According to Newman, when the Naughty Dog team sat down to think about the game, it explored what worked well and what would be appropriate for this game and expand on what was done previously. “The Last of Us has always been about the natural world and reclaiming society and civilization, so a natural evolution of Last of Us 1 was to increase the vegetation in the world,” he explained. “That obviously plays into the stealth game that’s super important, so that pushed us to create this analog stealth system where based on your stance, whether you’re crouched, standing, or prone in the thickness of the vegetation you’re in, enemies have an easier or harder time seeing you. There’s this sliding the scale of how susceptible you are. It’s more appropriate to the tension of the world of The Last of Us.”
In the demo, we saw Ellie dodging left and right as enemies attacked her. Naughty Dog added a dedicated dodge button this time around. “This allows us to do a lot more with melee,” Margenau said. “You can fight multiple enemies at once and [there are] all these cool contextual moves she does like planting off the surface and attacking with various finishers. We also have all the melee weapons, like she’s able to take a hammer off someone and use that.”
“That’s actually a new detail; if you don’t have a melee weapon beyond your switchblade and you’re finishing off someone who does have one, you can smoothly transition and grab that weapon from them,” Newman added.
In the trailer, we saw Ellie face off against bow-and-arrow enemies. At one point, she gets an arrow stuck in her. This was not scripted for the demo; it’s something else you must consider as you battle menacing foes. When an arrow pierces you, it stays in you until you find a safe place to remove it. “While it’s in you, you don’t have access to listen mode and your aim is all out of whack,” Margenau said. “It’s the first status effect that we’ve introduced in the game,” Newman added.
However, the team also had to think of how she would be a different fighter than Joel and what would make sense for her character. “She’s not as big or as bulky as Joel,” Newman explained. “She’s not going to be able to just overpower enemies with her raw strength.”
To compensate for this difference and to keep combat interesting, Naughty Dog added a dodge for the melee to increase complexity. A new addition is also a jump button to make environments more vertical. “This makes escaping more dynamic and frenetic,” Newman said about the addition. “Escaping is always an option,” Margenau added. “The squeezing through and hiding under things … you don’t always have to kill everyone.”
While I discussed combat with Margenau and Newman one thing that kept coming up was the importance of tension, which they aren’t letting simmer in the slightest. “We’re trying to provide a lot more options for the player,” Newman said. “Overall, the level of threat that you’ll be facing means that you’re not going to be able to take things head on. Whether you want to do stealth or go loud with your combat, you’re never going to be able to do it without putting a lot of careful thought into what you’re doing.” The co-directors assured us they’ve expanded both the stealth and action playstyles. Naughty Dog wants players to have options and different ways to tackle every situation. “We’re not trying to make it more of an action game than The Last of Us,” Margenau assured. “It’s still a survival action game.”