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i'm coming more than two years ago when we were finishing last of us part two and we were working on those flashbacks within that scene for the first game we got excited with the idea of like oh man what if we made the last of us part one to look as good if not better than what we have done with last of us part two which we really pushed the boundaries of like what we could do from gameplay in a graphical standpoint and felt like? if we do that we could actually come even closer to original vision of what the first game would have been had we were not been constrained by technology the original creative vision of the last of us i think it a lot of ways was larger than what the playstation crew was capable of the tech of the psfive it's like an open box of tools and goodies that we can play from and draw from the fourk hdr improved happenings sixty frames help us to reimagine the last of us it gave us opportunities to rebuild our characters at the highest fidelity not only other characters more detail i mean down to the irises and the pupil depth you know you fall into the eyes of the characters aside from that the facial animation is just way more believable like all the nuances all the little subtle reactions glances glares right like you get all of it almost closer to sort of the original performances so no matter what you stick to me like glue like glue got it good good we are able now to not only just have the highest fidelity characters in the cutscene, but also in gameplay it's the same character so now we can do these seamless transitions in and out every part of the game has benefited from seamless transitions and emotional scripting pretty good huh our stories happen in gameplay on a stick you knew my mom all this stuff is designed to keep you constantly in this world riley come here now you got this go one of the things that the playstation five would really is that we're able to have a density of physics objects in a scene that we could never do before like this has always been the dream is to have this number of bumpables, chippables, breakables destructible objects in a scene just makes the world feel rich makes it feel lived in materials kind of have the properties that you'd expect the turret truck in pittsburgh when it's firing at you and it's just ripping apart the concrete and sending objects flying left and right seeing things break like there's fear there's a real fear that it invokes and it's giving us a much more dynamic range of gameplay to play with around him our ai tech has just increased incredibly what we were building the bases off of was the last of us part two's ai and it has sophisticated systems for things like the fundamental knowledge model of how these npcs perceive and understand what the player is as much more sophisticated now how the enemies are communicating with each other how they're chasing you? how they're flanking you how intense that fight feels it's so much more rewarding coming out of it from the other side one of the other big ai improvements is the buddies the buddies technology that would develop for the last of us part two has this very sophisticated understanding of like okay this is where the enemies can see their exposure we not only have exposure we have future exposure so buddies can know okay that enemy is walking forward and they're about to round this corner so in three seconds that corner's gonna be exposed so i'd better move now to avoid this enemy seeing this really lets the bodies make very complex decisions and maintain that feeling a stealth much more believably another big enhancement to the gameplay is that we have this technology called motion matching motion matching is this technology that's basically using logic that tries to match the desired movement to a bucket of hundreds of animations mocap actor has gone in and run this whole gauntlet of movements to get a really full set of all the different ways a person can move and then it's basically every frame trying to find the best matching animation that fits the path of where the character's gonna go and this motion model just gives this really seamless sense of transition the player's movement is just a lot cleaner really smooth organic movement through the space first, we just had to build a core experience and then beyond that we wanted to add several features that fans have been asking for for example we now have a perma death mode along dow we've added a brand new speedrun mode so players can time themselves there's a whole community of gamers i just want to see how fast i get playing through this game beyond that we added a bunch more of unlockables so there's all these different outfits for ellie and joel that people can unlock a model viewer mode so people can really appreciate the details we added award winning accessibility features every single accessibility option that we offer that's a barrier removed for someone as she surveys the apartment her eyes wandered a jewel she steps past the couch he wears the wristwatch sarah gifted him which now has a cracked face to my knowledge this is the first playstation game that has audio description built into the game built into the cinematics now it's nighttime joel stirs in his sleep and that's really we've tried to push the frontier of accessibility on this game so much of the identity of the last of us is the world we revamped completely the art direction you know everything from these expansive vistas that not only are they beautiful but you you feel the environments you feel the environments in a much more visceral way the rooftops overlooking the capital building for example like just the breath of fresh air when you go up there and you just like feel that sort of release in intention and then you know to juxopose that down in the tunnels in wiles and you get that dank flooded tunnel field at humidity you can actually feel it all these environments are just completely reimagined now we got our engine on the psfive those haptics of three the audio that fast loading it really creates a much more immersive and because of that much more emotional experience one of the things i absolutely love with the three of the audio in the last of us part one is being able to hear an enemy before they sneak up on you i'm trying to do a stalker fight with the three d audio is just so much fun you're hearing them skit around in a different room and you're hearing them trying to get it behind you having that two part reaction of like hearing turning seeing reacting it's just really heightens that sense of just being grounded you are in this character you are in this world now with the playstation five the amount of control that developers have over the dual sense it's really really cool all the guns in the game have a variable amount of resistance on the triggers when you aim them the way it works with the bow is that the very beginning when they're starting to draw the bow is a little bit of resistance and then as the bow gets totter and totter the amount of resistance is increasing and then when you release the bow you're also getting that resistance going out of the trigger when you are aiming and firing the shotgun you're gonna get a hectic vibration on the shot and then what i think is one of the ways that the dual sense really fancies things is you're going to get a hectic vibration on the pump with a shotgun and what's much more sophisticated about that on the dual sense is that in effect as a little like speaker in it and it's playing an audio file that comes through in the vibrations and those two beats as what you're gonna feel on the controller this looks like a good spot this also ties into the new workbench animations so if you're seeing joel taking apart, a gun or screwing something in or putting a new stock on a gun that moment where he's like jamming that on you're gonna get that heptic feedback on that we have you know hectics all across the board you know for all the moments you kind of expect for clambering jumping, landing, mailing getting melee like all those kind of high intensity moments we have represented in the hectics what i personally absolutely adore is the way we can enhance the really quiet settle moments of gameplay so it's like when joel goes in to pet, the giraffe getting that little light touch on the haptics as he's petting the giraffe to me that's the essence at the last of us, it's the high tension moments, it's the low tension moments, it's all of it feeling grounded it's your feeling immersed in this world it's all about bringing you along with that story in as many ways as we can and that's what the new technology on the playstation five is allowing was that everything you hoped for jury's still out there's something special about that core experience of playing as joel and ellie on this journey then to take that experience and really honor it and keep the authenticity of it, but elevated in every way possible, whether it's pipeline with its art direction with its technology everything that allows us to make the experience better not different extremely better that's why to me this is the definitive way to play the last of us。



ellie your arm? no, no, no, no 啊! what are we gonna do way i see it we got two options option one take the easy way out it's quick and painless i'm not a fan of option one two we fight fight for what we're gonna turn into one of those things there are million ways we should have died before today and a million ways we can die before tomorrow but we fight for every second we get to spend with each other whether it's two minutes or two days give that up, i don't want to give that up my vote, let's just wait it out you know we can be all poetic and just lose our minds together once option three sorry, come on, let's get out of here。