New messages in the last hour
Get a response within minutes
92% percent of messages responded to
The Last Of Us
DISCLAIMER: Please note that the following videos are rated 18+, viewer discretion is advised.
Abandoned cities reclaimed by nature. A population decimated by a modern plague. Survivors are killing each other for food, weapons; whatever they can get their hands on.
Joel, a brutal survivor, and Ellie, a brave young teenage girl who is wise beyond her years, must work together if they hope to survive their journey across the US.
For more info click here!
http://tinyurl.com/8799j9j Unanswered Last of Us Questions (IGN)
http://tinyurl.com/c9xeael Speculating About The Last of Us (IGN)
http://tinyurl.com/ckoc2cu Lead Enslaved designer working on The Last of Us (GAMERSMINT)
http://tinyurl.com/chzeghz LoU Vs UC3: Character Model Comparison (GAMINGBOLT)
http://tinyurl.com/c3fc58p Naughty Dog’s First Comments On The Last Of Us (PlayStation Blog)
http://tinyurl.com/chpnvjh More Details (shop To News)
http://tinyurl.com/858q7uw The Inspiration (Gempur)
http://tinyurl.com/78fr5pl ALL NEW INFO! (Game Informer via PSOM)
http://tinyurl.com/7epwhlo The Storyline Exposed? (IGN)
http://tinyurl.com/7d53g5r NEW Screen shots!!! (OPM)
http://tinyurl.com/7hs8weo The Lastest Info in One Place (PlayStation Blog)
http://tinyurl.com/6mlgrsu I just saw the Last of Us in Action! (Kotaku)
http://tinyurl.com/ccuuq8o E3 Demo gameplay!
http://tinyurl.com/cmtlbl9 Acting out the end of the world
http://tinyurl.com/crvaefg Pre-Order Content and more (PlayStation Blog)
http://tinyurl.com/cprju6c Tess: Character Reveal (PlayStation Blog)
"Ellie, a girl wise beyond her years, will be voiced by Ashley Johnson – known for her work in television shows such as Ben 10, King of the Hill & movies like Fast Food Nation & What Women Want. Joining Ellie in The Last of Us, will be an older gentleman by the name of Joel, a brutal survivor, whom will be voiced by Troy Baker – famous for his work as Two-Face in Arkham City & upcoming work as James Sunderland in Silent Hill 2 HD " http://www.examiner.com/video-game-in-national/the-last-of-us-voice-actors-revealed
‘The Last Of Us’ will be scored by Oscar-winner Gustavo Santaolalla.
WOW sony i was not expecting this!
Basically from the trailer what i picked up is that
- The game looks amazing if its gameplay (as you expect from naughty dog)
- Everyone is infected like zombies but one of the zombie things looked like something different
- Set in a city which is deserted and everything is overgrown reminded me of I am Legend
- 2 Characters features one a young girl and one an older man
- Guns (pistol) & knife shown
Trailer: The Last Of Us: VGA Debut Trailer
The enemies teaser photo
See more here!
Naughty Dog brings us a brand new World wrought with devastation in this PS3 Exclusive title.
WOW still shocked
Here is a little teaser video for The Last of Us story trailer premiere 10th December.
Details of the UK Special Editions are now circulating online: Those of us in the UK will be able to choose between The Last of Us: Ellie Edition (available exclusively at GAME) and The Last of Us: Joel Edition (available exclusively at Tesco & Independents), each packaged in a unique canvas wrap, and filled with exclusive physical and downloadable content.
Finally, in addition to the Special Edition packs, anyone who pre-orders the standard version of The Last of Us (available from all retailers), will receive the ‘Sights & Sounds DLC Pack’, as a ‘thank you’ bonus.
yikes, looks like both editions are chock full of nice goodies! tis a full survival kit of of in-game and fancy extras.
am liking the little LBP characters! (and they look a bit like our OPC avatars too :D).
I'll probably be buying the Joel version. Although the console / controller skins won't be any good for me (PS3 has a HARDCOVER Uncharted 3 , and PS3 controller is modified with loads of extra attchments) I'll be purely buying it for the DLC bonuses (that cool Sackboy costume!)
on PSN most likely £60
you might aswell get the Joel/Ellie edition for £55
Naughty Dog on following Uncharted with The Last Of Us: “No pressure right?”
The Last Of Us‘ Neil Druckmann and Bruce Straley have spoken about creating a follow up to Uncharted in the foreword of an art book to accompany the game.
According to the creative director and director the two’s initial response to being tasked with “developing Naughty Dog’s next big franchise” was “Um, what?!” They mention the critical and commercial success of Crash, Jak and Daxter, and Uncharted, adding, “now we had to create something that attempted to match that level of quality in gameplay, story and art. No pressure right? Where the hell do we even start?”
