More PS5 Game Reveals Are Coming, PlayStation Boss Says

As part of the PlayStation 5 reveal event, Sony announced or showed off more than two-dozen new games for the next-generation console. This is just the beginning of what to expect in terms of games, according to PlayStation boss Jim Ryan.

Ryan told the BBC that Sony chose to spotlight games big and small during its briefing to let people know there will be a wide variety of gameplay options on the console. But if you didn’t see anything you like, Ryan stressed that more game reveals are coming.

“We wanted AAA games that would fully demonstrate the horsepower of the machine. But some of these smaller games are making very cool and innovative use of the new features of the console,” he said. “So we allowed the show to give a sense of the sheer range of gameplay experience that will be available on PlayStation 5. And this is just the start. There are so many more games that we have in development.”

It’s a safe bet that all–or at least most–of Sony’s first-party studios will at some point work on a PlayStation 5 game, so indeed, there are plenty more games to be announced. And this is to say nothing of the numerous third-party games for PS5 that have not been shown yet.

Sony’s Naughty Dog studio is about to release The Last of Us Part II for PS4 on June 19, and it’s a pretty safe bet that the company’s next game will be made for PS5. Naughty Dog’s Neil Druckmann recently teased that the studio is considering its options for what comes next, whether it be The Last of Us Part III, a new IP, or something else entirely.

Some of the PS5 exclusive games announced during Sony’s event today included Horizon: Forbidden West, Spider-Man: Miles Morales, Gran Turismo 7, Ratchet & Clank: Rift Apart, and Sackboy: A Big Adventure. In terms of third-party games, Grand Theft Auto V, Hitman III, and Resident Evil Village are also headed to PS5 (in addition to Xbox Series X and PC in some cases).

For more on everything Sony announced during the PS5 event, check out GameSpot’s roundup here.

Now Playing: First Look at PS5 Console | Sony PS5 Reveal Event

PS5’s Impressive Load Times Are Coming Into Focus With Resident Evil 8, NBA 2K21, And More

Among the advancements that the PlayStation 5 and Xbox Series X will offer is dramatically improved loading times. Back in 2019, Sony showed off the improved load times with Marvel’s Spider-Man, and now the company and its partners have shared more insight on the subject.

As part of Sony’s PlayStation 5 reveal event, new information about load times on PS5–and Xbox Series X for that matter–came into focus.

NBA 2K21

2K Sports is promising that NBA 2K21 will feature “drastically improved load speeds” on PS5. In a video, the developer showed that the game will load in about two seconds. It’s not exactly clear what’s loading here, but it’s an impressive showcase all the same.

“That’s the total time it will take to load NBA 2K21 on the PS5,” Visual Concepts boss Greg Thomas says in the video below. Skip to around 30 seconds to see him speak about load times.

Resident Evil Village

Another game that is leveraging the power of new consoles to minimize or eliminate load times is Capcom’s Resident Evil Village. In a developer video, producer Pete Fabiano says the game will have “no load times.”

“Realistic graphics and immersive audio coupled with no load times will really draw you into the world we’ve created for Resdent Evil Village,” Fabiano said

Capcom did not demonstrate the “no load times,” so it’s tough to understand exactly what Fabiano is talking about. But Capcom promises more details will be announced later.

The Pathless

The next game from the developers of Abzu, The Pathless is coming to PlayStation 5. It promises a range of improvements on the new console, including no load times.

The system’s advanced audio processing will also accommodate the game’s 3D sound, and because of the PS5’s SSD, the game’s open world setting will not feature any loading screens. “Slowly filling progress bars are a thing of the past; the only thing you won’t be able to do is check your phone,” creative director Matt Nava says.

Ratchet & Clank: Rift Apart

PlayStation boss Jim Ryan told the BBC that the PS5’s new SSD will help “eliminate load times,” which he said represents a “paradigm shift” for gaming. Ryan pointed to the demo for Ratchet & Clank: Rift Apart as an example of how faster loading times will improve the experience.

