Tag Archives: the last of us

The Last Of Us Part II Will Not Include A Multiplayer Mode

For all its singleplayer focus and plaudits, The Last Of Us also shipped with a multiplayer mode. Its upcoming sequel will not.

Developers Naughty Dog announced the news with a short statement yesterday, while suggesting that whatever had been cooking for the game’s multiplayer will be released at a later date, just “not as part of The Last Of Us Part II


You know what? That’s fine. I’d be happy if every single-player-focused game shipped without a tacked-on multiplayer experience. Plus, whatever is being teased later down the line—a spinoff? The Last Of Them?—might end up being a lot more interesting if it’s given space to breathe, instead of being relegated to a secondary spot on the original game’s main menu.

Source: Kotaku.com

Three Hours With The Last Of Us Part II

I emerged from my three-hour The Last of Us Part II demo session tense and anxious, a coiled fire hose of pent-up adrenaline. I’d just piloted a now-19-year-old Ellie through peril after peril, amassing a grisly body count along the way. Few of those kills were clean. Many were desperate knife flurries, death by a thousand sinew-snapping stabs and cuts. Human enemies mourned their fallen comrades, bellowing their names at me with bestial fury while charging to the same pointy end. And yet, after I finished the demo, I walked into a nearby bathroom, stared into a mirror, and asked myself “Did it work? Do I care?”

Developer Naughty Dog wants The Last of Us Part II to be a lot of things. Where the first game was about the overriding, sometimes destructive power of love, Part II is about hate. Last time, we played as Joel—a more nuanced bearded man than your typical action game star, but an archetype nonetheless. This time, players will control Ellie, a young queer woman trying to find life in Last of Us’ zombie-infested world. It’s a story about being a teenage girl and becoming an adult, navigating a strained relationship with your father figure, and falling in love. But ultimately, as director Neil Druckmann said at a preview event in Los Angeles earlier this week, The Last of Us Part II is a revenge story. “How far would you go?” he asked ominously during a presentation before the hands-on session.

The demo’s first section took place early in the game, with Ellie and new character Dina—who shared the most natural-looking kiss in video game history during a 2018 E3 trailer—riding on horseback through a snowy landscape, doing patrol duty for their Jackson, Wyoming settlement. For the first 15 minutes or so, the two chatted (and bantered) back and forth about plans, people they knew, and relationships while checking in at a station and scavenging some abandoned houses. The tone was light and flirty. At one point, Dina asked Ellie what she was planning to do that night, clearly angling for something. Ellie said she was thinking about watching a movie with Joel, which drew a surprised reaction from Dina. “Oh,” Dina said. “Are you two… cool?” Joel did, after all, basically sacrifice humanity’s future to save Ellie at the end of the first The Last of Us—though it’s unclear whether Ellie knows that or not. The tension quickly dissipated, however, when Dina asked what kinds of movies Ellie and Joel liked to watch. Joel is big into cheesy martial arts flicks, it turns out. But even this conversation was tinged with melancholy, as Ellie pondered if, somewhere out there among all the desolation, there were people still making movies.


Ellie and Dina came across a hollowed-out mess of a moose corpse that had doubtless been peeled to the bone by zombie-like creatures, called Infected. From there, the level transitioned into a pretty traditional Infected-centric level that wouldn’t have felt out of place in the first game. As Ellie, I had to stealth through a series of increasingly Infected-overrun offices and warehouses en route to an abandoned supermarket. This section served largely as a tutorial, reinforcing the first game’s conventional wisdom that while you can open fire on Infected and pray that you emerge from the ensuing fray with all the meat still attached to your clavicles, it’s a better idea not to. Instead, I crouched down and used the “listen” ability, which makes a return from the first game, to “hear” (read: see an outline of) where enemies were. Then I had Ellie creep up on fast, relatively weak Runner Infected and blind but much more powerful Clicker Infected and quietly and methodically carve their necks open. Dina, when she could do so without alerting other Infected, followed suit.

