The Last of Us 2, Naughty Dog talks about the infected and their evolution


The Last of Us 2, Naughty Dog talks about the infected and their evolution


The Last of Us 2 will boast several new infected and Naughty Dog wanted to talk about this aspect to the microphones of IGN by the mouth of the game director Neil Druckmann, who described their evolution compared to the first episode.

"How to all aspects of The Last of Us Part II, even the infected must appear convincing and credible in the world we have built, "explained Neil Druckmann making a comparison with the first episode of the series. "With this second chapter, in particular, we wanted to find a way to obtain a thickness never found in Naughty Dog's projects."

So the introduction of the Shambler, described by the director as an extremely dangerous creature, capable of to emit poisonous gas, it took place keeping in mind these assumptions: respect the style established with the original The Last of Us.

"One of the reasons we invented the Shambler is that it forces you to move: l corrosive attack prevents the player from standing still, which makes fighting more dynamic, "said Druckmann.

" Also, as is the case with many horror enemies, it limits your senses, inhibits the ability to see. So his patterns may appear simple on paper, but when you start to combine them with those of other infected people, things become really interesting. "

" The insertion of the dodge allows you to avoid Clickers in ways that were not possible in the first episode, so we had to find ways to make these enemies more dangerous. (...) Clickers are now faster and more agile, so as to compensate for Ellie's characteristics. "

" Thanks to the power of PS4, moreover, we have been able to bring a much greater number of infected to the screen: you will find scenarios where there will be a whole horde of Runner chasing you. We are talking about creatures that in large numbers become even more lethal. "

"In The Last of Us we introduced the Stalker, but there was really the opportunity to develop these enemies," continued the director. "With their help, we can really draw on the tradition of horror and to do so they like to hide instead of load, looking for the best time to overtake you by surprise."





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