“You know, we went to great lengths to show that off with considerable length in The Ratchet and Clank demo,” he said. “You saw the way that Ratchet was moving from world to world. On previous generations, the character would have needed to walk down a corridor while loading was going on in the background. Now it just happens instantaneously.”

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Both the PS5 and Xbox Series X are going to be very powerful machines, but it’ll be difficult to fully understand and appreciate the impact of the load time improvements until we can get hands-on with the machine and its games.

One game that could really benefit in this department is GTA V, which, along with GTA Online, has some of the longest load times of any current-generation console game. In Rockstar’s announcement of the PS5 and Xbox Series X versions of the game, the company stopped short of saying anything about load times, however.

“GTAV will feature a range of technical improvements, visual upgrades and performance enhancements to take full advantage of the latest hardware, making the game more beautiful and more responsive than ever,” Rockstar said.

For more on everything Sony announced today about the PS5, check out GameSpot’s roundup of all the game reveals and more.

Now Playing: PS5 DualSense Controller Trailer | Sony PS5 Reveal Event

Spider-Man: Miles Morales Isn’t a Sequel, It’s an Expansion

Marvel’s Spider-man: Miles Morales was taken by many to be a full sequel to Insomniac’s first Spider-man game, but it is in fact “an expansion and an enhancement to the previous game.”

Speaking to The Telegraph (and spotted by VGC), Sony’s VP head of European Business, Simon Rutter explained: “I guess you could call it an expansion and an enhancement to the previous game. There’s a substantial Miles Morales component – which is the expansion element – but also within the game as well there’s been major enhancements to the game and the game engine, obviously deploying some of the major PlayStation 5 technology and features.”

It remains a little unclear exactly what form this expansion will take. Rutter’s language makes it sound as though Marvel’s Spider-Man could receive a full remaster on PS5 (as hinted at in early showings of the console to press), with a major new component starring Miles Morales. However, it may be that this is a standalone expansion that builds on the mechanics and engine of the original, in the vein of Uncharted: Lost Legacy or Infamous: First Light.

It’s also unclear whether this means the Miles Morales content will come to PS4. We’ve contacted Sony for comment.

Developing…

Riot Games Fires Executive Who Blamed George Floyd For His Own Death [Update]

Update:

Riot Games has told IGN that it has parted ways with Ron Johnson, the executive who posted a Facebook message that placed blame on George Floyd for his own death.

In a statement, the League of Legends developer confirmed that “Ron Johnson is no longer employed at Riot Games.” The company also reiterated its support for the Black community and highlighted the initiatives it announced to help Black and marginalized game developers. Read Riot’s full statement below:

“Ron Johnson is no longer employed at Riot Games. 

The sentiment expressed in the image in question is abhorrent and runs directly counter to our values and our belief that addressing systemic racism requires immediate societal change, something that we’re committed to working toward.

As we shared last week, Riot is taking thoughtful and deliberate action to help combat racism and injustice in the communities where we work and live. To start, we’re committing $1 million to areas where we know we can make an impact, including justice reform, long-term solutions to address racial bias, and support for local Black-owned businesses. We’re also striving to change the face of our industry and create opportunities, including by investing $10 million in founders underrepresented in the games industry and helping create a future pipeline of underrepresented talent for the gaming and tech world.

We know there is much work to be done, and we vow to do our part.”

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Riot Games has announced it is investigating an executive at the company who published a Facebook post that appears to have placed blame on George Floyd for his own death.

Ron Johnson, the Global Head of Consumer Products at Riot Games, shared a post on their personal Facebook account about George Floyd which said that “The media and the left have made George Floyd into a martyr. But who was he really?”

The post then lists Floyd’s criminal record. Johnson added, “This is no reason to condone his killing by the officer at all, which still needs to be investigated as a potential crime. It is a learning opportunity for people (and your kids) to teach that this type of criminal lifestyle never results in good things happening to you or those around you.”

ron_johnson

In a statement to Vice, Riot games says, “We’ve been made aware of the social media post and have launched an investigation. We’ll say firmly that the sentiment in that image is abhorrent, against our values, and directly counter to our belief that addressing systemic racism requires immediate social change, which we detailed in the commitments we made Friday. While we don’t discuss the details of our investigations or their outcomes, we’re following our disciplinary process closely and have placed him on leave pending its conclusion.”

