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PlayStation Ellie's gameplay in The Last of us Parte II Ad 2024

Complete PlayStation Ellie's gameplay in The Last of us Parte II Trailer

VIDEO PlayStation Ellie's gameplay in The Last of us Parte II TV commercial 2020 • PlayStation Ellie's gameplay in The Last of us Parte II spot advertisement VIDEO PlayStation The Last of Us Part II - Inside the Gameplay | PS4 TV commercial 2020 • Watch as the team at Naughty Dog goes in-depth about the new and evolved gameplay experience of The Last of Us Part II. The Last of Us Part II launches on June 19th, 2020 for the PlayStation 4 system. Rated Mature: Blood and Gore, Intense Violence, Nudity, Sexual Content, Strong Language, Use of Drugs 00:04 under here what the gameplay needs to do 00:08 is immerse you in the world give you as 00:12 many interesting actions to survive in 00:15 this world and overcome obstacles and 00:17 obstacles could be infected it could be 00:19 other people it could just be the 00:20 environment it could be rushing water 00:22 anything it could happen in this 00:24 post-apocalyptic world yeah but more 00:29 than anything it needs to put you in 00:30 Ellie's shoes that you're experiencing 00:32 what I was experiencing and I can you 00:34 feel what she feels because the more we 00:36 do that the more the emotional beats of 00:38 the story work for us and the more they 00:40 work for us in this very unique way that 00:41 only works in videogames 00:47 the gameplay philosophy of the last was 00:51 part two is putting you in the shoes of 00:54 Ellie and everything that that means it 00:57 means giving you a threat constantly as 01:02 this world has it means giving you the 01:05 hard choices because this game takes 01:07 place in such a hostile universe and our 01:09 characters are pushed to do really 01:12 difficult things we want to put you in 01:14 alignment with those choices we want you 01:15 to understand how hard certain decisions 01:18 were for these characters because 01:19 they're hard for you 01:21 I would say the overarching philosophy 01:26 of how we approach designing the game 01:30 mechanically is how can we take things 01:33 to the next next level everything kind 01:40 of comes out of this story and how do we 01:46 do it through systems so one is you have 01:51 to feel the pressure of survival survive 01:56 by the skin of my teeth how do I use all 01:58 these all the scrap around me any kind 02:02 of bullet any kind of rag and you kind 02:04 of bottle of alcohol how do we give you 02:07 that sense of being a survivor in this 02:09 world Ellie is very small compared to 02:20 Joel and more nimble 02:22 how do we make you feel like you're not 02:25 the strongest person in the room but you 02:27 still should be able to rise to the 02:28 challenge and survive you know a fight 02:31 with a bunch of people that are all 02:32 bigger than you do so therefore it meant 02:37 creating a character and systems and 02:39 mechanics that allow you to be much more 02:41 nimble and that's where we added a jump 02:46 button and the first thing we had a 02:50 climber button I'm not really jumping 02:52 and here Ellie can jump the combat 02:56 sonars are much more vertical well he 02:57 can use elevation to her advantage 03:01 prone is a huge huge one prone obviously 03:05 it means to lay flat on the ground 03:07 something so simple again something that 03:09 in real life you'd be able to do letting 03:13 the player have access to all their 03:14 weapons all the items crafting 03:17 everything while in that position and it 03:21 just creates so many more emergent 03:24 things in gameplay now that we have this 03:27 other state that the player could be in 03:29 which they're very low to the ground how 03:31 else can we use this other than just 03:32 hiding and vegetation or like well 03:34 there's a lot of manmade things or 03:36 different structure that I've collapsed 03:39 that allow just enough space for you to 03:41 crawl under and which means that now as 03:43 enemies are looking for you can crawl 03:45 under things and hide and it's just one 03:47 more way to assess your environment and 03:49 use it to Ellie's advantage now because 03:52 you can hide under the things we gave 03:53 the enemies we made them smarter and 03:55 gave them ability to look under things 03:56 so while you might hide somewhere and be 03:58 safe for a while eventually they're 04:00 gonna start looking under stuff and if 04:01 you're hiding in their truck and they 04:02 spot you they're