The idea was initially to build, “an entire game around a relationship between two characters”. The Naughty Dogs planned that the pair, who eventually became Joel and Ellie, would, “develop an unbreakable bond over the course of an intense journey”.
Read more at the link above!
Just spotted some rather nice work from teh Last Of Us art book!
How to put this politely?
Isn't the female in the middle at the bottom a bit below the belt?
I just watched the Clickers video too.
Anyone else think it looks a bit scary lol. My TV is very dark. Might have to buy a new one...
Nice vid that one, can't wait to play this with the lights off.
Wow, looks like I missed all the new updates yesterday, here are some pics and a few links!
A nice hands on preview!
Get a good look at the enemies!
And a link to footage that's been posted further up this page!
"They soon find refuge in an office complex, but a fresh corpse on the floor suggests they're not alone. It's at this point I'm introduced to the Stage 1 Infected, dubbed Runners. Druckmann elaborates: "Stage 1 is where the infection starts taking over your mind and kind of drives you mad. You're not in control of your body anymore and it's driving you to attack other people. Runners can see, they're still human, but they're doing something beyond their control." Before I engage the first of these fleet-footed freaks, Druckmann warns they also move in packs and are as agile as they are nimble. Great."
"While my demo clearly funnels me through a specific path with conveniently placed objects, its clever design also supports sandbox-y play. I'm able to skulk around interiors to get the jump on targets and, more often, run away and regroup when encounters get too intense. While doing the latter, The Last of Us' combat depth begins to reveal itself. As a typically aggressive player, I'm quick to combine all bindings with alcohol to craft Molotov cocktails, but soon regret not saving one as a life-reviving bandage. Upon barbequing several baddies with a single Molotov, I'm confident I've crafted wisely, but Druckmann reminds maintaining a delicate balance between offense and defense is a continuous struggle."
Click the links for more images and info!
Format PlayStation 3
Developer Naughty Dog
Publisher Sony Computer Entertainment
Released 7 May 2013
The runner stands by what used to be a window. Rain thrashes through the decimated side of the building - maybe it was an office once - grey concrete crumpled in on itself, lush green foliage bursting through the cracks. Twenty years of growth in a world untouched. The runner shuffles brainlessly on its feet as I approach. I'm quiet, low. I slip out a pair of scissors wrapped in duct tape. I can hear the poor soul's wheeze as I grab him from behind and jam the shiv into his neck. I cushion his fall as he collapses. Silently, lifelessly. I listen: four more.
One of the monsters emits a queasy click-click-click. Searching for me. It turns with a guttural squeal and thunders towards me. I pick up a brick and slam it into my pursuer's head. As it hits the floor I continue swinging. The brick disintegrates into dust amid blood and bone. His partner is on me now, scratching at my flesh. Unarmed, I rain fists into his chest and face, finishing him off with the heel of my boot. Two left now, heading my way.
I pick up a bottle and launch it into the corner of the room. The monsters turn, screeching, heading towards the sound of glass shattering. Time to go, I clamber over a collapsed floor towards the door. It's blocked by a metal bin. I'd rather not rejoin the monsters click-click-clicking on the floor below me. I grab the bin with both hands and pull. The sound is worse than that infernal clicking, a klaxon call as metal screeches on concrete. The collapsed floor is tilted away from me, and any progress the bin made is wiped as it falls away from me. I'm trapped. No escape. The grotesque fungus that covers the face of the clicker opens as he approaches, revealing teeth and blood. His mandible clamps down on my neck, tearing free gristle and sinew. The screen fades to black.
The Last of Us is perhaps not what you would expect from the team behind the matinee hi-jinks of Uncharted.
The Last of Us follows Joel, an everyman that has managed to stay alive in a world torn apart by a malignant virus inspired by the (very real) cordyceps fungus. Joel runs a smuggling business with his partner Tess, moving supplies, guns and drugs from Boston's military-controlled quarantine zone to the city's ravaged outskirts. Their latest task has Joel and Tess smuggling a human, the 14-year old Ellie, who is wanted by a group on the outskirts known as the Fireflies. Why they want Ellie is unclear, but Joel doesn't bother himself with such trivialities, agreeing to escort the girl to Boston's City Hall.
Joel, then, is no matinee hero. "We wanted to explore a world where there weren't distinct good guys and bad guys," says writer and co-creative director Neil Druckmann. "In an action-adventure like Uncharted we're very clear about that. But here we tried to do the opposite."
Joel is a survivor, a grizzled pragmatist worn by twenty years in a world that has crumbled. Throughout the course of the game, says Druckmann, you're going to find out that he has done some horrific things to stay alive. Ellie is different, she was born after the end of the world, spending her entire life in Boston's dilapidated quarantine zone. "Things that would scar us for life are a day-to-day occurrence for Ellie. So she still has an innocence because of that. She pulls the humanity out of Joel, and there are instances where she will have to become the adult in order to survive."