Riot Games announced that following the nationwide protests after the death of George Floyd, that it would commit $1 million in initial contributions to The Innocence Project and the ACLU. The company also announced it would contribute $10 million towards investing in startup programs for black and underrepresented game developers. Riot previously came under fire after a report chronicled a culture of sexism that let to a $10 million gender discrimination settlement in 2019.

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Matt Kim is a reporter for IGN.

The Last Of Us Part 2 Review Roundup – A PS4 Masterpiece?

The Last of Us Part II is still a week away from launching, and the general consensus from review is that it’s going to feel like a long wait. The latest from Naughty Dog, The Last of Us Part II picks up a few years after the PS3 original, following Ellie on a bloody path of revenge. It’s bleak, tragic and gut-wrenching, but a tale most reviews suggest you don’t miss.

Overall critic reception has been incredibly positive, with a few caveats. In GameSpot’s own 8/10 spoiler-free review for The Last of Us Part II, editor Kallie Plagge commends the game’s strong characters and tense combat, but feels it suffers from pacing issues and uneven analysis of its themes. “In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.”

We’ve gathered additional reviews below, with the majority laying praise on the game’s narrative and personal character writing. A lot of praise has also been given to the game’s extensive accessibility options, allowing more players than ever to experience the game in a manner that is comfortable for them. For more reviews, check out our sister site Metacritic to see what other sites had to say.

  • Game: The Last of Us Part II
  • Platforms: PS4
  • Developer: Naughty Dog
  • Release date: June 19
  • Price: $60 / £50 / $68 AUD

GameSpot – 8/10

“By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.” – Kallie Plagge [Full review]

Game Informer – 10/10

“I can rave about the attention to detail, the world, and the combat, but the story is where The Last of Us Part II sets a new bar. It is more about challenging your heart than your reflexes, and I simply cannot recommend it enough. There is much to be said about this game that can’t be said here due to spoilers, but you should play it as soon as you can with as little info as possible. But you don’t need to know specifics to appreciate how the gameplay and environmental cues all play into a single purpose: They make you feel the choices, helplessness, and the violence at the heart of this world and its characters. I can safely say this is the best narrative game I have played. I felt the loss. I felt the confusion. It is a game that turned me inside out with each twist of the screw.” – Andy McNamara [Full review]

IGN – 10/10

“The Last of Us Part 2 is a masterpiece worthy of its predecessor. Taking strides forward in nearly every way, Ellie steps into the spotlight and carries the sequel in a manner that feels like the culmination of everything that’s made Naughty Dog’s blockbuster storytelling so memorable since the original Uncharted on the PlayStation 3. It delivers a layered, emotionally shattering story on top of stealth and action gameplay that improves the first game’s mechanics while integrating a bit more of Uncharted’s greater mobility and action. But while Part 2 is a thrilling adventure, it still makes time for a stunning, nuanced exploration of the strength and fragility of the human spirit. The PlayStation 4 has one of its best exclusives in one of the generation’s best games.” – Jonathon Dornbush [Full review]

Gamesradar+ – 5/5

“The Last of Us Part 2 not only justifies its existence as a sequel most didn’t think was necessary, supplementing and elevating the timeless qualities of its predecessor, but stands confidently apart as an entirely different beast, one bearing its own fangs that bite with just as much force. The lasting achievement is nothing short of extraordinary, and a game we’ll be looking back on for decades to come.” – Alex Avard [Full review]

USGamer – 4.5/5

“It largely regains its momentum in the final quarter or so, with a finale that’s as intense as anything I’ve experienced in a video game. When all was said and done, I was left feeling emotionally spent, uncertain whether I ever wanted to play a hypothetical The Last of Us Part 3. Together, The Last of Us and The Last of Us Part 2 tell one complete story; the first game being action, the sequel being reaction. It may not be the the ending that many fans want, but it feels like this story is finished. It’s one I won’t soon forget.” – Kat Bailey [Full review]

