At this rate we’ll never see the last of The last of us. Ahead of a high-profile HBO adaptation, Naughty Dog released a top-down remake called The Last of Us Part Ifor playstation 5.
Make no mistake: The Last of Us Part I is essentially the exact same game as the 2013 original (and the subsequent 2014 remaster, for PlayStation 4). In my testing, already existing manuals for the original apply here, right down to the combinations for safes and other closed doors. If you’re looking for hyper-specific advice, you better take a look Kirk’s first tips from [website crumbles into dust].
Still, Part I is the most mechanically superior version of the game, no doubt about it, and with the improvements come some changes. Like its immediate predecessor, 2020’s The Last of Us Part II on PlayStation 4, Naughty Dog featured an impressive array of settings and accessibility options. you will find over 60 sliders and settings you can tweak. Most depend on your preference, the kind of things you want to adjust as you play, but there are a few that are worth turning on from the jump.
Speech to vibrationfound under the DualSense menu, is one of the few parts of The Last of Us Part I making it feel like a legit PS5 game (rather than an extremely fancy PS4 game). The setting causes the PS5 controller to vibrate when a character speaks, at the same cadence as their speech. It’s pretty cool! It’s also a bit intense by default. For me I have the speech to vibration intensity sweet spot at 5 – just enough to “hear” characters talking, but not so much as to be distracting.
The Last of Us Part I is playable on six difficulty levels ranging: very light, light, moderate, difficult, survivorand once you’ve finished 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 infrequently you clock checkpoints in the middle of a battle.
- enemies: It basically determines how smart (or not smart) your enemies are.
- allies: Determines how often your allies help you in battle.
- stealth: Controls a number of variables related to sneaking, including how long it takes enemies to warn their comrades after seeing you.
- Sources: Controls how often resources, such as food, ammunition, and craft supplies, appear.
So if you’re good at staying out of sight but struggling with the full action segments, you can reflect that in a custom difficulty setting. There is also an advantage here for masochists. While you can’t start a new game from the highest possible difficulty, even if you’ve already played it a thousand times during the previous iterations, you can manually set all five to grounded for a de facto hardest possible run.
Photo mode hotkey
The Last of Us Part I is undoubtedly one of the best games on console right now. In other words, you want to take a lot of screenshots. Getting into photo mode usually requires opening the menu, which slows down the game’s pace unless you turn it on shortcut photo modein the checks menu. When activated, you can jump straight into photo mode by pressing both thumbsticks at the same time. Just make sure you get the timing right or you’ll turn on Joel’s flashlight and ruin your shot!
Tips:at the very bottom of the HUD menu, are set to sometimes standard. But they are much more cumbersome than they are useful. For starters, they only give advice on the critical path. Sometimes you know exactly what to do to progress in the story, but since it’s a Naughty Dog game (dense levels worth exploring), you’ll want to poke around, see if you can find collectibles or important resources. And that brings me to the most annoying part of Part IHints: Once a tip shows up, it doesn’t disappear until you complete the task it instructs you to do. Here I remind you that all the tutorials already written for this game are just as effective now as they were ten years ago.
Bow Reticle Style
For the most part yes, The Last of Us Part I is the same game as The last of us. A subtle change: there’s a new bow targeting system. And it’s kinda sucks. By default it comes with just a standard point as a reticle – not great for measuring distances when aiming with a bow. But if you have the bow reticle style setting, which can be found under the HUD menu, to classic, you can see the arrow’s path as intended: with a clear trajectory showing where it will land. Not only is this AF useful, it’s a reminder that, yes, some things are better left untouched.