The Last of Us Part II is a sound design tour de force. Clickers screeched, wailed, and of course, clicked with characteristic inhumanity, lacing even sure shot stealth kills with dread right up until the moment I finally did the deed. But it’s not like successfully ending the walking embodiments of “What if athlete’s foot, but too much” felt much better. Any time I shoved my shiv into Infected, metal scraped against wet flesh and bone while the Infected flailed and wailed, their death gurgles so piercing that it was as though they were screaming in my ear. I was never sure if other Infected had heard, and thi kind of tension is baked into every element of the sound design. Even breaking the glass on a vending machine to grab a candy bar led to a shattering sound that nearly made me jump out of my seat, even when I was certain there were no surviving Injected to hear the sound and come running.


The section also introduced me to the game’s expanded crafting and customization systems. This time around, you can find supplements—pills, basically—and spend them on ability upgrades spread across three trees. Abilities included increased listen mode movement speed, increased throw distance, increased health kit usage speed, and, toward the top of the stealth-focused tree, craftable silencers that could be applied to guns and improved. Part II also contains an expanded crafting system that lets you create various attachments and improvements for guns. Like in the first game, you collect scrap to purchase these upgrades. As someone who prefers to strike from a distance, I saved up until I could snap a scope on my hunting rifle to give me more distance from my Infected targets. The scope, of course, was no insurance against Infected near me hearing the sound, but it gave me a small, if false, sense of safety. While there’s nothing like headshotting one Infected from two hundred feet away, I am resolutely not a fan of being eaten by the three other nearby Infected that react to gunshot sounds like Pavlov’s dog does to bells


With their supermarket cleanup complete, Ellie and Dina decided they were done with patrolling for the day and wanted to head back to the settlement. Unfortunately, a blinding snowstorm picked up, and the two got separated. Just when it seemed like all hope was lost, Dina emerged and led Ellie into what appeared to be an abandoned daycare. Before long, the two discovered that it was once the secret hideaway of their now-deceased friend Eugene, who’d had the good fortune to die of old age—a rarity in The Last of Us’ world. As I explored and read through notes and other belongings Eugene had left behind, Ellie and Dina learned more and more about a man they only thought they’d known.

Halley Gross, Part II’s head writer alongside Druckmann, said the goal of the game’s worldbuilding is to enrich characters and, in some cases, fully explore characters the player never actually meets. “You never meet this man, but by the end of this level, you’ve learned he’s got a grow house, he likes to smoke some weed, he used to be a Firefly [the series’ militia], was involved in some terrorism, left his family, and left his kid to go pursue this mission he thought was bigger and greater than the individual,” said Gross.


The level ended with Ellie and Dina discovering Eugene’s secret underground weed den, left to fall into disrepair after his passing. It was a surprising moment, sprinkled with levity. I came across a gas mask (crucial for avoiding infection) with a bong attached. “God,” quipped Dina, “Eugene was so smart.”

After rummaging around, Ellie and Dina settled on a couch and—with nothing better to do while waiting for the storm to pass—lit up. Dina then worked up the courage to ask Ellie a question. “So, on a scale of one to ten, how would you rate our kiss last night?” she asked. While asking this question, Dina bit her lip and moved her eyes furtively. It was far and away some of the most detailed digital acting I’ve seen. When Ellie mumbled out a non-response, Dina continued: “I’d give it a six. A solid six.”


“You’re infuriating,” said Ellie.

“Have you met you?” replied Dina.


Then they made out, of course. The first portion of the demo closed on this moment, a heartwarming end to a series of harrowing scares. The whole scene left a smile on my face. It was a rare moment of authentic warmth in a big-budget action game. It was easy to imagine from there how this relationship, with its believable tender moments, might play out. The two would banter, bicker, fight, and make up. It’d become a running (though playful) joke between their friends. They’d explore together. Watch movies together. Ellie would eventually find the courage to play music—original music, even—for Dina. Maybe they’d stay together. Maybe they’d break up and go their separate ways. Young love is fickle like that.

But The Last of Us Part II is a revenge story. It is about hate, not young love.