Destructoid – 8.5/10

“Like the original Last of Us, some people are going to come away underwhelmed, but the story beats and the characters driving them are the main draw. Part II doesn’t reinvent the wheel, but it gives us a lasting glimpse of a unique broken world full of broken people that’s worth visiting time and time again.” – Chris Carter [Full review]

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: The Last Of Us Part II Video Review

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The Last Of Us Part II Review (Spoiler-Free)

Editor’s note: Due to embargo restrictions around spoilers, parts of this review are intentionally vague. We’ve done our best to explain certain parts of the game and our critique without discussing any story spoilers; however, if you want to understand the full context of some of our analysis here, we’ll have another review up when The Last of Us Part II is officially out that discusses the story in greater detail and further explains our thoughts. This review will have the same score and will just serve as a deeper, more detailed analysis for those who want to read more.

At the beginning of The Last of Us Part II, you get a glimpse of Ellie’s life in idyllic Jackson, Wyoming. If it weren’t for the walls surrounding the town, you could almost forget that the world is crawling with infectious monsters that would kill everyone in sight; its main road, blanketed in snow, is a charming row of old buildings with decks for sidewalks, more Old West town than post-apocalypse settlement. Its residents grow food, care for horses, tend bars, and even have dances and movie nights. Four years after Joel saved (kidnapped?) Ellie from the Firefly hospital, this is the life he wanted for her.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The Last of Us Part II grapples with Joel’s decision not through Joel, but through Ellie. This life is clearly not enough for her; she’s distant and brooding, obviously conflicted about something. She’s changed a lot. And when everything falls apart and she sets out in search of vengeance, you see her pain in its rawest, most brutal form. It’s a devastating, gruesome story of revenge in which the purpose of violence gets muddied by its intensity. But as a character study, The Last of Us Part II is beautiful and haunting, and I found myself completely overwhelmed by the emotional weight of it.

In some ways, I mean that literally. The game gave me stress nightmares, not because you kill a lot of people per se, but because playing as Ellie felt more like being dragged by my hair than being immersed in her mission. From the very beginning, I wanted to reach out and shake Ellie, as her proxy in all this, and get her to do anything other than what we were about to do. I knew her revenge quest was bad news before the killing and maiming really began.

There are narrative reasons for that, though, and they do work. Being helpless as a player in the face of Ellie’s destruction serves a grander purpose that I won’t spoil here. The biggest issue is that the most impactful of her kills occur in cutscenes rather than in combat, and that obscures the purpose of combat’s more upsetting aspects.

Ellie and her gal pal Dina in Jackson.
Ellie and her gal pal Dina in Jackson.

The Last of Us Part II’s combat is tense and exhilarating, though confronting in its brutality. Ellie is scrappy and agile, and moving through a combat arena is an art. Her movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance. You can accidentally alert an enemy to your presence only to slip through a tight space in the wall, vault through a window, and outrun your pursuer through a building to reestablish your cover and gain the upper hand. You can also easily get surrounded and die horribly, whether you’re fighting people or infected.

Navigating any given combat scenario is a puzzle in which you have to figure out exactly how to get from point A to point B with the resources you have. I’m partial to stealth when possible, and it’s especially rewarding to decide how you’re going to silently kill each enemy with only a flimsy silencer, two arrows, and your default knife. Should you kill the blind clickers first because they’re strong and deadly, or should you kill the infected runners first because they can see you? Can you retrieve an arrow from a corpse to be reused on their friend? Most importantly, where’s the exit?

Ellie fighting one of the new infected types, a poisonous shambler.
Ellie fighting one of the new infected types, a poisonous shambler.

