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You’re always propelling forward in this story-driven sequel, but you’ll come across areas with points of interest that can take you off the beaten path a bit. The developers are taking a similar approach the studio has in its most recent games like Uncharted: The Lost Legacy and Uncharted 4: A Thief’s End, with a “wide linear” design to the world.
THE LAST OF US PART 2 DISCUSSION SERIES
A series of notes left in upturned buildings tell the story of a few people threatened by the militant, xenophobic group known as the Washington Liberation Front, or WLF, in Seattle, while the dilapidated houses in Wyoming demonstrate the frozen state of life in another part of the country. Like the first The Last of Us, some of the wider story is revealed not in cutscenes, but by small details scattered about the apocalyptic setting. Jumping came much more into play - and naturally so - during the Suburbs section of the demo, while the Patrol portion demanded its use in a couple exploratory moments so that I could reach the second story of a building. This allows for much more verticality and a little bit of extra environmental navigation than Joel was capable of performing. She now has a dedicated jump button (so hopefully Kratos’s - or Atreus’ - jump can’t be far behind in the world of Sony sequels). Ellie is, though smaller and perhaps slightly weaker than Joel, much more agile. Patrol is very much a refresher course on the quintessentials of The Last of Us series gameplay, which has not drastically changed in the sequel, save for a couple of key differences.