The Last Of Us 2 Includes Two Ridiculous NSFW Easter Eggs

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Note: This post contains some not-safe-for-work sexual language and a minor spoiler for The Last of Us 2.

Naughty Dog often slips self-referential Easter eggs into its games. Uncharted 4‘s playable version of Crash Bandicoot that Nathan Drake and Elena Fisher fire up in their living room might be the studio’s most memorable–until you discover the not-safe-for-work ones hiding in an early level of The Last of Us Part 2.

We played about two hours of The Last of Us Part 2 at a preview event in Los Angeles, which included an early mission featuring protagonist Ellie and her companion Dina out on patrol to search for the zombie-like infected. During the mission, the pair find themselves trapped in a bookstore by a snowstorm, and they discover a hidden room that another member of their team, the late Eugene, turned into a marijuana grow house.

Eugene’s hideaway includes a bunch of other personal items that Ellie and Dina discover as they wander around, like a gas mask bong, among other things. And then the two women discover Eugene’s stash of videotapes. Turns out, they’re old VHS porn videos.

Ellie finds that two of Eugene’s tapes aren’t family-friendly by reading their labels, which is where Naughty Dog makes two great jokes. Like in our world, somebody living in the universe of The Last of Us, before the game’s 2013 outbreak of the Cordyceps fungus that basically turns people into zombies, made some porn movies with pun titles to riff on existing media. In Eugene’s video collection, Ellie finds the phenomenally titled “Smash Brandi’s Cooch”–a play on Naughty Dog’s own beloved PlayStation platformer, Crash Bandicoot.

The second parody is more for eagle-eyed fans of The Last of Us. It’s called “Dong of the Wolf,” which is an in-universe reference rather than a callback to a Naughty Dog game title. Back in The Last of Us, you might have noticed billboards and posters for a movie called “Dawn of the Wolf Part 2,” which featured a man with wolfish features embracing a woman. Find a specific billboard and Joel and Ellie have a conversation about the film, which looks like a werewolf take on something like Twilight. Apparently, there was a market for a more hardcore version.

While those Easter eggs were the most ridiculous and outwardly hilarious of the ones we saw in Naughty Dog’s hands-on demo, they weren’t the only ones. Near Eugene’s porn stash, we found an in-game PlayStation 3 system with a stack of Naughty Dog games beside it, including Uncharted 2 and Uncharted 3. The interesting implication here is that Naughty Dog existed within the fictional universe of The Last of Us (at least until the outbreak in 2013). Maybe the pornographers of the game’s world only coincidentally landed on a Crash Bandicoot-like name for their movie–or maybe it’s now The Last of Us canon that somebody making porn in that world was just a really big fan.

The Last of Us Part 2’s New Additions Make For Tougher And More Brutal Combat

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How The Last Of Us 2 Will Make You Feel Bad About Killing Enemies

GameSpot may get a commission from retail offers.

The original Last of Us didn’t shy away from making you reflect on your actions. In the sequel, developer Naughty Dog aims to hit that theme even harder. The Last of Us Part II has a new, seemingly small detail that could add a lot of weight to each kill: Every human enemy has a name. And they do not like it when you kill their friends.

During a pre-release event, we interviewed The Last of Us Part II co-director Anthony Newman about the upcoming game. What we’ve played so far is incredibly intense, and a lot of your victims are healthy humans, not just infected. How this brutality affects Ellie’s humanity is a core aspect of the sequel, Newman explained.

“I think a big part of the theme of the game is the parts of your humanity that are lost or potentially stripped away when you pursue justice, or the lengths that you go for justice can potentially have, again, a very high human cost to you personally,” he said.

A big part of this is the emphasis on the humanity of the enemies you face. Every single one has a name, Newman told us, and they’ll often refer to each other by name when coordinating. “Not only does it show how intelligent they are that they’re able to coordinate, but by naming them they become that much more of a real human,” he explained.