gonna yank you out and 04:04 then try to kill you 04:09 [Music] 04:17 dodging is a big one because now with 04:20 dodge anytime you're in a you're in a 04:23 scuffle you have a chance to get away 04:27 you have a chance to counter-attack it 04:30 let's escape be an option as well 04:32 sometimes you just got to run and that 04:35 is another part of this world which is 04:37 sometimes the threat is so overpowering 04:39 that you just have to get away when you 04:42 are partially hidden or you'd like your 04:44 ingress that means people from afar can 04:47 see but few of them closer can kind of 04:49 see you they will eventually acquire 04:51 you're not completely hidden when you're 04:53 ingress and it makes you as a player 04:57 become much more aware of your 04:59 surroundings jump prone dodge you know 05:02 all these things feed into both 05:03 exploration and combat because it lets 05:08 us expand the space if the size of 05:10 spaces can be bigger the intricacy of 05:12 spaces can be more complex and it still 05:15 works exactly as you would expect so 05:17 when it came to our level design we 05:19 really wanted to challenge ourselves to 05:21 make a world that really felt like a 05:24 real space as much as we possibly could 05:26 and didn't feel like a series of combat 05:30 encounters and exploration spaces and 05:32 combat encounters that felt like a Hall 05:34 of Horrors or something but something 05:36 that really felt like a space that you 05:38 could explore that seemed like a 05:39 legitimate urban environment and that 05:42 pushed us to make our level design even 05:46 more open than it was in the first game 05:48 which for us at the time was was pretty 05:50 open in this game we've gone so far in 05:53 making the level design open that there 05:57 are actually entire story moments entire 06:01 combat encounters like full scripted 06:03 sequences that you may completely miss 06:05 and there are things that we feel like 06:07 even though the portion of our player 06:10 base may never see these things the fact 06:12 that when you do encounter them you feel 06:14 like you discovered them it lends them 06:17 this charm and this magic that I think 06:19 is unique to games that you know this 06:21 this happened to me because of what I 06:23 did and what the place I explored to 06:28 the crafting is very much about a payoff 06:31 to exploration meaning that when you 06:34 enter new spaces you want to look around 06:36 for supplies you want to open drawers 06:37 and cabinets and look for different 06:42 things that will allow you to craft 06:44 either items that can help you heal 06:47 items that can help you attack multiple 06:49 enemies at once such as the Molotov or 06:52 the landmine that Ally can craft items 06:56 that can help augment your weapons like 06:57 a silencer for her pistol or craft new 07:02 kinds of ammo it also gives us tons of 07:05 interesting gameplay choices and 07:07 overlaps that you can do at any moment 07:09 and on the fly we try to be a game that 07:12 wants you to make a lot of different 07:14 decisions in combat as possible and the 07:17 way that we've expanded the recipe 07:19 roster and all of the recipes and how 07:22 they interact with each other is 07:23 carefully chosen for the different 07:26 ingredients and making sure that you 07:27 always have these interesting decisions 07:29 to make put a much stronger emphasis on 07:32 the importance of the choices you make 07:35 in the long term for your character 07:39 you'll be useful through the weapon 07:41 upgrade system to the player upgrade 07:43 system there aren't enough resources and 07:46 a single playthrough to fully upgrade 07:47 your character the choices that you make 07:51 you're gonna have to live with and we 07:53 wanted to make sure that all of the 07:55 choices that you made had a really 07:57 noticeable and tangible effect on the 08:00 way that you play 08:02 [Music] 08:07 you feel a greater kinship with Ellie 08:11 because you are living with decisions 08:13 that you've already made like you you 08:15 are continuing this true line of her 08:18 journey through this world and the 08:20 moment-to-moment gameplay is influenced 08:23 by that in a way that we haven't before 08:25 the realization that your choices have 08:28 these long-term consequences is very 08:30 much like the nature of the narrative of 08:32 the game and I'm happy that the 08:36 mechanics are supporting that 08:38 [Music]- advertisement spot 2020


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