The Last of Us (The last of us). The Last of Us gameplay walkthrough Proving yourself as one of

"- And you are cool guys, what can I say.
"Pf ... Joel and I are the pros."

Walkthrough The Last of Us (The One of Us) begins with the family of a father and daughter who, without suspecting anything, found themselves in the midst of an unexpectedly flared virus epidemic in the city. The number of sick people increases dramatically and they show aggression by attacking all other people. The father, along with his daughter Sarah and brother Tommy, are trying to get out of the city filled with chaos. But at the exit from the city they are met by a military patrolman who is given the order to destroy them. The soldier fires and the bullet hits Sarah. Sara is dying.

Quarantine zone

Summer... 20 years have passed since those events, now people live in quarantine zones, which are guarded by military patrols to prevent mass infection of people. People are thoroughly checked for virus infection. And you won't be able to get out or enter the zone just like that, only with passes.

Joel (Sarah's father who lost her at the very beginning of the passage of The Last of Us) Is now engaged in some business. His partner Tess comes to him and they together with him secretly go out of the zone to find Robert who bothers them all the time.

Robert

At the market, we learn from a man that Robert is at the docks, we go to him. We break through his guys and find him in the office. He starts shooting at us and then running away. We catch up with him, and then we ask where he did our weapon. Robert doesn’t want to tell where the weapon is. But after pressure, he admits that he sold the trunks to the Cicadam.

Then the head of the Cicad appears. Marlene promises to return the weapons to them if they agree to do one smuggling job. We agree with her, and then we run after her, hiding from the military.

Ellie

We get to where we veda Marlin. Our smuggling was not what we expected. We need to escort the girl Ellie to a safe place - the Capitol. And Tess goes with Marlene to look at the weapon that she promised to give for the job.

Having reached a secluded place, we wait for Tess's return, and then the three of us go further. The soldiers will find us, but we will be able to extricate ourselves from this situation. The infection device will clearly show that Ellie is sick. Ellie was bitten three weeks ago, but it had no effect on her. Nobody can stand it more than 2 days. This is why she is so valuable to the Cicadas.

Ellie's blood has unique properties. With the help of her blood, you can make a vaccine against the epidemic, which will help all of humanity to finally cope with the disaster.

The old museum. Capitol

Having reached the place, we find a dead man Cicad, who was supposed to meet us. And while we were getting Tess, he managed to bite one of the infected. She remained to detain the military who were chasing them and was killed in a shootout. Joel and Ellie go to Tommy's former Cicadas, who may know where their laboratory is.

Subway. Road to Bill

Tommy is in another city and therefore in order to get to him faster Joel decides to first go to one of his old friend Billy who owes him something and take a car from him. Almost without dying, having fallen into a trap and almost ending our journey in The Last of Us, we still find Bill. But he doesn't have a wheelbarrow, and he agrees to assemble it if we find the necessary parts.

Looking for car parts

Bill, Joel and Ellie go to retrieve the battery of a military truck that recently crashed into a nearby school.

School. The machine

After reaching the truck and opening the hood, our friends do not find the battery they came for. They try to get out of the infected and find the hideout of Frank, Bill's former partner. Frank hanged himself because he was bitten and did not want to turn. In the cache, they found a whole car with a still working battery.

On the way, there is an obstacle and Joel turns to another path, and falls into the trap of robbers. but fights off them, while breaking the recently acquired car.

Lair of bandits. Abandoned zone

After clearing the place from the bandits, Ellie and Joel move on. On the way, they run into a quarantine zone, in which a mutiny was raised and all the military were killed, and the inhabitants became ordinary bandits.

Hotel

The further path lies through the hotel to which the bandits went, our heroes have no choice but to follow them. Moving through the elevator shaft, the cables break down and Joel falls down into the basement.

First murder.

Joel tries to find a way out and Ellie. On the way, a bandit attacks him and tries to drown him. Ellie grabs a pistol and shoots the bandit in the head. And Joel decides to give her the weapon she has asked for so long.

Now people are united into enclaves, expressed in the form of quarantine zones, where everyone is ruled by a firm hand, a heavy boot and a directed barrel of military weapons. Before us is the collapsed United States, where the war machine continues to move, and the soldiers' loyalty to the orders of their superiors is unshakable. Therefore, discipline in quarantine zones is tough, and in fact, for any offense, the culprit will face a life-giving dose of lead. But even in such conditions, freedom-loving people are trying to resist the dictatorship of the military, and many of the seemingly “exemplary citizens of the zone” are engaged in smuggling or some other shady deal. If you want to live, be able to spin, says folk wisdom, and in a collapsed world it is more relevant than ever. And we will spin, taking control of Joel, a simple middle-aged American from Texas, who survived due to the fact that in his state the possession of personal firearms, and not some primitive pneumatics, Flaubert or meaningless "rubber", is the norm, and the government understands that the forces of troops, police and other paramilitary units will never be able to help everyone, protect everyone and save everyone in the event of a global catastrophe. Joel lives in the Boston quarantine zone and, together with his girlfriend Tess, is engaged in smuggling all kinds of goods, including weapons. Our long, colorful and very intense adventure begins when Joel and Tess discover that the middleman has “thrown” them and grabbed a batch of goods. After meeting with him, events turn in the most unexpected way for our heroes ... an acquaintance with a teenage girl Ellie, who needs to be escorted to a certain place. Will Joel and Ellie be able to remain one of the survivors? It all depends only on the player. In order to avoid even small "spoilers" I will not go further into the plot, but summing up the result I want to note that this is a wonderful, interesting and adult story, moderately cruel and very vital. This is the best screenplay produced by Naughty Dog.