You can also find yourself going up against both humans and infected at the same time, and this is when combat is properly fun instead of just tense. By throwing a bottle, you can draw a clicker toward an enemy soldier and simply wait for them to kill each other. You can shoot glass above an enemy’s head to send a runner or two straight to their location. You can simply take advantage of the chaos and start shooting indiscriminately. Regardless, it makes you feel clever and giddy and weirdly proud of yourself.

Of course, that’s if you numb yourself to the guttural screams of the man whose arm you just shot off or the awful gurgling sound of someone drowning in their own blood. Enemies use each other’s names and aren’t shy about crying out when they find their friend David or Rachel or whoever lying face-down in a pool of blood, suddenly dead from your silent knife takedown. Killing someone’s dog is a priority, as they can track your scent and maul you to death, but you have to hear them mourn the dog in real-time. It helps–or maybe doesn’t help–that the game runs flawlessly, even on a standard PS4, so there are no hiccups to dampen the viciousness.

Ellie’s movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance.

All of that surely exists to make you feel bad about killing people and their dogs. But like I said above, the kills that actually matter in the broader scope of the story happen in cutscenes. Some are triggered by a button prompt or preceded by a brawl, but it’s all very controlled; it’s not like you’re killing these important people in a regular combat scenario, realizing with horror later what you’ve done. These are the kills that end up hurting the most, and they’re going to happen no matter what you do or what you think of all the violence. That’s why they work so well for the story, but that also leaves the rest of the bloodshed rather unexamined.

Frankly, the fact that your enemies have names doesn’t make them any less in your way. You have to do what you have to do to get to the next location, and you want to do that to see where the story goes next.

I don't know these dudes' names, but I definitely killed them.

This disconnect between the video game-y aspects and the grander narrative is compounded by looting and collectible-hunting. Looting during a fight is exciting, especially when you find the one extra bullet you need or a bit of health that can keep you going. But more often than not, I’d loot and look for collectibles only after I’d killed every enemy in the vicinity. It’s far easier and safer, for one, and I didn’t want to miss any of the interesting sub-plots found in scattered notes and photographs just because I wanted to kill fewer people.

Finding collectibles and piecing together the stories held within them is rewarding and paints a picture of the outbreak as it developed through the years. A bank robbery gone wrong sticks out as a favorite, and there are quite a few other stories worth finding. A lot of the time, seeking out these collectibles will force you to get creative–things like breaking windows to bypass a locked door or swinging on a cable to get to an area that’s just out of reach. There’s nothing so difficult that you feel like a genius for figuring it out, but it does make you feel appropriately resourceful.

Most of the time, there aren’t any collectibles to find in combat-heavy areas. But there are still notes and things to find when enemies are around, and as a result, I ended up scouring every corner of every area in the hopes of finding something cool. Because most combat arenas give you multiple avenues of attack and escape, though, I ended up backtracking through most of them to try to find things, and that can severely disrupt the pacing. The nooks and crannies that work well in combat just become one more place to look for a note or trading card, and the fact that you’re looking for trading cards at all often feels too game-y for the otherwise sobering tone.

High-contrast mode, one of The Last of Us Part II's many excellent accessibility options.

I ended up enabling an accessibility option called high-contrast mode to help with my collectible hunt. When toggled on, it mutes the background, removes textures, and highlights interactable objects and enemies. I used it after clearing an area of enemies to speed up the looting part, and while it wasn’t the most elegant solution, it did help the pacing. It’s one of a litany of accessibility options, too, which allow you to fine-tune the gameplay, sound, and visuals to your needs. It’s a commendable suite that’s incredibly inclusive.

In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.

There’s a lot I want to say that I’m not allowed to until the game is out, but the second half of the game is the reason anything in it works at all.

By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.

Now Playing: The Last Of Us Part II Video Review

How Long Is The Last Of Us Part 2: Game Length Explained

Like its predecessor, your playtime to complete The Last of Us Part 2 can vary pretty wildly. You can choose to play Naughty Dog’s stealth horror game in a fairly slow, methodical way if you’re careful enough to sneak past the humans and infected who stand in your way. And compared to its predecessor, The Last of Us 2 is quite a bit bigger, with the larger areas to explore and scavenge for supplies.

