By Mat Jones
The Last Of Us is about scarcity. It’s about making do. That’s not just key to the way combat’s designed, it’s true of the entire development process. Seemingly The Last Of Us is about discovering what else you can provide in a game besides shooting another human. Figuring that out makes the moments where killing is inevitable stick out that much more prominently.
It’s probably not a coincidence that this echoes the setting. It’s a Cormac McCarthy-esque post apocalypse where only remnants of the current world still stand, ravaged by time. The majority of the population have been wiped out by a plant-borne infection that turns them rabid, but they’re only a portion of the threat to those that are left. Bandits roam the world trying to survive in less than admirable ways. There’s little to find in the world but danger.