  • Pistol - Joel's very first firearms, unremarkable lethal force, confident accuracy and a capacious magazine make him a good assistant in battles against people, but in the case of the infected, the effectiveness of this weapon is not impressive.
  • Revolver - an excellent unit in order to quickly and effectively crush the skull of some infected reptile, but do not forget to count the cartridges, because there are only six of them in the drum, and some enemies need to land two cartridges in their heads in order to completely knock out all the aggression.
  • Shorty - a misunderstanding resulting from an attempt to turn a shotgun into a pistol. Please do not confuse it with a sawed-off shotgun, which has a cut off the barrel and butt. Shorty is a pistol that evokes strong associations with eighteenth-century pirates, as it is as imprecise and not very effective as their flintlock. The wide spread, weak stopping power and mediocre stopping effect of this weapon made me throw it in my backpack for the rest of the game. In the case of pumping, this hybrid becomes a pretty confident "barrel", but is it worth spending on it parts that can improve a more efficient shotgun? It's a matter of personal preference.
  • El Diablo - a long-barreled revolver with a low magnification optical sight, with tremendous destructive power and excellent armor-piercing, which can also be improved. A significant disadvantage of El Diablo is its drum, which initially holds only one cartridge.
  • Shotgun - An indispensable weapon at close range and in enclosed spaces, which can literally tear apart almost all enemies in this game. Confident radius of destruction and excellent destructive power, but at the same time high recoil and slow reloading, since the gun is pump action and requires manual ejection of the cartridge case and the corral of the cartridge into the chamber after each shot. However, these disadvantages can be mitigated with improvements.
  • Hunting rifle - the ideal weapon for long-range combat and destroying armored enemy fighters from the first shot. The problem is that many of the looters and military enemies wear protective helmets with bulletproof glass that can withstand the impact of most of our firearms. Except El Diablo and the rifle. An optical sight can be mounted on a hunting rifle and its armor-piercing increased. Since the rifle is a bolt-on, you shouldn't expect semi-automatic fire, but the reload speed is fast enough to eliminate two long-range targets in one run. And even three, if you pump the capacity of a conventional store.
  • Flamethrower is my third favorite weapon in this game, after the bow and revolver. A jet of fire escaping from the barrel of the flamethrower is capable of instantly burning out any signs of aggression from one enemy or an entire group, including such dangerous opponents as Snufflers. Really. from the first time, Toplyak will not even take a flamethrower, but it will make him dance a jig, making him an ideal target for a second volley, or a couple of shots from another weapon.
  • Assault rifle - the standard weapon with which the rebel group of fighters for freedom from military dictatorship is armed, calling itself "Cicadas" ("Fireflies", in fact). This rifle is a 5.56mm M4A1 carbine used by most of the US paramilitary forces. The semi-automatic fire of the carbine allows you to shoot more accurately, but its destructive power pales in front of Joel's other combat arsenal, since the emka cannot be improved at the machine and we get it almost at the end of the game.
  • Bow - an ideal silent weapon that will allow you to quickly and without attracting too much attention to "cleanse" the territory from hostile enemy forces. This is especially true for Runners and Nutcrackers, who are extremely vulnerable to sharp arrows and often stand almost motionless. Arrows fired from a bow are extremely effective at hitting the head and bodies of enemies, if they are not covered by any kind of armor. In addition, unlike ammunition, arrows can often be returned by pulling out of a defeated target, but there is a certain chance that it will break. And sometimes it just falls into the texture - like a whole one, but you can't lift it.
  • Molotov cocktail -bottle with a Molotov cocktail, the composition of which varies from a mixture of gasoline with engine oil to gasoline, alcohol and tar, which was massively used by the Finns during the Soviet-Finnish war, due to its effectiveness against poorly protected Soviet tanks of that time. Initially, this weapon was called a “Molotov cocktail” due to political nuances, but in the end, thanks to the Western media, it became just a “Molotov cocktail”. Like a flamethrower, it is a very effective weapon against groups of enemies, since the flammable liquid spilling over the surface continues to burn for some time and the stupid infected, resorting to the sound of broken glass, step into a hot puddle and with a high degree of probability pick up a cleansing flame.
  • Bomb with nails - a grenade with a strange mechanism of action, which reacts to the approach of the enemy and explodes, scattering nails and various sharp fragments, such as scissors and blades, striking everything in its path in different directions. This surprise can be set in the path of enemies as a trap, or thrown somewhere. When the bomb falls, the grenade will not explode, but will dutifully wait until the enemy, or several of them, reacted to the sound, will run up to it.
  • Smoke bomb - A useful device for stealthily crossing an enemy-infested territory, which, upon contact with an object, explodes and leaves behind a cloud of smoke. Opponents caught in the cloud become completely blind and defenseless, so they can be beaten in hand-to-hand combat or shot, if you are not sorry for cartridges.
  • Boards, axes, pipes and other joys of hand-to-hand combat - on his way, Joel will find all sorts of useful items that can be used as temporary melee weapons, from boards to baseball bats. In its normal state, such a weapon has a certain strength and pacifies the enemy with several hits, each of which reduces this strength. That is, a board with a durability of four hits will allow you to kill one enemy and anger another. But it's not for nothing that The Last of Us has a weapon improvement system, with which you can push nails into the board and make it very lethal, but by one or two times, since the improvement is also not permanent. In turn, axes are already an analogue of improved weapons, thanks to a sharp blade, and destroy enemies with one blow. But they can also be improved, thus increasing their strength.
  • Bricks and bottles - these are rather objects for distracting opponents, or trying to collect them at one point, for the subsequent volley from a flamethrower or throw a grenade. But, nevertheless, they can be used in close combat, and very effectively. For example, sneaking up to the Nutcracker, you can crush his mushroom-covered skull with a brick, instead of spending such a useful knife in everyday life to kill.
As I already mentioned in several descriptions of weapons, in The Last of Us, the developers introduced a system for improving almost the entire arsenal of weapons at the workbenches, for the corresponding improvement in the number of parts scattered throughout the game world. Each of the weapons - be it a pistol, revolver, rifle or bow - has its own parameters that can be increased by one or more levels. For example, a pistol can increase magazine capacity, reload speed and rate of fire, while a bow can be used to extract speed, arrow range and aiming speed. In addition to weapon upgrades, you can create a holster for a second pistol and a loop for a second "long-barreled" weapon, which includes a bow, rifles, a shotgun, and a flamethrower. Thus, in quick access we will have two pistols and two large weapons at once, switching between which will not require spending time looking for the unit in Joel's bottomless backpack. Improvement of melee weapons - boards, bits and others like them - is made in the item creation menu and requires the availability of the necessary ingredients, as a rule it is duct tape or plaster as fasteners, and a blade for "killing".


