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If you're playing The Last of Us Part II along with us for The Deepest Dive, now's your chance to submit a comment for us to read during our gigantic game club discussion airing on Wednesday on YouTube and the Patreon-exclusive podcast feed. The Deepest Dive for The Last of Us Part II will feature Ben Hanson, Jeff Marchiafava, Suriel Vazquez, and HyperDot developer Charles McGregor.

Leave a specific comment below sharing your favorite moment, visual detail, building layout, crafting item, or anything under the sun from the beginning of the game up until you hit Seattle Day 2. Please do not share or tease anything after Seattle Day 1! We're expecting a lot of comments and want to get to as many people as possible, so please only leave one comment. You're welcome to read the other comments to see if you're the first to comment on this specific detail to raise the odds of being included in the discussion. As always, the more specific the better. 

Let's create the best, most thorough discussion of The Last of Us Part II on the internet together!

Comments

Anonymous

Let's talk difficulty. I played the original on Normal, years ago. I recently replayed it on Easy, for trophies and to reacquaint myself,and then Grounded. Easily, my most enjoyable play-through was Grounded. I was always scraping by with barely enough ammo/explosives, but able to make it through each section. It forced me primarily into hardcore stealth, but also to use things like smoke bombs that I never touched in previous play-throughs. That mode translated the experience into a much more authentic immersion of being a desperate survivor living on the brink of death. For TLOU2, I am playing through on Survivor and really enjoying it, but there have only been a couple of situations where I have run low on ammo/explosives and had to improvise. Grounded mode came later for the original and I'm hoping they have similar plans for this game. I'm curious what difficulty you all chose and how your experience has been with the game's challenge. Thanks for creating such an amazing community and keep up the great work!

Anonymous

So did everyone else climb the dinosaur by the entrance to the museum? I missed it on my first play through!

Anonymous

So far the theme that sticks out to me, whether it was intentional by the developers or not, is that there is no good vs. evil in this universe. There's just people and what they do to survive. This is most obvious in the documents you can find regarding the WLF takeover of the Seattle QZ. In some of the documents it would be hard to tell which side the write was on without them referring to FEDRA or the WLF. As you progress you come across letters by people who were caught in the middle and how things were no different once the WLF took over. I'm reminded of a line in the movie Wyatt Earp (hot take: it's way better than Tombstone) where Earp expresses guilt at how he's behaved and he didn't want to rationalize it away to let himself "off the hook." Doc Holiday responds that there is no "hook," there's just what we do. As much as our justifications for doing something inherently "bad" are contrived, so, too is any guilt that may be ascribed to that action. We see what happens to Joel as "wrong" and the people who did it as "bad" but that's only because of our perspective and our attachment to Joel. Maybe if we'd experienced the journey that Abby took to get to that moment (and perhaps we will at some point), we'd cheer her on. And we'd point to her sparing Ellie as evidence that she's not "all bad." Good and bad is being determined almost entirely on perspective rather than some intrinsic criteria.

SubTXT

Graphical Note about the Flashback: Is it just me or did the character models for Joel and Ellie more closely resemble the Remastered game vs their younger character models at start of the game? I’ve looked at them multiple times, and they seem a bit lower res/detail, almost to subconsciously send us as players back in time too.

Anonymous

I don’t know if anyone mentioned this or not, but the safes are crackable without a code. There is a subtle difference in the click when you land on the right number. Such a nice detail.

Anonymous

I noticed in the Barkos Pet store in Downtown Seattle I found a short gun holster, but reading up on it online it seems others got a long gun holster there instead. I'm assuming you get the other one in a later part of the gun as I couldn't find the long gun holster in Seattle Day 1, but I'm curious if the game 'chooses' which one to give you first maybe based on which gun type you're using more? If so, I think this is a neat way of a game using player data to perhaps optimize their gameplay (in this case, letting the player be able to switch between their favorite weapons a bit more easily).

Anonymous

So apparently my comment didn't save? Very cool. If you can see it Ben and I'm doubling up here then just ignore this one, but anyway... The first game didn't really click with me like it did most people so I'm pretty surprised that this one is on track to be one of my favourite games of all time. I love just about everything it's doing. Here's just a few notes: I loooove how they treat violence. It's cold and brutal but never gratuitous imo. It feels like a consequence of the world as opposed to a consequence of the dev trying to gross me out. I think in stories such as TLoU that want to tackle violence and how destructive it really is (whether it's in a game, book, film etc.), it is dishonest to shy away from the actual violence itself. The chase sequences are surely the single most playtested sequences in all of gaming?? How is it possible that I always feel like I am JUST choosing the right direction at the very last second. The way it guides you almost subconsciously is incredible. The fluidity of combat and movement is something that I've never quite seen before. Squeezing through a gap in a wall to get into a building where you then smash a window to get on to the road before diving onto the ground and crawling under a truck...it's hard to overstate how much that seamlessness aids the gameplay and it's the animations that really sell it. Animations and graphics have a tangible effect on gameplay and at their best they cannot be separated from eachother without losing a significant part of their quality; this is the hill I will die on.