“One thing that happened to me was I was fighting a couple of enemies. I grabbed one as a hostage to protect myself from another one. I shot the other one and the guy in my arms yelled, ‘Steven! No!’ Just showing … this very real concern for his compatriot that just fell. I was taken aback. I had never seen that particular confluence of our games’ systems and it really–it makes the enemies you’re fighting against feel more human, more deadly. It makes the combat situations that you’re in–it makes you just really realize how high the stakes are.”

From what we’ve played of The Last of Us Part II so far, it’s shaping up to be thematically heavier even without the guilt of killing someone’s friend and being forced to think of it that way. Dogs also have names and must be killed, which is also quite upsetting.

The Last of Us Part II is set to release on February 21, 2020, for PS4. If you haven’t played the original yet, it’ll be free through PS Plus in the month of October. We also learned a lot more about the game from the event; check out our full preview for The Last of Us Part II.

Code Vein Review – Anime Souls

Code Vein establishes its own identity from the outset. It may latch onto a Dark Souls formula that has come to define a generation of action-RPGs, but Bandai Namco’s latest manages to set itself apart from the rest by presenting a post-apocalyptic world filled with what are essentially anime vampires. Interesting concepts and mechanics filter out from this central blood-soaked idea, resulting in a game that feels familiar yet wildly different from its inspiration. Yet it’s the parts that are most recognisable, such as its combat, where Code Vein stumbles.

After an apocalyptic cataclysm ravages the world, those who died are brought back to life as immortal beings called Revenants. The only price they have to pay for reincarnation is an insatiable thirst for blood. There’s no neck biting, disintegrating in sunlight, or anything else you would usually associate with traditional vampires here. If a Revenant goes for too long without satisfying its thirst for blood, however, they lose their humanity and transform into grotesque creatures known as the Lost. Fortunately, Revenants don’t have to feed on the last remaining humans to survive. Blood Beads grow on plants throughout the world and function as suitable substitutes for human blood, nourishing a Revenant’s bloodlust in much the same way. The problem is, Blood Beads are becoming increasingly sparse, so you have to find the source and hopefully attain a steady supply. That’s the basic plot, anyway, but it doesn’t take long to deviate into other areas and introduce world-ending stakes.

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

In stereotypical protagonist fashion, you begin the game by waking up with amnesia before finding out you’re the chosen one. You see, each Revenant in Code Vein has a class known as a Blood Code. Your created character is special due to the fact they’re not confined to a single Blood Code like everyone else is. This malleability allows you to swap between various classes whenever you feel like it, with your arsenal of available Blood Codes expanding the further you progress through the game.

Blood Codes are tailored to a specific style of play that often fits into a typical RPG class template–think warrior or mage. Gifts are Code Vein’s version of abilities, granting you access to a wide range of passive and active skills that are tied but not limited to each Blood Code. You’re able to mix and match Gifts to a certain degree, with the most exciting ones letting you unleash flashy special attacks in melee combat. That’s not all they’re capable of, however, as others allow you to fire projectiles of piercing Ichor, boost your attack power, temporarily add a stun effect to your weapon, and many more. The character creator is already comprehensive enough, but Code Vein provides a plethora of options when it comes to finding a playstyle that suits you.

Killing enemies earns Haze that can be spent on levelling up your character, purchasing weapon and armor upgrades, or attaining various items like poison cures and throwing daggers. When you die, you lose all of the Haze you had accrued up to that point unless you can return to the location of your demise and pick it back up. Haze is relatively easy to accumulate, though, so walking around with pockets full of the stuff never feels as stressful as it maybe should. Levelling up your character is also simplistic to a fault because it doesn’t let you min-max your stats. Everything it tied to Blood Codes so it’s unclear why information such as your character’s strength and dexterity is even surfaced.

Either way, incorporating Gifts amid regular attacks makes for some satisfying combos, and there’s a gratifying heft behind each slash and crunch of Code Vein’s melee combat. Defeating enemies is based on rationing light and heavy attacks, and you have access to a decent array of weaponry, too, cycling through the usual assortment of broadswords, halberds, giant hammers, and spears. Most of them are ludicrously large in typical anime fashion as well. There’s not a lot of variety between each moveset within a weapon’s specific class, but bouncing around between weapon types offers some tangible deviation.