The system of creating items in the game is minimalist, simple and, at the same time, very competent. There is not a huge selection of items to create, but at the same time during the game there is never a feeling that something is missing. In total, we have several types of ingredients: blades, fasteners, alcohol, rags, explosives (explosives) and sugar. That is, six categories, by combining which we can create six objects: a Molotov cocktail (rag and alcohol), finca (blade and fasteners), first aid kit (rag and alcohol), a bomb with nails (blades and explosives), a smoke bomb (sugar and BB) and improvement of melee weapons (the actual weapon, blade and fasteners). So that life does not seem like raspberries to the players and to maintain the surroundings of the world, where resources are very limited, the developers made it so that the parts being raised are not always, let's say, complete. During the creation of the item, we have “cubes” with the available ingredients, some of them are completely gray, which indicates the usefulness of the ingredient, and some (the last in each line) may be gray only by a certain percentage, which tells us the following: Collect, buddy, further ingredients of this type. " It goes without saying that only "complete" ingredients can be used to create items.

In addition to pumping weapons in the game, you can also develop the skills of our protagonist by feeding him vitamins and stimulants found in locations. The skills that can be pumped vary from difficulty to difficulty, for example, on easy difficulty there is no skill "Knife Master", on normal and high, everything is available to us, and at maximum difficulty there is no pumping of Joel's hearing abilities. Improving each skill will require a certain number of pills, for example, hearing is pumped for 20 pills, but the skill of using a Finn, which increases its strength and effectiveness of "work" against the grabs of Nutcrackers, will require 75 pills. For the first levels, of course. The next levels will have to "develop" more generously. An equally useful skill is to reduce the swing of the weapon when aiming, this is especially true for a bow that does not shoot in a straight line, like a firearm, but in an arc, taking into account the force of gravity. Some people may like the skills of increasing maximum health, speeding up the creation of items or speeding up healing, but personally I classified them as "skills of last resort".

I would like to say separately about several types of infected, against which we use the above-described weapons, devices and some skills. There are four of them, and these are not so much even the types as the stages of progression of cordyceps. At the first stage, the person turns into an aggressive Runner, who does not change much outwardly, but his gait and movements become convulsive, since the body is already controlled by the fungus. The Runner hears and sees as an ordinary person, the only thing is that his eyes stop catching light, that is, for example, the light of a flashlight does not exist for them. The second stage of progression is the Scout. Outwardly, the scouts combine the characteristics of Runners and Nutcrackers, that is, they can run and see the player, but at the same time part of their cranium has already pretty much succumbed to the influence of the mushroom. In addition, the Scouts are able to show some intelligence, since they do not rush to the barrel of a shotgun with their chest, but prefer to run and hide, so much so that even Joel's fully pumped hearing will not catch their location. The third stage is the Nutcrackers. Completely blind opponents who orient themselves in space like bats, sending sound waves and determining the position of objects depending on the time of its, wave, return. Nutcrackers are very dangerous, and secretly killing them without a bow is possible only with the help of a finca, a brick or an improved weapon, but the latter two methods do not always work silently. If the Nutcracker manages to grab Joel, then there is only one salvation - to "unclench" the capture of the Finn. But if it is not available, then "write wasted." The result of the fourth stage of infection is Snuff, the most dangerous and rare enemy in the game. The fungus not only completely deformed his head, but also covered his body with a kind of "armor", so Toplyak is able to withstand several blows of melee weapons and a series of point-blank shots from a pumped-up shotgun. Like Nutcracker, Snuffler is completely blind and uses echolocation to determine the location of the target, and if this target falls into his hands, then no Finns will be saved, death is guaranteed. It is simply impossible to kill Snuffle quickly and silently, so I recommend always carrying a supply of Molotov cocktails with you, as it is incredibly effective against this enemy.


