Like its title, which joins that of its sequel released in 2020, The Last of Us Part I is driven by the simple idea of being as pleasing to the eye as its successor. Let’s say it right away, contrary to some speculation, this does not mean that The Last of Us Part I inherits the mechanics that appeared in The Last of Us Part II (crawling, dodging) and the architecture of the levels also remains identical beyond the artistic evolutions of the sets.
Visually, however, there is no doubt that Naughty Dog has transformed the 2013 game into a table worthy of the PS5, which is reflected in particular by the now traditional choice of mode (fidelity for 4K, performance for 60 images per second) or characters whose glow up is obvious, especially during cutscenes. Cinematics that are now in real time, which was not the case originally, so that we should be entitled to smoother transitions between the cut scene and the gameplay.
According to director Matthew Gallant and creative director Shaun Escayg, The Last of Us Part I also benefits from a better enemy artificial intelligence based on that of The Last of Us Part II, but the same goes for the behavior of the companions during the action and stealth scenes. There is also talk of more flexible and realistic animations (motion matching) without knowing if this translates into a difference between the controller and the hand.
In accordance with the new standards set up in particular by his successor, The Last of Us Part I also inherits about sixty accessibility options, this time going so far as to include audio description during cutscenes, and obviously does not forget the features of the DualSense controller or the spatialization of sound. Along with new unlockable cosmetics, modes permadeath and speed run will also come to tickle the hairiest. The Last of Us Part I will be available on September 2 on PS5 and does not yet have a date on PC.