No Caption Provided

Each Gift consumes from a pool of Ichor that’s replenished by simply defeating enemies or refilled in larger doses by performing drain attacks, parries, and backstabs. This incentivizes you to use Gifts regularly, approaching each enemy with an offensive mindset to unleash a bevy of special attacks and then quickly regain any lost Ichor. You need to pick the right moment to use a drain attack because of its lengthy windup, but backstabs are relatively easy to pull off, while parries require precise timing.

Wailing on enemies is satisfying, and Gifts spruce up each fight with their inherent flexibility, yet combat is a disappointingly by-the-numbers affair because of the AI’s shortcomings. There’s an adequate variety of enemy types, but this variety generally only applies to their visual design as opposed to their behavior and movesets. They’re surprisingly static, spending most of their time simply idling instead of reacting to your attacks. Each weapon you wield is usually able to stagger enemies on the first or second hit, allowing you to dispatch each foe with almost no resistance, and this remains true throughout the entirety of the game. There are a few enemies that break away from this mould, requiring you to actually dodge and make use of your Gifts, but they’re an anomaly amid a sea of one-sided slugfests. Bosses aren’t quite as easy to take down, but they’re not far from it. There’s no need to learn patterns or delicate back-and-forths that require you to engage with every aspect of Code Vein’s combat. It’s simple enough to beat each boss on your first or second attempt by simply manoeuvring behind them. This only deviates as you approach the end credits and bosses receive a sudden difficulty spike as they rely on powerful area of effect attacks and homing projectiles.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Code Vein doesn’t have to adhere to Dark Souls’ challenging difficulty, but it also misses the mark by never forcing you to learn or deepen your understanding of the game to progress. Combat devolves into a mindless task where the only thing you need to watch out for is enemy placement and quantity. Difficulty is contrived by throwing numerous enemies at you at once which feeds into a focus on cooperative play. You can traverse through Code Vein’s world with another player or by using one of its many AI companions. The latter can more than hold their own in a fight, proving especially useful when you’re overwhelmed by multiple enemies–though their presence against singular opponents doesn’t do much to quell the simplistic routine of defeating them.

Exploring each environment is engaging, at least. The level design has a tendency to wrap in and around itself, offering secret paths and capturing the elation that’s derived from opening a shortcut or discovering a new checkpoint to rest at and spend the Haze you just acquired. One sprawling area even borrows Anor Londo’s distinct Il Duomo-inspired aesthetic, reimagining the pearly white castle as a labyrinthine maze. It’s just a shame the visual design is regularly pedestrian. You spend the vast majority of your time traversing through bland post-apocalyptic streets and damp caves where rubble is Code Vein’s most distinguishing feature. The addition of fire and sand shakes up the typical dilapidated cityscape, but it’s not nearly enough to shake the feeling that you’ve seen it all before. There’s even a late area that adopts the Anor Londo aesthetic for a second time, with the only difference being that it’s now inside and slightly darker. Evoking memories of Dark Souls’ most memorable location doesn’t do it any favours.

Code Vein adopts the Souls-like formula in its structure, presenting a familiar cycle of progression and basic combat similarities, and there are some interesting ideas here, too, built around the use of various Blood Codes and their distinct Gifts. You can see the fragments of a fantastic game hidden within these systems and its meaty combat feedback, but the mundanity of its enemies and the effect they have on nullifying the combat’s enjoyment prevent Code Vein from ever realizing its potential.

Code Vein Review – Anime Souls

Code Vein establishes its own identity from the outset. It may latch onto a Dark Souls formula that has come to define a generation of action-RPGs, but Bandai Namco’s latest manages to set itself apart from the rest by presenting a post-apocalyptic world filled with what are essentially anime vampires. Interesting concepts and mechanics filter out from this central blood-soaked idea, resulting in a game that feels familiar yet wildly different from its inspiration. Yet it’s the parts that are most recognisable, such as its combat, where Code Vein stumbles.