The design work in "The Last of Us" was done just perfectly, we see a collapsed world in all its wild beauty - nature reclaiming its place, rusty car frames, forever stuck in traffic jams, stone structures corroded by roots, walls succumbing to the pressure of water and much more. Militarized enclaves are presented with all the attributes of a militarist dictatorship: foot and mobile patrols, aggressive guards, a collision with which can end fatally, signs about people wanted for robbery, looting, murder and other crimes, constant announcements on the speakerphone about how bad it is to disobey military and that anyone who is seen on the street after the onset of curfew can only count on a cramped underground apartment "two and a half." At the same time, on the walls there are also revolutionary slogans of "Cicadas", like: "They killed your family, and now you are" their dog ", or the main slogan of the group -" Look for the light ", which causes a misunderstanding on the subject of" why it was decided translate "Fireflies" into the category of "Cicadas", because the slogan calls for looking for the light emitted by the "Fireflies", and cicadas glow only if they are set on fire, and even then not for long. In the whole environment of this game, regardless of the place and time of year - an autumn abandoned university, a winter forest, the spring ruins of Salt Lake City, abandoned quarantine zones or a mountain landscape with swirling rivers - you can feel the love and scrupulousness with which they approached their work designers.

The technical part of the game is not as beautiful as the design work. No, the environment is gorgeous, the character animation is excellent both during the gameplay and during the cutscenes, there is interactivity - outside communication with non-player characters, Joel is not a silent log. In this regard, there are almost no complaints and comments about the game. Is that the moments when the characters fall into each other, becoming one. Artificial intelligence is noticeably failing the game. It would seem that everyone is already accustomed to the fact that the artificial intelligence of enemies in games is always far from the most reasonable, but in The Last of Us it is not at all impressive, and regardless of the set complexity. If you capture the enemy and threaten him with a weapon, he will start babbling something like “no need, man, let's make an agreement”, and this babble is very loud, but the comrades standing a couple of meters away from him hear nothing. Enemies do not see Joel already from a certain distance, including their peripheral vision does not work at all, or they are simply inattentive, since it is possible to sneak up on awake guards not only from the back, but also from the side. Paired patrols, whose members shout at each other on the subject "found what?", When eliminating one enemy, seem to cease to exist, that is, the survivor can completely forget about his partner. But sometimes they don't forget and even go in our direction. Naturally, such moments are not observed with the intellect of the infected, since one should not expect a lot of logic and reason from them. However, from time to time, the infected can miraculously see us through the wall and come running, waving their arms like the blades of a mill. The intelligence of NPCs is worth a separate mention. The fact is that Naughty Dog made a decision to make our partners "invisible to opponents" so that they "would not accidentally reveal Joel's location." But they still manage to do this, because if the enemy comes close to their position, they can open fire on him, thereby nullifying the entire plan of silent extermination of the enemy. Also, our characters speak in full voice and even shout when opponents are a couple of meters away, and they, these opponents, do not react at all to this phenomenon. The most frightening moment in the whole game, for me personally, was the moment when I was hiding behind the wall from the enemy and thinking how best to eliminate him, and suddenly almost absolute silence was broken by the loud stomp of someone's boots, and to me behind the wall from Tess burst into the doorway herself, and then hid behind Joel's back. At that moment, I was very upset by the fact that NPCs cannot be shot. Deaf enemies, of course, did not hear the horse's footfall. Against the background of loud promises of studio Naughty Dog regarding "advanced and peculiar intelligence of opponents", all these "features" look ... strange.


The network component "The Last of Us", contrary to the doubts of many who were expecting the game, turned out to be very addictive and interesting. The name he bears is quite appropriate to the game - "Confrontation", and tells us his own, if I may say so, the story of two opposing groups - "Cicadas" and "Hunters". We met both of them enough in the main storyline of the game, and now there is an opportunity to join one of these two factions and go through "its path", fighting in battles for territory and resources, collecting parts and providing your own clan - virtual and conditional people who look like bacteria or cells swarming under a microscope. If you synchronize your game account with your Facebook account, then part of your clan will consist of the same people, but named after the names and nicknames of your friends from the social network. Every day, to maintain the health of clan members, it is necessary to provide it with a certain amount of resources. These resources are obtained in battles, as trophies for killing opponents, and are also converted at the local rate from the parts collected during the battle at the end of the battle. Parts, in addition to converting them into resources, can be spent directly in battle, in the in-game store, which is accessed by pressing the "Select" button, and then switching to the store tab with the "R1" button. Up to eight people take part in the online battles "The Last of Us", four fighters on each side of the barricades, and they compete in the following modes: "Raid", which is an ordinary team duel where you need to kill a certain number of opponents, and "Survival" , in which death is death, and no second attempts are given, the team that either kills all four opponents wins, or by the end of the round there will be more living in its composition than in the enemy's camp. But death in the online game The Last of Us is not always instantaneous. While a Molotov cocktail with a high degree of probability kills immediately, shots from weapons and explosions of bombs can mortally wound and nearby associates will be given time to raise a comrade. A wounded fighter can slowly move on all fours, crawling towards his friends, but at any moment he can be overtaken by an enemy bullet, interrupting his life until resurrection or the end of the round. The mechanics of the multiplayer game are fully consistent with the single player campaign - the same creation of items, the same controls, the same ability to "hear opponents", as well as the same weapons that can be configured before starting the game. To customize the equipment, you can use one of the four available sets, placing there the weapons and skills that the player himself wishes, or you can use one of the four pre-configured options, which are four classic "network" classes - attack aircraft, sniper, support fighter, etc. a secretly acting warrior.