Naughty Dog will not say if Dina dies at this point, though the studio has heavily implied it multiple times by depicting intimate scenes between Ellie and Dina followed immediately by a solo Ellie performing shockingly realistic acts of violence against humans from opposing factions. In the game’s first trailer, she said she’d “Kill every last one of them,” and in subsequent trailers as well as the demo I played, she seems to be making good on her promise. She is taking revenge for something. Do other humans kill Dina? Or is this Naughty Dog setting up an almost too-obvious bait and switch? For now, it’s impossible to say.

What I do know is that the second half of the demo found Ellie all alone. It took place later in the game. Ellie was in the overgrown, eternally-overcast ruins of Seattle, Washington, surrounded by derelict salons, tattoo parlors, and coffee shops. She was looking for Tommy, a returning character from the first The Last of Us, who was seemingly in conflict with a local faction, the xenophobic Washington Liberation Front.


Seattle, perhaps even more so than the Wyoming location in the first portion of the demo, was dense with detail. Stores were littered with notes and other items. I could explore at my leisure, though I was always ultimately be funneled down a set, linear path. It wasn’t long before I ran into members of the WLF, who were not at all happy to see me. Fortunately, I had new stealth options on my side. The area was overrun with tall grass, in which I could go prone and crawl around. This rendered me almost invisible, allowing me to set up some gnarly, knife-y ambushes. But I could never just chill and take in the scenery. Most of the WLF members had dogs, and these dogs could track my scent. Usefully, going into listen mode allowed me to see that scent, so I could at least know what I was dealing with.

I struggled to acclimate to this system, dying often. Initially, I tried to play this section like I would any other stealth game, figuring out patrols and then closing in for the kill. As I moved in, however, a dog would sniff me out or start barking. This would alert or attract enemies, and I’d charge them in a panic, plunging my knife into any available body part. It was chaos. Each slash produced rivulets of blood and stringy hunks of flesh. Dogs barked. Both Ellie and my opponents grunted and yelped in anguish and exertion. I’d win one of these desperate melees, drop into the grass, and apply a health kit. Ellie would groan, as though bringing herself back from the brink took a little more out of her each time. It was not pretty.


When another enemy discovered a body I’d left behind, they’d shout in alarm and, more pointedly, grief. Usually, they’d say the person’s name. They all have names. In one of the most surprising moments of the demo, I quietly dispatched somebody while their dog was distracted. Upon noticing, the dog proceeded to nudge their person’s arm, then pull on it, and then mournfully whimper. Later, I half-jokingly asked Gross what Naughty Dog has against dogs, given that I’d just killed a bunch of them and given even more traumatic separation anxiety. She replied that the goal throughout all of this violence and strife is to humanize the people Ellie is facing off against. It’s part of an effort to explore real-world issues like tribalism.


“I think when you have any sort of close-knit tribe, you have this danger of becoming tribal. This idea of the other,” said Gross. “So we have these enemies where, you see one of the dogs clawing for its owner, or one of the fallen soldiers calls out his name. So much of what we’re trying to do is create empathy for the other. We make this enemy, and then how do we make you feel for them? So much of this game is about developing an understanding of where other people are coming from… We want to put you in a situation where you have to make hard choices. You didn’t have to kill any of them. None of them are mandatory to get through that level. So it’s a question of ‘How much is it worth’ to kill them?”

I probably would’ve been better off if I hadn’t killed any of them—at least, from a resource management perspective. But these people and animals were obstacles on my path toward standard video game goals, and before long, I was treating them like any other video game enemies. I killed some and spared others. When I killed enemies and nobody noticed, it felt good. Great, even. The level had a fantastic sense of forward motion to it, with Ellie scrambling through houses and leaping out half-rotten window frames, all as part of a larger downhill slope toward Tommy’s location. Enemies were everywhere, and their dogs would find me if I stayed in one spot for too long. I had to be stealthy, but I also had to move. I felt tense and alarmed when I got spotted, though not out of any feeling for my enemies. Rather, I was in danger and didn’t want to have to open the menu and choose the “reload checkpoint” option again if I screwed up so badly that the run was unsalvageable.


I won a bow and arrow from a thrilling close-range fight against a special Infected. The bow is a silent, long-range, exceedingly deadly weapon. I laid in the grass and picked my shots. Nobody could touch me. Heck, most of them couldn’t even find me. I don’t remember any of their names.

