At this rate, we’ll never see the last The last of us. Ahead of a high-profile HBO adaptation, Naughty Dog released a top-to-bottom remake called The Last of Us Part Ifor PlayStation 5.
Make no mistake: The Last of Us Part I is basically the exact same game as the 2013 original (and subsequent 2014 remaster for PlayStation 4). In my tests, the instructions 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’d better shop around Kirk’s first tips from [website crumbles into dust].
Quiet, part One is the most mechanically superior version of the game, no question, and with the improvements comes some changes. Like its immediate predecessor 2020 The Last of Us Part II On PlayStation 4, Naughty Dog featured an impressive range of settings and accessibility options. you will find it well over 60 sliders and settings You can optimize. Most come down to your preferences, the kinds of things you want to customize during gameplay, but there are a handful that are worth turning on from the start.
Speech on vibrationsto be found under the DualSense Menu, is one of the few parts of The Last of Us Part I This makes it feel like a legitimate PS5 game (rather than an extremely pretty PS4 game). The setting causes the PS5 controller to vibrate when a character speaks, at the same rhythm as their speech. It’s pretty cool! It’s also a little intense by default. I found this for me Speech on Vibration Intensity Sweet Spot at 5 – just enough to “hear” characters talking, but not so much that it’s distracting.
The Last of Us Part I is playable on six difficulty levels, including: very easy, bright, moderate, difficult, survivorand once you beat 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 rarely you hit checkpoints mid-combat.
- enemies: Basically determines how skilled (or unskilled) your enemies are.
- Allies: Determines how often your allies support you in battle.
- Camouflage: Controls a number of variables related to sneaking, including the time it takes for enemies to alert their comrades after spotting you.
- Resources: Adjusts how often resources such as food, ammo, and crafting supplies spawn.
So if you’re good at staying out of sight but struggle with the immersive action segments, you can reflect that in a custom difficulty setting. There is also an advantage for masochists here. Although you can’t start a new game at the highest possible difficulty – even if you’ve played it a thousand times in the previous iterations – you can manually ground all five for a de facto hardest run possible.
Photo mode shortcut
The Last of Us Part I is undoubtedly one of the most beautiful games on consoles right now. In other words, you’re going to want to take a lot of screenshots. Switching to photo mode usually requires opening the menu, which slows down the pace of the game – unless you turn it on Photo mode shortcutin which controls Menu. When activated, you can jump directly into photo mode by pressing both thumbsticks at the same time. Just get your timing right or you’ll turn on Joel’s flashlight and ruin your shot!
Hintsat the bottom of the HUD menu are set to sometimes By default. But they are far more cumbersome than helpful. For one, they only provide hints about the critical path. Sometimes you know exactly what you need to do to progress in the story, but since this is a naughty dog game (dense levels worth exploring) you’ll want to poke around and see if you can find any collectibles or key resources. And that brings me to the most annoying part part OneTips From : Once a tip appears, it won’t go away until you complete the task it tells you. Here I want to remind you that all the guides already written for this game are just as effective now as they were a decade ago.
Bow reticle style
mostly yes, The Last of Us Part I is the same game as The last of us. A subtle change: there is a new aiming system for the bow. And it kind of sucks. By default it comes with just a standard dot for crosshairs – not good for measuring distances when aiming with a bow. But if you change that Bow reticle style setting, to be found under the HUD menu, too classic, you can see the arrow’s path as intended: with a clear trajectory showing where it will land. Not only is this AF helpful, but it’s also a reminder that some things are better left untouched.