To the delight of many players in Russia and the CIS countries, the game "One of Us" has been completely translated into Russian, but playing the localized version, you involuntarily come across the question: "Is it completely?" The fact is that part of the game text, especially for any notes and diaries that we find, is simply absent, the sentence can be cut off in mid-sentence in the literal sense, and in the subtitles to the dialogues we find untranslated sections that are displayed in English. Also, very often subtitles are simply late (but this is generally a problem of the game, not related to a specific localization), or what is written does not correspond to what was said (and this is already a problem of localization). Russian dubbing is not bad, but there are moments where the emotions of the characters do not correspond to the situation at all, especially when you play twice in a row with localization and in the original. If we draw a parallel with another game by the Naughty Dog studio, or rather the Uncharted series, then the characters there are voiced, I think, much better. But "One of Us" is distinguished by simply amazing music and generally excellent sound. The composer of the game, Gustavo Santaolaglia, created a divine musical accompaniment, and the developers attended to the spectrum of sound settings and high-quality surround sound. I played with headphones from Sony, with 7.1 sound virtualization, and I can't help but note the amazing effect of immersion in what is happening - rustles, howling wind, any steps of opponents, each sound is clearly separated from all the others, at some moments, and merges with them into a single cacophony, into others.

As for trophies, here "The Last of Us" is inferior to other games of the studio, since it presents us with a small number of external prizes, some of which some cannot receive at all - as a rule, this concerns trophies for collecting all items of a certain group, or in general all artifacts ... But the in-game prizes, for which we receive the in-game currency, are very pleasing and are made in the style of the Uncharted series - "so many kills with such and such a weapon", "create such and such an item so many times", "kill the enemy in a certain way" , "Blow up three enemies with one bomb" and so on. It's a bit of a pity that all this was not taken out of the game, as a set of bronze prizes. For the money earned, issued for the received in-game prizes, you can buy all sorts of nice bonuses, such as new clothes for characters, open game galleries or new color filters. In general, everything is like in Uncharted.

An amazing, dramatic and high-quality toy created in the genre of survival with elements of horror, stealth, dynamic action in a post-apocalypse setting. The developers from the Naughty Dog studio worked on the realization of all the advantages of this toy, not sparing their own efforts and time. Therefore, if you are missing high-quality, well-developed games about the zombie apocalypse, where you need to survive, keep track of supplies, act covertly, then we recommend The Last of Us, download a torrent file, which can be done from the same page. So let's discuss the merits of the toy.

The first thing I want to talk about is visualization. The picture in the toy is truly unique and colorful. You have never seen such a developed game world of "post-apocalypse". Despite the fact that the environment is mostly "linear", the huge levels-locations create the illusion of an open world. The play of light and shadows just like in life. And the world itself appears before us as a post-apocalypse, where huge megacities, human possessions are gradually captured by nature. The houses are overgrown with moss, shrubs, and the cities themselves have turned into jungles, where you can easily meet wild animals. But despite this, there are still people. True, all of them are rather "feral, primitive people" than members of a civilized society. Therefore, if you want to personally experience the beauty of the world of this game, then we advise The Last of Us, download a torrent, which is possible from our resource.

Secondly, the gameplay. The gameplay is structured like the plot. In the game you have to survive, monitor the health of the character, look for supplies, and, of course, fight other people for life. In the game mechanics itself, stealth, survival, action-shots, and craft are successfully mixed, and a truly unique, multifunctional game product is obtained. The soundtrack in the game is also amazing. The character breathes heavily when sneaking or getting tired; stamping his feet on the wooden floor, and in the background something is constantly heard. Now the cries of the "walkers", then the beast raged. As for the fights, they are all overly cinematic in the game, drawn in detail. Therefore, if you want to see this game with your own eyes, then we strongly recommend The Last of Us, download via torrent, which can be done from our page.

Features of The Last of Us

Picture. Visualization in a toy is really a product of many months of work by game designers - a lot of elaborate environments, high-quality lighting, brilliant elaboration of character models, the plausibility of special effects, animation, which is already breathtaking.

Post-apocalyptic world where man has lost. The game does not show the struggle of humanity for the right to exist. People have lost, and the walking dead are the new "Masters of the Universe". People now are like primitive ancestors - they hide in holes, steal, kill for an extra can of canned food.

Game process. The gameplay successfully combines survival with elements of horror, action shooter, stealth, quests and crafting. You can appreciate this from the very first minutes of the game. Gamers will have to constantly change their style of play, as they will not be able to constantly sneak or attack in the "forehead". You simply will not feel all the delights of the game, you will not understand its essence.

Scenario. The new main character is Joel. At the very beginning of the toy, he was shown as a loving father, a workaholic who tries to carve out time for his family. But twenty years after the apocalypse, Joel is a harsh, cold-blooded, "hardened" smuggler who is faced with a choice - to kill or resolve the issue peacefully, will choose the first option.

On this page by the button below you can download The Last of Us via torrent for free.

Naughty dog , under the aegis ofSony throughout its lifecycle, the PlayStation 3 delivers games of exceptional quality. That will continue the tradition, no one seems to have doubted. But that everything will work out so... no, we didn't expect that.