I began to wonder if enemies shouting names and dogs mourning their owners was less a humanizing element and more a tool of only briefly effective emotional manipulation. In response to this, Gross said that there’ll be more nuance to depictions of enemy characters in the final game.


“What we’re trying to do is create a holistic approach to empathy,” she said. “So “there’s the NPCs that you meet very briefly, but even in that moment we’re naming them. We’re also occasionally giving them human conversations. As you traverse by, you’ll overhear their conversations about things back home, their fuller lives. But also we have these enemies that Ellie is hunting, and as with all characters in the Last of Us universe, we’re trying to make everybody as multifaceted as possible and everybody as diverse as possible so that we can try and create challenges for empathy and then reach out toward them.”

The demo ended with Ellie dropping down into another portion of the level, only for some mysterious pair of meaty dad arms to pull her aside. At first, she struggled. Then she turned around and asked “What are you doing here?” It was Joel. “I couldn’t let you do this on your own,” he replied. That was it. Demo over.


That was when I stood up, walked over to the nearby bathroom, and took stock of everything I’d experienced. I was still full of adrenaline from all the close shaves, melee throwdowns, and dog murders. The Last of Us Part II is shaping up to be a very exciting stealth-action game. Its mechanical additions to the first game’s formula are smart; the studio isn’t trying to reinvent the wheel, but rather to further emphasize what made the original stand out and give players a little more wiggle room in terms of choice.


But those brief moments of Ellie and Dina awkwardly fumbling through the early goings of a relationship were what stuck with me more than the usual Video Game Emotions of tension, anxiety, anger, relief, exhilaration, and “Oh no, I killed a dog.” I wanted to see more of that story, more of love finding a way to survive and even thrive in a dying world. But this is a story about revenge, and so, I found it hard not to hearken back to Heather Alexandra’s 2018 piece about how queer characters in video games rarely get to be happy and how their backstories often center around tragically deceased partners. The Last of Us, it should be noted, has already done this on a couple occasions, with multiple characters. This includes Ellie in the first game’s prequel Left Behind DLC.

Again, I do not know if Dina will die. Maybe she’ll instead betray Ellie and everybody else at the Wyoming settlement. Or maybe Ellie will go on a revenge quest for reasons entirely unrelated to Dina. But it seems clear that Ellie ends up very unhappy. Gross said that there’s a very deliberate purpose to putting Ellie into this kind of narrative. She believes that Part II is not just another post-apocalyptic story about characters being sad, another member of a very crowded club. It’s a story that she hopes will reflect on the real world in unique ways and give people something positive to hang onto during times of strife, xenophobia, and hate.


“What I want to be feeling is resilience,” she said. “We do live in a difficult time, and Ellie lives in an incredibly difficult time, an incredibly hostile world. I want to feel inspired. I want to feel inspired by a character that is going to get knocked down and is going to pick herself back up, because that’s what I want to see. That’s what I want to feel when I go out the door every day to engage with how hard things can be right now.”


I asked her if she feels like the game is deliberately political in that respect. She replied that it depends on your definition of the word. “We are 100 percent trying to engage with the world around us,” she said. “Our games are super diverse, and that’s because we want to reflect the world we see around us. Our games are about strong people dealing with hard times. So many of our characters are about like ‘Is it OK to be strong and to be vulnerable? Is it OK to make mistakes and pick yourself back up?’ So if that’s defined as political, then fuck yeah we’re political.”

Ultimately, Gross’ goal is to do right by Ellie’s character and write somebody that she and others can relate to through good times and bad.


“I love seeing more women protagonists,” she said. “I think it’s wonderful. I think we’re doing ourselves a disservice when those female protagonists are impervious, when they’re too strong. I can’t relate to them. What Ellie did [in the first The Last of Us] is show me this vulnerable, scrappy girl who’s having an incredibly hard life, but who’s incredibly great—who picks herself back up and is willing to go the extra mile for people that she loves. To me, that’s the humanity of her. That’s what makes her so relatable. And that is something I really wanted to honor.”