Though your mileage may literally vary, here’s how long it takes to beat The Last of Us Part 2, no matter how you choose to survive the post-apocalypse.

How Long Is The Last Of Us Part 2?

  • Critical Path: 23-27 hours, depending on playstyle
  • Completionist: 30-35 hours

Several members of the GameSpot team have made it through The Last of Us Part 2 on different difficulties and utilizing a variety of playstyles. In general, we’ve found the game will take you around 25 hours to complete, depending on how you approach it. Stealthier players and those on higher difficulties can expect longer playtimes; those of us who’ve taken on the game on Hard or Survivor difficulty have seen it take between 27 and 30 hours for a run. On Moderate, you can expect it to be closer to 22-25 hours, depending on how methodical and sneaky you are.

Like its predecessor, a big part of The Last of Us Part 2 is scavenging for crafting material and ammunition between battles. Compared to the last entry in the franchise, Part 2 has been expanded greatly in this regard, with a lot of new optional areas for you to explore as you work your way through the game. There are also a great deal more collectibles to find this time out. Some are just items tied to Trophies, while others are notes that provide hints about puzzles or story tidbits that fill in the picture of what happened in the past.

Hunting Collectibles In New Game Plus

If you’re hoping to collect everything, know that you’ll probably won’t succeed on your first run through the game. Those of us hunting collectibles on our first run found them running up toward the 30-hour mark. After finishing the game, a New Game Plus mode allows you to go back through and search for the things you missed. You can also choose which chapters and encounters you want to replay, with The Last of Us Part 2 telling you how many collectibles you have yet to find. Expect hunting down everything to add around five hours or more to your total.

Speaking of collectibles, we’ll have plenty of coverage of The Last of Us Part 2 when it launches on June 19, including a spoiler-free walkthrough, guides for finding every collectible in the game, rundowns of Easter eggs you might have missed, and more–stay tuned.

Now Playing: The Last Of Us + Left Behind Story Recap

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The Last Of Us Part II Review (Spoiler-Free)

Editor’s note: Due to embargo restrictions around spoilers, parts of this review are intentionally vague. We’ve done our best to explain certain parts of the game and our critique without discussing any story spoilers; however, if you want to understand the full context of some of our analysis here, we’ll have another review up when The Last of Us Part II is officially out that discusses the story in greater detail and further explains our thoughts. This review will have the same score and will just serve as a deeper, more detailed analysis for those who want to read more.

At the beginning of The Last of Us Part II, you get a glimpse of Ellie’s life in idyllic Jackson, Wyoming. If it weren’t for the walls surrounding the town, you could almost forget that the world is crawling with infectious monsters that would kill everyone in sight; its main road, blanketed in snow, is a charming row of old buildings with decks for sidewalks, more Old West town than post-apocalypse settlement. Its residents grow food, care for horses, tend bars, and even have dances and movie nights. Four years after Joel saved (kidnapped?) Ellie from the Firefly hospital, this is the life he wanted for her.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The Last of Us Part II grapples with Joel’s decision not through Joel, but through Ellie. This life is clearly not enough for her; she’s distant and brooding, obviously conflicted about something. She’s changed a lot. And when everything falls apart and she sets out in search of vengeance, you see her pain in its rawest, most brutal form. It’s a devastating, gruesome story of revenge in which the purpose of violence gets muddied by its intensity. But as a character study, The Last of Us Part II is beautiful and haunting, and I found myself completely overwhelmed by the emotional weight of it.

In some ways, I mean that literally. The game gave me stress nightmares, not because you kill a lot of people per se, but because playing as Ellie felt more like being dragged by my hair than being immersed in her mission. From the very beginning, I wanted to reach out and shake Ellie, as her proxy in all this, and get her to do anything other than what we were about to do. I knew her revenge quest was bad news before the killing and maiming really began.

There are narrative reasons for that, though, and they do work. Being helpless as a player in the face of Ellie’s destruction serves a grander purpose that I won’t spoil here. The biggest issue is that the most impactful of her kills occur in cutscenes rather than in combat, and that obscures the purpose of combat’s more upsetting aspects.