After an apocalyptic cataclysm ravages the world, those who died are brought back to life as immortal beings called Revenants. The only price they have to pay for reincarnation is an insatiable thirst for blood. There’s no neck biting, disintegrating in sunlight, or anything else you would usually associate with traditional vampires here. If a Revenant goes for too long without satisfying its thirst for blood, however, they lose their humanity and transform into grotesque creatures known as the Lost. Fortunately, Revenants don’t have to feed on the last remaining humans to survive. Blood Beads grow on plants throughout the world and function as suitable substitutes for human blood, nourishing a Revenant’s bloodlust in much the same way. The problem is, Blood Beads are becoming increasingly sparse, so you have to find the source and hopefully attain a steady supply. That’s the basic plot, anyway, but it doesn’t take long to deviate into other areas and introduce world-ending stakes.

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

In stereotypical protagonist fashion, you begin the game by waking up with amnesia before finding out you’re the chosen one. You see, each Revenant in Code Vein has a class known as a Blood Code. Your created character is special due to the fact they’re not confined to a single Blood Code like everyone else is. This malleability allows you to swap between various classes whenever you feel like it, with your arsenal of available Blood Codes expanding the further you progress through the game.

Blood Codes are tailored to a specific style of play that often fits into a typical RPG class template–think warrior or mage. Gifts are Code Vein’s version of abilities, granting you access to a wide range of passive and active skills that are tied but not limited to each Blood Code. You’re able to mix and match Gifts to a certain degree, with the most exciting ones letting you unleash flashy special attacks in melee combat. That’s not all they’re capable of, however, as others allow you to fire projectiles of piercing Ichor, boost your attack power, temporarily add a stun effect to your weapon, and many more. The character creator is already comprehensive enough, but Code Vein provides a plethora of options when it comes to finding a playstyle that suits you.

Killing enemies earns Haze that can be spent on levelling up your character, purchasing weapon and armor upgrades, or attaining various items like poison cures and throwing daggers. When you die, you lose all of the Haze you had accrued up to that point unless you can return to the location of your demise and pick it back up. Haze is relatively easy to accumulate, though, so walking around with pockets full of the stuff never feels as stressful as it maybe should. Levelling up your character is also simplistic to a fault because it doesn’t let you min-max your stats. Everything it tied to Blood Codes so it’s unclear why information such as your character’s strength and dexterity is even surfaced.

Either way, incorporating Gifts amid regular attacks makes for some satisfying combos, and there’s a gratifying heft behind each slash and crunch of Code Vein’s melee combat. Defeating enemies is based on rationing light and heavy attacks, and you have access to a decent array of weaponry, too, cycling through the usual assortment of broadswords, halberds, giant hammers, and spears. Most of them are ludicrously large in typical anime fashion as well. There’s not a lot of variety between each moveset within a weapon’s specific class, but bouncing around between weapon types offers some tangible deviation.

No Caption Provided

Each Gift consumes from a pool of Ichor that’s replenished by simply defeating enemies or refilled in larger doses by performing drain attacks, parries, and backstabs. This incentivizes you to use Gifts regularly, approaching each enemy with an offensive mindset to unleash a bevy of special attacks and then quickly regain any lost Ichor. You need to pick the right moment to use a drain attack because of its lengthy windup, but backstabs are relatively easy to pull off, while parries require precise timing.