One can disagree with Darwin's theory of evolution, one can find flaws in it, look for counterarguments, but it is unreasonable to completely deny the influence of natural selection on our existence. This life is not at all like a sugar cube stretched out in the palm of your hand. You have to fight for every moment of happiness. Each step leading to a dream must be climbed like Everest. Not everyone will pass Jacob's Ladder, symbolically connecting the Earth and Heaven. Joel , the main character of the game, by the will of fate stands at the very bottom. There, where you would not wish to be the enemy: among the ruins of civilization, desperate people and cave instincts that have escaped to the will.

The first fifteen minutes of the game. But it is better, of course, to see them "live".

For the first time we see Joel with his family, on his birthday, in front of the TV, in a rare moment of rest. " You are never at home, but you are still the best dad in the world. How do you do it?"- written in the greeting card. An ordinary person, an ordinary father - who was unlucky. Like all other ordinary fathers. The end of the world made him harsher, more direct and indifferent to others. Will he find peace again? To see this, you will have to go all the way with him.

1: 4. "The clan leaves, and the clan comes, but the earth remains forever."

In the world of The Last of Us, all survivors remember that fateful day when the first infected swept through the streets in a frenzied wave. The developers did their best so that the player would postpone this event in the subcortex, hiding in a dark shadow among the memories. With its aggressiveness, suddenness and pressure, the beginning of the "end" is not inferior in form and quality of presentation to older models from cinema and literature. Dawn of the Dead Zach Snyder , "Mobile" Stephen King , "World War Z" Max Brooks , "I'm legend" Francis Lawrence ... Now there is also a game version of the collapse of civilization, which can be put on the same shelf with them, and those who come after them will have to keep "equal to ...".

Locations, characters, dialogues, gameplay ... let's not be afraid of this word - they fascinate.

What awaits this torn apart world after twenty years? How do survivors live? What are they fighting for and what are they dreaming of? IN " Some of us"(Under this name the game was released on the territory of the CIS) there are no answers to global questions, as well as the questions themselves. Only history, personal and human. It is simple in terms of motivation, but complex in nature.

The Long Walk for Joel, now a seasoned smuggler, starts off rather sluggishly. The first plot twists are easy to predict, but Joel should be alone with Ellie , a girl whom he has to protect by chance, as history begins to expand with the world. By the final, the player has a huge experience and memories of a variety of things and places: from cramped corridors to horseback riding in the forests of America. Every corner of the world is thoroughly traced. The crackle of branches underfoot, fearful animals, insects running away from the circle of flashlight light ... Relentless nature is winning back. Her green hands take empty houses and roads from confused humanity. And only quarantine zones still seem to be inhabited - vile, dirty, similar to the caves of primitive people.

2:17. “I hated life, everything seemed evil to me under the sun. Everything is empty, everything is the pursuit of the wind. "

6:12. “Who knows what is best for a person in the days of his empty life, sliding like a shadow? Who will tell a man what will happen after him under the sun? "

And the characters are real, living people without a shadow of heroism, outside the conventions of the genre, outside the established types. Everyone we meet brings their own experiences to the story. Each has its own Road. And it is not at all a fact that they will all make it to the end.

Even ordinary dummy soldiers, law enforcement officers in the quarantine zone, come to life if you come closer. The first time you get hit with the butt and a warning to keep your distance. In the second - a bullet in the head.

From the very beginning, we are given to understand - the jokes remained in another episode, along with Nathan Drake. Excellent technical implementation makes what is happening even more real. The bar in displaying the world and characters has been raised so high that the next generation of games will have a hard time. It only remains to find fault with trifles. Why doesn't Ellie cover her face with her hand when the flashlight is directed at her? Why isn't Joel shivering and coughing after swimming in ice cold water?

THIS IS ALREADY A TRADITION: localization of games in our country is increasingly raising questions. The Last of Us has not passed the substitution of concepts, technical flaws and other annoying little things. The translation turned out to be quite free, in some places the original message is lost. Fireflies, a political resistance group, became Cicadas, and accordingly, the motto “Remain in the dark - go to the light” changed to “Remain in silence - follow the voice”. And Ellie, who first saw live fireflies, is forced to call them cicadas. Some phrases are translated out of context. For example, Joel, climbing on a horse, instead of "move over," says to Ellie: "Run." Add to this the diary texts cut off in mid-sentence and a strange bug due to which Russian-speaking characters stop opening their mouths ...

Take the kids away!

The history of the game is divided into seasons: summer, autumn, winter and spring. And if for the aged Joel this is really the path to spring and some kind of spiritual rebirth, then for young Ellie the path is rather the opposite. The brutality of a collapsed civilization will forever change its attitude towards life. There is no place in this world for the joys of childhood. Over time, an open, almost carefree perception of a girl is replaced by an embittered determination, detachment, a cold look and the need to survive on a par with adults.

7:20. "There is no righteous man on earth who would only do good and not sin at all."

The violence in The Last of Us is a hideous but subtle, almost theatrical instrument. It's not as provocative as in the movies Dario Argento , not as mesmerizing as in "Cigarette Burn" John Carpenter , but also not the usual enticing sign, as in the series or half-forgotten now. Cruelty in the game scares first of all with its documentaryism. This is especially true for the scenes of the death of characters. Rest assured, in The Last of Us, dying is almost physically unpleasant, to the point of trembling knees. And although the scenes of death break off in the most repulsive moments, sometimes you have to put off the gamepad and go for a "smoke break" to collect your thoughts.



4: 2. "I realized that it is better for those who have already died than for those who are still alive." 4: 3. "And best of all for those who have not yet been born and have not seen the evil deeds that are happening under the sun."