Source: Kotaku.com

Video Game Characters Are Terrible At Archery

Screenshot: Sony

Video game characters love their bows and arrows, but I hate to be the bearer of bad news—almost all of them are terrible at archery. As an archer myself, I’ve had to spend a lot of time teaching and observing the sport, so I thought it might be appropriate to explain why, in real life, some of your favorite arrow-shooting characters at best wouldn’t be able to shoot straight and at worst would severely injure themselves.

Link, Legend of Zelda: Breath of the Wild

Illustration: Nintendo

One of the cardinal sins of archery is dry-firing a bow. A dry fire is the process of drawing the bow’s string back and then letting go without an arrow in place. A normal bow draws back to a conservative estimate of 30 to 40 pounds of tension created by the bending of the bow. As such you’re holding those pounds on your fingers. If you let that go without an arrow on it, all that energy comes rushing back into the bow, which could potentially shatter its limbs (the long ends of the bow), break the string, and/or make a god-awful sound. Think a tiny thunder roll in your hand. In rare cases, this could become dangerous to the archer, especially if the string snaps near the face, but more likely would it vibrate your arm and be more harmful to your bank account.

Whenever Link runs out of arrows, he pulls back his bowstring anyway. In the game, doing this is pretty useful to scope out enemies and such, but once he’s finished, Link just lets go of the string. Knowing how delicate weapons are in Breath of the Wild, this is a bad idea. What we see in the game as a cute little “ping” would be a disaster in real life; if your bow didn’t break, you’d have to spend the next 30 minutes checking for signs of damage. Life lesson: If you need to observe something, just use the Sheikah Slate.

Screenshot: Rockstar

Arthur Morgan, Red Dead Redemption 2

If you’ve ever tried archery, you know it’s not easy. In fact, you’d be surprised at how incredibly difficult the sport is. In Red Dead Redemption 2, poor Arthur Morgan is handed a longbow and told to hunt deer with it. Not only is Arthur a complete beginner, but generally speaking, longbows are the hardest bows to consistently aim at a stationary target, let alone a frolicking one.

As a novice, there is no way Arthur would be able to shoot a deer in the head from more than 15 meters away. His release is also trash. He splays out his hand and shoots his shoulder and elbow far back enough to knock out any comrades nearby. All in all, Arthur Morgan, the beefiest character on the list, should stick to two other types of shots: the bullet kind, and the ones he takes with Lenny.

Screenshot: Sony

Aloy, Horizon: Zero Dawn 

Game developers love to make a character look and feel good. Often, to get a point across, you might see an exaggeration of visual features that are important to a character. For Aloy, this is her fletchings. Fletchings, or vanes, are the feathers or plastic things you see on the end of the arrow, designed to help your glorified stick fly more predictably through the air. They’re really useful and pretty important when it comes to archery, but Aloy’s are ridiculously oversized. If you were to have fletchings that big, your arrows would be more unpredictable, as they would ricochet off the bow to the left. Or every arrow’s fletchings would be ruined, and your arrow damaged. Aloy, we get that you’re an archer—just tone down the feathers, okay?

Pit, Kid Icarus: Uprising

Photo: Nintendo

Pit’s bow is gorgeous but comically impractical. Made out of two swords jointed at the hilt, it is the most dangerous bow on this list, and not for the right reasons. Bows aren’t nearly as elegant as you might assume. Carry a lightweight object that’s close to your own height in just one hand, and accidents are bound to happen. I don’t know of any archer who hasn’t accidentally bumped someone else or themselves with their bow, and when your bow is made out of two menacing blades, the outcome could be gory.

Another labored part of archery is loading an arrow onto the bow. In every game, show or movie, loading a bow seems swift and beautiful, but in reality it is quite fiddly. You’d need to check the orientation of the arrow was correct before “nocking” or fixing the arrow to the string, all of which takes at least a couple seconds. Orientation of the arrow matters because otherwise the arrow’s fletchings will graze the rest of the bow, compromising its flight path.

When nocking an arrow, you’d also have the bow down by your leg. I actually rest mine on my thigh to hold it steady. Even if an archer were to hold the bow away from their body when loading an arrow, bringing their arm up to shoot would mean swinging a blade past their leg to aim. Pit loading an arrow in a flurry of movement without nocking the arrow wrong or slicing himself is improbable at best, and a quick amputation at worst.