Anonymous

Did everyone climb the T-Rex? (Loving the game, and hey, loving MinnMax, too.)

Anonymous

Can’t they say the name of the movies in the game ? I was yelling at him : just say jurassic Park man . Also if its licensing issue they could’ve mentioned real books or movies owned by sony because the comic book that she talks about with joel and the movie she discussed with dina aren’t real and in my mind would’ve had a bigger impact if it was from real world

Anonymous

At the very end of day 1 when Joel and Ellie are In front of the firefly symbol, is this the first time we hear the theme from the first game?

Anonymous

I can't put my finger on why, but Joel's death didn't hit me on an emotional level at all. And I'm someone who would typically be tearing up at even the idea of a major character dying, let alone one I love from the original game! (Sarah's death gets me every time, for example). I even played through the remaster shortly before Part II so it would be fresh in mind, and still...nothing. Did any of you have the same experience? I get the feeling Naughty Dog want me to relate to Ellie's pain and anger as motivation for this revenge quest, but something about the way it was handled didn't work for me.

Anonymous

No it was the first time in a piece of media that I felt the soul of a character snuffed out. Did you have surround sound on?

Anonymous

i mean, joel wasnt exactly an innocent guy. he kinda had it coming. i was more shocked than anything. i was most emotional over ellies reaction to it. her screaming and face looking at joel as shes held to the ground forced to look at him dead on the floor. that got to me.

Anonymous

Late, but some insight into Joel's house from a fellow Texan, plus Dina was spotted by the NPCs once! If y'all remember the first game starts out in Central Texas where Joel and Sarah were living. Here are some details about Joel's House: - In a bookcase there's a white 3-dimensional star. This is called the "Lone Star" and is a sort of symbol of unity in Texas. - In another room there's a wooden figure on the wall of the state of Texas - All the photos in his house are "western" and native american, this is a very common art motif in Texas - In his bedroom there is a record player hooked up to a surround sound system with speakers in the top corners of the room - Along with the picture of him and Sarah, there are several pictures of Ellie throughout the house Some interesting things I noted about Seattle Day 1: - Dina's motivations begin during horseback conversations when she talks about the first time she killed a person, it was when someone came after her Mom and Dina stabbed him to death at 12 or 13. Then after the hotel room with the 2 guys tortured, Ellie asks if Dina is OK and she says something like "If I had my sisters' killers tied to a chair... I'd do worse". - For Ben: You asked about what was the Map thing near the waterfalls in the NE part of the open area. There is a FEDERA truck with "Fascists" written on it. You can open the back of it up to find some dead guys and a note. It's the only truck (that I can remember) that can be opened, so I bet it's easy to miss. - Sound Design: When you first get into the QZ zone you climb down a ladder in a tall cylindrical tower. In this room there is a really great sounding echo effect. - Animations: if you are on the horse and you leave the controller alone for a while all the characters will have idle animations. The horse leans down and begins to forage. Dina shifts her weight around by wiggling her hips, and Ellie has a similar side-to-side shuffle like she's getting comfortable. Their hair shifts around a bit, the animations are excellent. - Enemy AI Spotted Dina!!! I had never seen this before but while I was in the school courtyard area (right before going up to the room with solar panels) I was crouch-walking out of the cafeteria and into the grassy area when an enemy walked by me and into the room I just came from. Dina came sprinting out of that room, right past the WLF and it caused the enemy to shout out "She's over here!" and Dina yelled "Fuck me!" I just happened to get to the enemy quickly and stealth killed her, but her shout didn't seem to alert the other enemies in the area. A few seconds later Dina apologized saying "Sorry, they caught me off guard back there" and then Ellie responded "It's OK, it happens". Also for any of the CLC's or other Patrons - When you are exiting the school area, after going up on the roof (and before you climb through the vent grate to get outside) there is a locked door at the end of the hallway. I think that so far every door which has a prompt to open it, but is locked, has a way to get to it from another path. For the life of me I could not figure out how to get to the other side of this door. Does anyone know of a secret area? or is this some sort of overlooked locked door with no actual way to get around?