The fight against infected people and ordinary thugs becomes depressing, routine. Joel is by no means righteous, and, choosing between murder and a peaceful solution to the conflict, he will choose the former. Because in the world created by Naughty Dog, this is the optimal and most efficient way. Kill or be killed - there is no third. This behavior is more than justified and even backed up by an animal passion, akin to the courage that was felt in the actions of the hero of the film "Oldboy" or the nameless man in "Man from Nowhere." Each blow is perceived as an act of justice, as a way to put a distraught world in place. And if you think that the story of The Last of Us together with the heroes will make you a little better than you were before, you are deeply mistaken. Here in cruelty there is neither heroism nor high purpose. She just is.

Survive!

The debut gameplay video made a splash. After it, I went deep underground, pulled out the Ethernet cable and turned off the phone so as not to hear or see anything related to the game until the very release. Even then it was clear that the extra information would either weaken the feeling of the game, or unreasonably raise expectations.

As it turned out, the shares of shooter, stealth and survival are roughly comparable here. Only preliminary planning and saving of supplies has been given less attention than we would like. On normal difficulty and with reasonable use, cartridges for the pistol first run out only at the end of the game, and this is because opponents are armed with more powerful guns and there is simply nowhere to take bullets for the old pistol. In terms of the need to conserve ammunition, Ubisoft is much more severe.

Live by gathering

3:18. "And I said to myself: as for people, God tests them in order to show them that they are animals."

In difficult situations, you can make a first-aid kit, a Molotov cocktail and bombs from the trash at hand, one throw of which can put a spectacular end to a firefight. Be sure to pick up everything that comes to hand, sooner or later every piece of fabric will be used. Sometimes these rags, belts and alcohol are lacking even more than cartridges.

We'll have to hunt for weapons parts, medicinal herbs and drugs. The former are needed to improve the characteristics of the weapon, the latter will be useful for Joel's development of his hidden capabilities. Both are sorely lacking. The most useful thing a player can do is make a holster for a second pistol and a long-barreled weapon, so that in the midst of a battle, you don't throw your backpack on the floor in search of an urgently needed shotgun. And in the development branch, the skill of using melee weapons and an increase in the maximum health reserve will come in handy. Everything else - later, because more in one passage still does not have time. Weapon upgrades and modifications in The Last of Us move at a snail's pace, so you have to choose carefully.

3:19. "The same thing happens to people as to animals: both die, and the breath of both is the same, and in no way man is better than animals, because everything is empty."

All opponents react exclusively to Joel's actions. And this is, perhaps, the main stick in the wheels, preventing the perception of local stealth at the proper level. Imagine that there are three more people with you. You sneak past the infected, try to avoid sudden movements, and at this moment the elephant stomp of your comrades is heard behind your back. It would seem that it is high time to throw up weapons and prepare for the inevitable collision. But no. But as soon as you accelerate your pace a little, the surroundings will shudder from the wild scream of the starving creatures and the flock will rush at you.

The same goes for running between shelters. One day I decided to go around from the rear two marauders standing in the doorway. He climbed out the window, crept up from the back ... and then Ellie darted between them on all fours. Panic?! Screams ?! Shots ?! Nothing like this. The whistle of a scattered Molotov cocktail, death throes and silence again.

On the other hand, ask yourself, do you need the constraints imposed by AI behavior? Asking your buddies to stay in one room while you clear another? Hardly. All the work on working out the atmosphere would go down the drain. Fortunately, the embarrassment described above does not happen often, and at least you feel that everything is under control. Everything is in the hands of the player.

IT IS IMPORTANT: playing The Last of Us with extraneous sounds is like trying to sleep with a mosquito squeak. Until you eliminate all of the annoying sources of noise, you can't focus. So you have to batten down the windows, draw up the curtains and, if you wish, cover the walls with soundproof mats. The sound in the game is amazing. Silence will eventually become your main companion. When sneaking up, Joel can listen to the surroundings, and if there are enemies nearby, they will be highlighted. This makes it easy to scan rooms behind a wall and corridors around a bend. It hardly affects the atmosphere, but the advantage over the enemy is colossal.

Mutants behave most adequately. There are only a few types of them here (outwardly they differ), but each has its own function, each requires a special approach. Screaming, running in crowds, not knowing the fear of weapons, they will bite you in a few seconds, and there will be almost no chance to escape from their clutches. Some even kill instantly, one has only to be at arm's length from them. Natural animals.

People copy this behavior to some extent. If you inadvertently catch the eye or unsuccessfully attack a lonely enemy, all his comrades-in-arms in the audible range will come running like cunning jackals and take you into the ring. And then a thoughtful positional action movie begins. To please into the trap of a savage waiting around the corner, as shown in a gameplay video a year ago, is a piece of cake. Ellie, meanwhile, helps in every way: she shouts “Joel, on the right!” When a thug with an ax in his hands rushes at you, throws bricks at the opponents and, if something happens, can even stick a knife into the throat of the enemy who grabbed you.

But the move with the taking of a hostage works on the principle of a human shield, and no more. The marauders just stop shooting and vultures circle around you. In the same I Am Alive, a similar technique was of a diplomatic nature; in The Last of Us, this is just a way to extend your life in a shootout.



5:10. “If they fall, one will lift the other. And if a lonely person falls and there is no one to lift him? " 5:12. "And if someone overcomes one, two will be able to resist, and the triple thread will not break soon."