Screenshot: Blizzard

Hanzo, Overwatch

Hanzo is a really difficult character to critique, because if you’ve ever played Overwatch, you know his third- and first-person techniques are completely different. In third-person, Hanzo holds the bow upright; in first-person he holds it sideways. Holding a bow sideways deeply limits the draw length of the bow because your body is in the way. You can only pull back as far as your torso is away from the bow, whereas holding it upright means you can pull back to your face or further. It’s also hazardous to your arm’s health. I once met a girl who tried shooting sideways, who proceeded to show me a photo of the damage she did to her arm. It wasn’t pretty, and I’m sure Hanzo’s arm wouldn’t be either.

Normally, another issue that I would have with Hanzo would be the lack of an anchor point, which is a specific place on your body you “anchor” your hand to in every shot for consistency. Anchor points are important for any archery that doesn’t require a sight, because it helps an archer reference to where they should pull back. In Hanzo’s style of modern barebow, the anchor point will often will be on the face—you’d use a finger to touch the corner of your mouth, or a tooth.

However, I cannot fault Hanzo for his lack of an anchor point, because Hanzo is Japanese, and the Japanese have a particular version of archery called kyūdō. It’s an art form, really, and those that perform it have a different way of achieving accuracy, basically relying on dedicated practice. The masters of kyūdō don’t rely on a physical anchor point as most archers do; they pull the string back to somewhere near the face and let loose.

I’ll give Hanzo the benefit of the doubt and say he’s a kyūdō master. But what I can’t forgive is the weight of his bow. Hanzo grits his teeth and shakes like he’s experiencing an earthquake every time he shoots. This indicates that he is way too weak to be handling his bow, especially if he were trying to shoot high-quality arrows on a battlefield. You’d get really tired really quickly, and your aim would be affected by a lack of stability—not to mention the backache you’d feel the next day. Fixes include getting a new bow or going to the gym, so unless Hanzo wants to trade in his weapon, he might need a few protein shakes here and there.

Screenshot: Sony

Ellie, The Last of Us

Every other character on this list should be ashamed for being shown up by a 14-year-old. Ellie is the most realistic archer in any of the games on this list. Every shot looks almost exactly the same. She is consistent and precise. The further away you aim, the more the arrow drops on the way there. Arrows break, which they would in real life if you hit bone.

Ellie is no doubt the best. My only gripe with her is the back quiver, where she stores her arrows. I understand that Ellie might not have the time to find a better solution, but in general, back quivers are pretty stupid. You can’t see the arrows, for one, so if you were in a combat situation, every time you wanted to fire, you would have to reach back, maybe stab your hand on the end of an arrow, fiddle around to find an arrow, pull it out at a really awkward angle, and then shoot it. Not to mention the fact that you might not notice if you didn’t have any arrows left.

Back quivers also make collecting arrows an issue, because trying to place a stick in a pocket on your back is hard. How about when you’re trying to be stealthy? When you bend down, it’s very likely they would just slide out, clatter to the ground, and hey presto, Ellie would be dead. It would be a shame, too, as she would do well in an archery competition.

Ellie could instead use a field quiver, which goes around the waist and often has a lot of room for tools. Field quivers are unfortunately quite loud when it comes to movement, since arrows tend to rattle when loose, so my recommendation for Ellie would be a bow quiver. It’s an attachment to your bow to hold your arrows directly on the “riser” (the handle) in a fixed position. Advantages include no clattering of arrows, easy access to arrows, and a constant visual of ammunition—not to mention making the bow look a lot more impressive.

Screenshot: Kotaku (Square Enix)

Lara Croft, Rise of the Tomb Raider

Gaming’s legendary heroine is also the pinnacle of bad video game archery. Rise of the Tomb Raider smushes so many mistakes into this one gameplay mechanic that you’re going to need to buckle up, because I can’t hold back.