Ellie and her gal pal Dina in Jackson.
Ellie and her gal pal Dina in Jackson.

The Last of Us Part II’s combat is tense and exhilarating, though confronting in its brutality. Ellie is scrappy and agile, and moving through a combat arena is an art. Her movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance. You can accidentally alert an enemy to your presence only to slip through a tight space in the wall, vault through a window, and outrun your pursuer through a building to reestablish your cover and gain the upper hand. You can also easily get surrounded and die horribly, whether you’re fighting people or infected.

Navigating any given combat scenario is a puzzle in which you have to figure out exactly how to get from point A to point B with the resources you have. I’m partial to stealth when possible, and it’s especially rewarding to decide how you’re going to silently kill each enemy with only a flimsy silencer, two arrows, and your default knife. Should you kill the blind clickers first because they’re strong and deadly, or should you kill the infected runners first because they can see you? Can you retrieve an arrow from a corpse to be reused on their friend? Most importantly, where’s the exit?

Ellie fighting one of the new infected types, a poisonous shambler.
Ellie fighting one of the new infected types, a poisonous shambler.

You can also find yourself going up against both humans and infected at the same time, and this is when combat is properly fun instead of just tense. By throwing a bottle, you can draw a clicker toward an enemy soldier and simply wait for them to kill each other. You can shoot glass above an enemy’s head to send a runner or two straight to their location. You can simply take advantage of the chaos and start shooting indiscriminately. Regardless, it makes you feel clever and giddy and weirdly proud of yourself.

Of course, that’s if you numb yourself to the guttural screams of the man whose arm you just shot off or the awful gurgling sound of someone drowning in their own blood. Enemies use each other’s names and aren’t shy about crying out when they find their friend David or Rachel or whoever lying face-down in a pool of blood, suddenly dead from your silent knife takedown. Killing someone’s dog is a priority, as they can track your scent and maul you to death, but you have to hear them mourn the dog in real-time. It helps–or maybe doesn’t help–that the game runs flawlessly, even on a standard PS4, so there are no hiccups to dampen the viciousness.

Ellie’s movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance.

All of that surely exists to make you feel bad about killing people and their dogs. But like I said above, the kills that actually matter in the broader scope of the story happen in cutscenes. Some are triggered by a button prompt or preceded by a brawl, but it’s all very controlled; it’s not like you’re killing these important people in a regular combat scenario, realizing with horror later what you’ve done. These are the kills that end up hurting the most, and they’re going to happen no matter what you do or what you think of all the violence. That’s why they work so well for the story, but that also leaves the rest of the bloodshed rather unexamined.

Frankly, the fact that your enemies have names doesn’t make them any less in your way. You have to do what you have to do to get to the next location, and you want to do that to see where the story goes next.

I don't know these dudes' names, but I definitely killed them.

This disconnect between the video game-y aspects and the grander narrative is compounded by looting and collectible-hunting. Looting during a fight is exciting, especially when you find the one extra bullet you need or a bit of health that can keep you going. But more often than not, I’d loot and look for collectibles only after I’d killed every enemy in the vicinity. It’s far easier and safer, for one, and I didn’t want to miss any of the interesting sub-plots found in scattered notes and photographs just because I wanted to kill fewer people.

Finding collectibles and piecing together the stories held within them is rewarding and paints a picture of the outbreak as it developed through the years. A bank robbery gone wrong sticks out as a favorite, and there are quite a few other stories worth finding. A lot of the time, seeking out these collectibles will force you to get creative–things like breaking windows to bypass a locked door or swinging on a cable to get to an area that’s just out of reach. There’s nothing so difficult that you feel like a genius for figuring it out, but it does make you feel appropriately resourceful.