In contrast to the same in "The Last of Us" there is no obvious bias in this or that style of play. Everyone is his own director, and there can be no favorite style here. Either you lure enemies out one by one, go around from behind, stick a knife in your neck, or hide behind shelters, run from room to room, dodging Molotov cocktails, and fire a rifle, keeping an eye on the ammunition. And then, when the cartridges run out, you hide, bandage your wounds, pick up a pipe with a glued blade at the end and go out into desperate hand-to-hand combat.

All the mechanics of collisions are based on the competent alternation of the stealth mode and battles. In The Last of Us for my life really to fight. Sometimes - throwing his chest at the embrasure in despair, sometimes - throwing empty bottles at opponents in order to win at least a few seconds of respite.

At the same time, the camera, to which complaints often arise in games, works impeccably... The clashes behind your back will seem to the viewer cinematic, but you will know that all this is far from a movie.

9: 4. "But everyone living has hope: a live dog is better than a dead lion!"

The Last of Us always stays in touch with the player. And even in between battles, he does not lose this thread. The characters constantly talk to each other, every moment of your life in this post-apocalyptic, harsh world will be remembered for something. If someone before the start of the game said: "Motor!" - that cherished "Cut" would have sounded only on the final credits.

Unite!

[] The devil is not so terrible as he is painted. Even players who are far from online battles will surely try out multiplayer. []

There are games, such as or, the existence of which only multiplayer already justifies. But there is not much to say about the online game The Last of Us.

The online mode The Last of Us in no small part copies network battles from, only with an even smaller set of modes and innovations tailored to the surroundings. It should be considered more as an independent and not quite necessary appendage than as a full-fledged element of the mechanism. This is gambling, okay entertainment, working on the classic principles of network shooters.

Of greatest interest is the "Survival" mode, in which killed players only come to life in a new round. No rebirths in time - only two teams and a tough positional struggle up to four wins. In the absence of the Playstation Store in the European segment, this is a very good alternative. Among the innovations, one can note resource boxes located at key points, from which Molotov cocktails, first-aid kits and other useful things are made right on the battlefield. Here you can draw an analogy with the well-known "capture of the flag", only here, visiting important points, you get only a material advantage.



1: 9. "What happened is what will be ..." 1: 9. "... what has happened will happen, and there is no new thing under the sun."

The idea of \u200b\u200bcreating your own community and caring for it could be an essential element of an online game if it was not so casual. Your "Clan" is a set of blue dots floating in a circle, according to the number of people in the group, and constant reports that the ephemeral Mia Martin is collecting firewood, and William Vaughn is freshening a raccoon. If you pick up your Facebook account, your friends will already be collecting firewood and skinning a raccoon.

The online part of this game is called "Fractions". First, you must select the Hunter or Cicada Faction. Having chosen one of the factions, you have to go through a journey with this faction, or your clan will be destroyed, and you will lose, and you will have to start all over again. Multiplayer can seem confusing at first, but for the most part you should just play it normally and only worry about completing the missions that come up.

To get this achievement, the most important thing that you need to know is that throughout the entire time, at least 1 survivor must remain in your clan, otherwise you will lose. Basically, the size of your clan is threatened by missions in which you need to protect your clan from extermination. At first, you will start with missions that can increase the size of your clan without risk of loss and missions with 60% risk of loss of population. You can ignore the mission data. It is worth worrying about missions where the risk of population loss is 100%. You will face five such missions. These missions will take place during:

  • 1 day, 6 week
  • 2 day, 8 week
  • 3 d day, 10 week
  • 6 d day, 11 week
  • 4 d day, 12 week

They cannot be played, otherwise you will have to start the journey anew. You will have to survive for 12 weeks (1 match \u003d 1 game day for a total of 84 matches).

To complete missions, you need to complete all challenges within 3 days (3 matches). You should keep the simplest trials for days with 100% risk of exterminating the clan (See. Faction Missions). If you are on the verge of failing one of these missions and your clan is destroyed, then exit the game in XMB, and this day will not count. Thus, you can try to replay that day and complete the challenges.

Skip days :

I don't like to recommend this method as it interferes with other players, but so far this is the only way to quickly deal with multiplayer. After exiting the match through the pause menu, you can skip the match and the Travel Day will be counted. Doing this will leave your clan hungry / sick and eventually dying, so you need to play periodically every few matches you missed. Also, you should not forget to complete important missions that periodically appear (in particular, those that represent a 100% risk of exterminating your clan's population).

As for the game mode, this is for your taste, but I would recommend the Raid mode, as it seems more consistent. Matches are faster and easier to work on mission objectives, etc. In Survival mode, the match may end before you know about it and you will encounter few enemies if your team is dealing with them for you.

Faction Missions:

  • These missions take place once a week, and sometimes twice (One game week \u003d 7 multiplayer matches). They differ only in the consequences for your clan. At times, the results are determined by how many new people join your clan. More often the opposite is true. The number of deaths from attacks or disease outbreaks is counted.
  • From time to time, you will be given missions to choose from. There are a number of tasks such as inflicting wounds, executions, inflicting wounds from various weapons. Each mission has 3 levels (for example, 3 wounds, 6 wounds and 9 wounds) and you must reach the highest level within 3 matches.
  • You can take the same task several times, for example, by choosing a task, injure the enemy with your favorite weapon. True, each time the level of the task grows and the requirements become more difficult, so do not get carried away too much, as you can waste a lot of time on one mission.
  • I advise you to save the simplest tasks for later, when missions appear with a 100% risk of losing your clan.
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