Wailing on enemies is satisfying, and Gifts spruce up each fight with their inherent flexibility, yet combat is a disappointingly by-the-numbers affair because of the AI’s shortcomings. There’s an adequate variety of enemy types, but this variety generally only applies to their visual design as opposed to their behavior and movesets. They’re surprisingly static, spending most of their time simply idling instead of reacting to your attacks. Each weapon you wield is usually able to stagger enemies on the first or second hit, allowing you to dispatch each foe with almost no resistance, and this remains true throughout the entirety of the game. There are a few enemies that break away from this mould, requiring you to actually dodge and make use of your Gifts, but they’re an anomaly amid a sea of one-sided slugfests. Bosses aren’t quite as easy to take down, but they’re not far from it. There’s no need to learn patterns or delicate back-and-forths that require you to engage with every aspect of Code Vein’s combat. It’s simple enough to beat each boss on your first or second attempt by simply manoeuvring behind them. This only deviates as you approach the end credits and bosses receive a sudden difficulty spike as they rely on powerful area of effect attacks and homing projectiles.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Code Vein doesn’t have to adhere to Dark Souls’ challenging difficulty, but it also misses the mark by never forcing you to learn or deepen your understanding of the game to progress. Combat devolves into a mindless task where the only thing you need to watch out for is enemy placement and quantity. Difficulty is contrived by throwing numerous enemies at you at once which feeds into a focus on cooperative play. You can traverse through Code Vein’s world with another player or by using one of its many AI companions. The latter can more than hold their own in a fight, proving especially useful when you’re overwhelmed by multiple enemies–though their presence against singular opponents doesn’t do much to quell the simplistic routine of defeating them.

Exploring each environment is engaging, at least. The level design has a tendency to wrap in and around itself, offering secret paths and capturing the elation that’s derived from opening a shortcut or discovering a new checkpoint to rest at and spend the Haze you just acquired. One sprawling area even borrows Anor Londo’s distinct Il Duomo-inspired aesthetic, reimagining the pearly white castle as a labyrinthine maze. It’s just a shame the visual design is regularly pedestrian. You spend the vast majority of your time traversing through bland post-apocalyptic streets and damp caves where rubble is Code Vein’s most distinguishing feature. The addition of fire and sand shakes up the typical dilapidated cityscape, but it’s not nearly enough to shake the feeling that you’ve seen it all before. There’s even a late area that adopts the Anor Londo aesthetic for a second time, with the only difference being that it’s now inside and slightly darker. Evoking memories of Dark Souls’ most memorable location doesn’t do it any favours.

Code Vein adopts the Souls-like formula in its structure, presenting a familiar cycle of progression and basic combat similarities, and there are some interesting ideas here, too, built around the use of various Blood Codes and their distinct Gifts. You can see the fragments of a fantastic game hidden within these systems and its meaty combat feedback, but the mundanity of its enemies and the effect they have on nullifying the combat’s enjoyment prevent Code Vein from ever realizing its potential.

WWE Getting New Backstage Show On FS1

Even before Smackdown moves to Fox, WWE is continuing to expand its brand on one of the company’s networks with a new show called WWE Backstage.

Beginning on Tuesday, November 5 on FS1, Renee Young and Booker T will host this hour-long program where the two are joined by guests and talk about the biggest stories in WWE. They will be joined by WWE superstars and other personalities to discuss the world of sports entertainment.

“WWE Backstage is a wrestling show for wrestling fans. From hardcore fans to people new to wrestling, we’ll give them a little bit of everything,” Young said in a press release. “It’s going to be fun, it’s going to be loud, we’re going to give them a ton of opinions and I can’t wait to help spread the word about SmackDown coming to Fox.”

While the show won’t be following any in-ring action with WWE, the weekly series, which airs at 8 PM PT / 11 PM ET, does sound a whole lot like the WWE Network series, Talking Smack, where Renee Young and Daniel Bryan discussed the events of each week’s episode of Smackdown and interviewed WWE superstars.

That series ran for a year and a half and was a popular show on WWE’s streaming service. It was cancelled in July 2017, but it gave WWE fans some amazing moments like the argument between Daniel Bryan and The Miz, which ended with Bryan walking off the set in a very real moment. Hopefully, WWE Backstage can capture that lightning in a bottle once again when it comes to FS1 on November 5.

Death Stranding Has Gone Gold

Death Stranding has officially gone gold, a major milestone on the road to release.

The news was announced by Hideo Kojima on Twitter who thanked everyone from the company that made the game’s engine, to his fans: