![]() I've seen a fair amount of reports of it randomly breaking too, so hopefully they find and fix all those issues. Apart from that one issue, the rest of the game did work really well. The light on my unit would flash, to show that he was trying to communicate, but it just stopped working. Samsai could hear me, but I couldn't hear him. One issue that did really frustrate me, was that during one puzzle room the in-game walkie-talkie just seemed to break. Without spoiling how, I will say one thing: if you want the "good ending" you have to play through the entire game all at once, which did annoy me once I found out. In the end, I wanted to try something which resulted in a gate opening for Samsai, naturally he took it to freedom leaving me to rot alone-that's friendship for you! The ending there was a bit abrupt too, especially if you weren't the one escaping as it just ends up going right to a cutscene. ![]() Pretty sure we both wanted to slap each other by that point. It took a long time to get through that one "Go left, then right-NO I SAID LEFT" and repeat. It was amusing at the same time though, with us both trying to come up with solutions to help with it. There's also been some moments of complete communication breakdown, like when I had to run through a maze needing prompt directions, but at times Samsai couldn't keep up or I went the wrong way and the frustration probably became quite apparent to people watching us. The problem is, the walkie-talkie system of course only allows one of you to talk and listen at a time, so when you're panicking, you're likely talking over each other and it becomes even more difficult. The panic starts to become real, you don't want to fall into a pit of lava, you start quickly describing everything you see. There was one particular moment involving a stairwell that was vanishing before me, with me relying on Samsai being able to solve a puzzle based on what little information I could provide to him. It's frustrating, but it's also quite engrossing because you're so absolutely focused on searching around for every possible clue you can find. Having to describe things you've never seen before, to someone who can't see what you see, with you together needing to come up with solutions. It will test your patience, it certainly tested ours that's for sure. And I think it's exciting because it leans into those feelings you had from the game, really heavily, in a new way."Īre you excited for The Last of Us to return? Do you think they handled the finale the right way? As always, you can weigh in with your takes down in the comments section.YouTube videos require cookies, you must accept their cookies to view. "Some of the stuff I'm most excited for are the changes we've discussed and seeing the story come to life again in this other version. That sequel was incredibly divisive given one character's fate, but Druckmann did tease some more alterations. In the same interview, the duo went on to reiterate that their adaptation of The Last of Us Part II will take place over more than one season, though they declined to reveal whether it will be two or even three. While The Last of Us season 2 has obviously been confirmed, he argues that "it's not a cliffhanger, it's a proper ending," due to the fact it does line up with what we first saw back in 2013. ![]() ![]() Not knowing what she does."Ĭo-showrunner Neil Druckmann would go on to say that, when they made the game, no one knew if there would be a sequel. "Everybody was like ‘what do we do?’ And there was that meta-discussion of, are the people that played the game going to be more annoyed that they didn't get it just the way it's supposed to be, or are they gonna be more annoyed that they only got what they had before? And then how will everybody else feel? In the end, there's something very specific about ending on that close-up of Ellie. We see the two of them walking, not really together but apart, down towards Jackson. He had this thought of just playing out this slightly longer, sadder version where Ellie says, ‘okay’, and then she turns and walks away," the writer explains. "The change was really more something that Ali Abbasi, our director, had been playing around with. While not a drastic departure from how Joel and Ellie's story wrapped up on PlayStation consoles, it would have given that scene a slightly different feel. That edge-of-your-seat finale definitely did the game justice, anyway, but co-showrunner Craig Mazin has told GQ (via ) that the episode's closing moments almost played out a little differently. The Last of Us featured some noteworthy changes from Naughty Dog's hit video game, but for the most part, those were minor enough to not be an issue for the majority of fans.
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