Most of the time, there aren’t any collectibles to find in combat-heavy areas. But there are still notes and things to find when enemies are around, and as a result, I ended up scouring every corner of every area in the hopes of finding something cool. Because most combat arenas give you multiple avenues of attack and escape, though, I ended up backtracking through most of them to try to find things, and that can severely disrupt the pacing. The nooks and crannies that work well in combat just become one more place to look for a note or trading card, and the fact that you’re looking for trading cards at all often feels too game-y for the otherwise sobering tone.

High-contrast mode, one of The Last of Us Part II's many excellent accessibility options.

I ended up enabling an accessibility option called high-contrast mode to help with my collectible hunt. When toggled on, it mutes the background, removes textures, and highlights interactable objects and enemies. I used it after clearing an area of enemies to speed up the looting part, and while it wasn’t the most elegant solution, it did help the pacing. It’s one of a litany of accessibility options, too, which allow you to fine-tune the gameplay, sound, and visuals to your needs. It’s a commendable suite that’s incredibly inclusive.

In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.

There’s a lot I want to say that I’m not allowed to until the game is out, but the second half of the game is the reason anything in it works at all.

By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.

Now Playing: The Last Of Us Part II Video Review

Fallout 76 Pushes Back Some PTS Features For Update 20 And Will Let You Trade Legendary Scrips This Weekend

Fallout 76 players who have access to the PTS on PC have been testing Update 20, and after looking over feedback Bethesda will hold back some of the features these players have had access to. When Update 20 hits, Bethesda has announced, the A Colossal Problem event quest won’t come with it–that’ll be added in a later update.

A Colossal Problem, which is designed for a team of 8 and opens with players dropping a nuke on Monongah mine, needs additional testing, Bethesda says, despite receiving “mostly positive” feedback from players.

Legendary Perks are also being held back. “We’ve decided to shift this feature so that we have more time to review the current Legendary Perk system, make changes, perform testing, and ask you for additional feedback in a future iteration of the PTS,” Bethesda writes. The plan is to allow players to “swap Legendary Perks in and out at any time in exchange for a few Perk Coins,” and introduce a few other tweaks and changes.

The Public Teams system tested on the PTS is making the cut with Update 20, and it’ll make it easier to group up with players. Season 1 of 76 Seasons will also debut alongside the patch, although the specifics of what this entails will be revealed later. Seasons will be free, and will introduce a new progression system.

Players who log in this weekend can claim some high-tier gear. A Mystery Pick event is live now, and will run until Monday, June 15 at 12PM ET (9AM PT). Players who have held onto their Legendary Scrips (earned during the Fasnacht Day event) will be able to spend them on at Purveyor Murmrgh’s shop, which can be found in the Rusty Pick in the Ash Heap. Spending 60 Scrips will grant you a random 3-star legendary piece of armor or weapon.

Fallout 76 was recently the center of some controversy in Australia, as retailer EB Games was forced to offer buyers refunds due to the game’s broken launch state.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: Giving Fallout 76 Another Shot

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Halo 3 On PC Player Beta Testing Is Now Underway, So Check Your Inbox

Halo 3‘s PC public beta test has begun, although the word “public” is slightly misleading–the test is invite only, for players who registered their interest through Halo Waypoint. This beta (or “flight,” to use developer 343 Industries’ terminology) will allow players to test out Halo 3 on PC for the first time. If you’ve received an invite, it will be in your Waypoint inbox.

This is the fourth part of The Master Chief Collection released on PC, which began with Halo: Reach in late 2019. You can download the flight through the Windows Store or Steam, via the links in the tweet below.

Unfortunately, the “overview” and “known issue” pages are currently down. Hopefully this is…well, a known issue. It was promised that several known bugs would be dealt with ahead of this public test.

Halo 3: ODST and its Firefight will come to PC in the Summer, and Halo 4 will complete the Collection at some point–hopefully before Halo Infinite drops in late 2020.

Halo 3 is actually technically the game in the series PC players have had to wait the longest for–both Halo: Combat Evolved and Halo 2 received earlier boxed PC releases. Hopefully it’s a strong port, as Halo 3 is one of best games in the series.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: 26 Minutes Of Halo: Reach PC Gameplay

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