part ifor PlayStation 5.
Not make mistakes: the last of us part i it is fundamentally the exact same game as its 2013 original (and subsequent 2014 remaster, for PlayStation 4). In my tests, the guides that already exist for the original apply here, right down to the combinations for safes and other locked doors. If you’re looking for hyper-specific advice, you’re better off checking out Kirk’s initial advice from [website crumbles into dust].
Yet, Part I it’s the most mechanically superior version of the game, there’s no question about it, and with improvements comes some changes. Like its immediate predecessor, 2020 the last of us part 2 on PlayStation 4, Naughty Dog included an impressive array of accessibility settings and options. You’ll find over 60 sliders and settings you can tweak. Most of it depends on preference, the kind of things you’ll want to tweak as you play, but there are a handful worth turning on early on.
speak to vibrationswhich is under the double meaning menu, is one of the few parts of the last of us part i that makes it feel like a legitimate PS5 game (rather than an extremely pretty PS4 one). The setting causes the PS5 controller to vibrate when a character is speaking, and it does so at the same rate as their speech. It’s great! It’s also a bit intense by default. For me, I have found the voice to vibration intensity sweet spot at 5: enough to “hear” the characters talking, but not so distracting.
the last of us part i can be played in six difficulty levels, ranging: very light, light, moderate, hard, survivorand, once you finish the game, grounded. But the challenge is not so linear. You can adjust the difficulty for five different aspects of the game:
- Player: Determines how much damage you take from attacks and how often or infrequently you register checkpoints in the middle of a fight.
- Enemies: It basically dictates how smart (or not) your enemies are.
- Allies: Determines how often your allies assist you in combat.
- Stealth: Control a number of variables related to stealth, including how long it takes for enemies to alert their comrades after spotting you.
- Means: Regulates how often resources such as food, ammo, and crafting supplies spawn.
So if you’re good at staying out of sight but have trouble with all-action segments, you can reflect that in a custom difficulty setting. There is also an advantage here for masochists. Although you can’t start a new game from the highest possible difficulty level, even if you’ve played it a thousand times during its previous iterations, you can manually set all five to ground for as hard a run as possible de facto.
Direct access to photo mode
the last of us part i is arguably one of the prettiest games on the console right now. In other words: you’re going to want to take a lot of screenshots. Getting into photo mode usually requires opening the menu, which slows down the pace of the game, unless you turn on direct access to photo modein the control S menu. When activated, you can jump directly to photo mode by pressing both controls at the same time. Just make sure you get the timing right, otherwise you’ll turn on Joel’s flashlight and mess up your shot!
Suggestionsat the bottom of the HUD menu, they are set to sometimes default. But they are much more cumbersome than useful. For one thing, they only offer critical path advice. Sometimes you know exactly what to do to advance the story, but since it’s a Naughty Dog game (dense levels worth exploring), you want to poke around a bit, see if you can find any collectibles or key resources. And that brings me to the most annoying part of Part IHints from: Once a hint appears, it doesn’t go away until you finish the task it tells you to do. This is where I remind you that all the guides already written for this game are just as effective now as they were a decade ago.
Arc Grid Style
Mostly, yes, the last of us part i it’s the same game as The last of us. A subtle change: there is a new aiming system for the bow. And it sucks a bit. By default, it comes with only a standard dot as the reticle, which is not very good for measuring distances when aiming with a bow. But if you change the arc reticule style setting, which is located under the HUD menu to classic, you will be able to see the path of the arrow as intended: with a clear path showing where it will land. Not only is this AF useful, but it’s also a reminder that, yes, some things are better left untouched.