The Last of Us, Episode 3 - Death and Choices


It's remarkable to us here at A5 just how much brainpower Naughty Dog puts into every aspect of The Last of Us. The easy way out would be to make a scavenging and crafting system that simply upgrades your damage-dealing abilities and throw correspondingly tougher enemies at you as the game progresses. But what if such systems were considered every bit the storytelling opportunities that we normally associate strictly with cut-scenes or scripted dialog? What if you could feel  a world, its characters, and its choices this way?

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