The Last of Us is built on Joel and Ellie's relationship, with Naughty Dog insisting that Ellie is as much the game's protagonist as Joel, albeit one you do not control. Druckmann says they toyed with the idea of the player being able to issue Ellie orders, but eventually decided against it. "We felt we had an automaton rather than another character," he says, a decision that forced the developer to build a robust AI system so Ellie behaves like another human being. "She has to make the decisions on her own, but they have to be smart," explains Druckmann. "If she was making stupid decisions, then that's even worse than if I was ordering her around. So she's assessing the situation, if you're being stealthy, she will hide behind cover and stay out of sight. If you're in trouble she will try and help you. So through gameplay mechanics, you are building a bond with this character."
And nothing builds a bond like good old-fashioned duress. Whether it's human survivors looking to cave Joel's head in or infected monsters ripping his neck out, the pair will come across their fair share of taxing scenarios. The infected are humans that have succumbed to the fungi that has decimated the world, and we are shown two types. Runners are those in the early stages of infection; they can still see and retain the last vestiges of their humanity, but are driven by an uncontrollable urge to kill and spread the virus to whatever poor sap runs across them. Much like the infected in Danny Boyle's 28 Days Later, the runners are fast, strong and crazed. But they can be dealt with with a brick to the head.
Clickers are another matter. Poor souls that have fully succumbed to the virus, clickers have fungus growing from their eyes and sprouting from the back of their heads in a grotesque death mask. They are blinded by the fungus, so they hunt by using echo-location, issuing a horrifying, guttural clicking noise to pick up your position or listen to your movements, and if they catch you, that's all she wrote. Clickers can only be killed by a stealthy shiv in the neck or a gunshot to the face. They stalk you in sharp, jerky movements so getting a bead on them is not such an easy task, and ammunition is in short supply. Needless to say, the clickers are terrifying.
In the demo, each room full of infected was something of a puzzle, tasking you to either sneak past or take them out in turn. Joel can listen to enemies' movements with a squeeze of the L2 button, locating bad guys with a white outline. The distinct animation of the infected means you can quickly identify each type before planning your course of action. The Last of Us is a linear story but, unlike Uncharted's scripted bombast, you are given freedom in the tense, brutal combat. You need to cobble together weapons from scattered detritus, taping up a pair of scissors to make a shiv, jamming nails into a 2x4 or simply using the business end of a metal pipe. Many weapons are single-use or break after a few hefty thwacks. The desperate scramble for materials means that you always have a voice in the back of your head telling you to conserve weapons, but necessity eventually takes over.
Each encounter is taut and desperate, as you try and isolate individual infected in order to take them out quietly. Or simply distract them by throwing bottles into a distant corner of the room and sneak by as they go to investigate.
Adding to the sense of desperation is the deeply unpleasant nature of the violence. It's depicted as raw brutality, treated with a level of gruesome respect that video games rarely strive for. Joel grunts and struggles as he chokes out an enemy, yelling with effort as he drives a brick into the head of another, the camera unflinching. Even putting an end to an infected feels uncomfortable, feels like murder, and Naughty Dog are unflinching about the fact that Joel is prepared to kill other humans in order to survive. "We felt that if we made the violence too light, then you wouldn't buy into this world," says Druckmann. "If we made it too over-the-top to help remove you from it, as some games do, you wouldn't buy into it. So we had to find that realistic tone that is unnerving at times, but the story requires it."
My mind is drawn back to the original E3 demo, when the crowd at Sony's press conference cheered as Joel blew the head off of another man with a shotgun at point blank range. Does that jubilation go against what Naughty Dog are trying to achieve? "I've seen two different interpretations of those cheers," says Druckmann. "One was that people were cheering the gunshots, the other is that there was so much tension in the room that when it was released at the end, they were cheering the demo. I'd like to believe it was the second one, and that we don't just cheer violence without context"
Naughty Dog's commitment to weaving gameplay and cinematic storytelling together makes you believe they can provide that context. The Last of Us is a bold departure for the studio, not only are they releasing a new IP at the tail-end of a console generation, but their new game is a very different prospect. Brutal, oppressive, stressful and very, very scary, The Last of Us is a far cry from the breezy adventuring of Uncharted. It shows Naughty Dog continuing to grow as a studio and looking to confound assumptions. Druckmann smiles as I tell him The Last of Us is not what I expected. "If you can predict what happens next, " he says. "Then we're not doing our job."
I really can't wait for this game......
LFC edit that post and chuck in a few piccies for us!!
Your first look at some The Last of Us promotional material - standee's, art work etc!
Website ©2017 Sony Interactive Entertainment Europe Limited. All content, game titles, trade names and/or trade dress, trademarks, artwork and associated imagery are trademarks and/or copyright material of their respective owners. All rights reserved. More info