Lara Croft, explorer extraordinaire, has to do a lot of sneaking around to find the very best a tomb may have to offer, as well as killing a couple of unfortunate souls on the way, and a compound bow is often her weapon of choice to get the job done. Up until now, most bows we’ve seen on this list are simply a stick and some string. Compounds are the more complex, more technical younger brother of the traditional bow. They require a complicated mixture of “cables” (string) and “cams” (rotating discs that the cables sit on), from which they get the name “compound.” They’re faster and more accurate.

A compound bow has a couple other crucial advantages that make it an accurate and deadly weapon. The biggest thing is that its draw length, the distance between the bow and the string when it’s pulled back to the face, is specific to the archer using it. It’s basically custom-fit. Once you get it back to that draw length you can’t pull it back further without damaging the bow or compromising yourself.

The problem Lara displays is something you can demonstrate to yourself with a little audience participation. If you put your left arm straight out to the side, and your right hand by your chin/jawline, the distance between those two places is about what your draw length should be. That is indeed the distance Lara’s bow comes back to. Now put that right hand by your left armpit. That’s a significantly shorter distance, right? Well, when Lara crouches down, the string goes straight through her armpit to make up for this distance issue.

Screenshot: Kotaku (Square Enix)

The draw length being specific means you also shouldn’t draw short. The way a compound is designed means there’s an arc of “weight” to the bowstring. It’s really light when you start drawing, then gets really difficult to pull back, but becomes light again when you reach your draw length. Drawing about halfway, which Lara often does, means that holding the bow would be an incredible struggle, if not incredibly stupid. The accuracy of the shot would decrease—not to mention the fact that Lara’s arm gets in the way of the string.

This isn’t even the biggest issue I have with Lara’s shot, because Lara has a sight on her bow that she doesn’t use. When standing with the bow upright, she pulls it to the side of her face, looking down the length of the arrow to aim. That’s not necessary, and is less accurate, when you have a sight on the bow. When Lara crouches, the sight is oriented sideways, so she actually can’t see down it.

Her bow itself has another problem. There are arrow rests that can hold an arrow in place no matter what the orientation of the bow is, but Lara’s bow doesn’t have those, meaning that arrows should be falling right off of her bow in many situations. And yes, she even uses a back quiver. Ultimately, our Tomb Raider would be the worst character on this list emulate if you were going to pick up a bow.

I know that many people don’t care how accurate archery is in video games, but as an archer, this has been therapeutic for me. We’re always on the lookout to see how accurately our sport is represented in games, and are often disappointed. All I can really end this on is asking you to go out and try archery for yourselves. It’s a fantastic sport, especially if you hate running. Please, however, listen to archers when they tell you not to try the version of archery you see in games. You’d likely hurt our pride—as well as your body.

Calypso Mellor is a freelance journalist with a passion for point-and-clicks, piano, and puns. You can often find her in a field shooting a target from fairly far away, or alternatively on Twitter @imomellor.

Source: Kotaku.com

Naughty Dog Is Taking Uncharted And The Last Of Us’ PS3 Multiplayer Servers Offline

On Wednesday, Naughty Dog announced on its developer blog that the company will be shutting down multiplayer servers for their PlayStation 3 games Uncharted, Uncharted 2: Among Thieves, Uncharted 3: Drake’s Deception, The Last of Us, and The Last of Us: Left Behind.

The shutdown isn’t going to be immediate, though—servers won’t go offline until September 3, 2019, so you have until Labor Day weekend to plug in your PS3 and say goodbye if you wish. From now until the shutdown, all multiplayer DLC for these games will also be free.

The Uncharted and Last of Us multiplayer modes were surprisingly fleshed out despite not being the primary reason people come to Naughty Dog games: compelling, story-driven single-player action. Playing them always felt dissonant and strange, fun as they were—all these Nathan Drakes and Sullys running around blowing each other up, divorced from the fully realized characters we knew from the story. Naughty Dog remained committed to multiplayer as it transitioned to the PlayStation 4, offering modes in Uncharted 4: A Thief’s End and The Last of Us Remastered.

Those servers, however, aren’t going anywhere for the time being, unlike their PS3 counterparts. Maybe the outgoing games will see a little more action this summer—there’s no better reason to revisit a game than to say goodbye.

Source: Kotaku.com