The Last of Us First Multiplayer Gameplay and Screens Released, New Details Confirmed

Previews for The Last of Us multiplayer are starting to flow in, confirming many of yesterday’s leaked details and showing off some freshly new screenshots and gameplay footage.

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Taken from Nowgamer’s preview, GamingEverything has rounded up all the details, which can be seen below.

  • Multiplayer ties into the story and world of the single-player experience
  • Multiplayer modes are like a 4v4 deathmatch of sorts
  • This has you and three allies taking on another group
  • Respawns are limited each round
  • Choose from different weapons and loadouts
  • Bring two weapons to each game and a selection of passive buffs and game-wide benefits
  • All maps can be navigated in different ways, such as clambering over objects to reach higher ground or sneaking around the back of a building to enter through the back
  • Looting caches litter the ground throughout each map
  • Each of these has a selection of items, including the ability to craft additional weapons to use in that round
  • Pick a faction before beginning a match: Hunters or Fireflies
  • Difference between the two is essentially aesthetic
  • You’ll be put into a crew once you decide
  • Crew is filled with NPC survivors, initially five but increasing exponentially with each match played
  • Start on Week 1, Day 1
  • Objective: survive for as long as you can
  • It ties into the lore of the world well, though the details of this are provided with little more than a menu screen with a radar on the right
  • Radar includes a dot that represents every survivor you have in your group
  • Need supplies to keep your group alive, which is initially fairly low but as the group increases in size so will the requirements
  • Gather supplies by taking them from the bodies of anyone you kill in a match or converting claimed gear from loot caches into supplies
  • Every match counts as a day
  • Necessary supplies are deducted after each day
  • Leftover supplies are bundled into a total, which acts as an XP system enabling unlocks of new weapons, upgrades, buffs and customization options for your character
  • Infected attacks and sickness will cause problems throughout the different days
  • These can be overcome with missions
  • Missions have players completing a different set of actions during a set of matches
  • Ex: special executions, headshots, other trackable statistics
  • Successfully complete this and sick survivors will be cured or more survivors gained
  • Can craft one of six items to assist you
  • Parts for each of these are scattered throughout each map, scavenged from the loot caches that are dotted at specific points
  • These aren’t first-come first-served
  • Every survivor gets their own selection of stash from each crate
  • Contents of each crate are random
  • You may not be able to have a craftable item immediately; need to get extra pieces if you want to really put your supplies to good use
  • Can craft shivs for easy stealth kills, molotovs for setting people aflame, nail bombs, smoke bombs for creating diversions
  • Parts and equipment do not carry over through each round
  • Gear: currency of sorts, earned as you battle through a match
  • Kill enemies, execute headshots, survive the round the longest to earn more Gear
  • Gear can be used for purchases between rounds
  • Armor lets you take extra damage
  • Begin each round with a base set of ammo
  • Can purchase additional ammo and expensive upgrades for each of the two weapons you’re carrying
  • Upgrades are maintained through each round as long as they exist
  • Enabling the customization of passive effects – such as stronger melee attacks and the like – that will help tailor your character to your play style
  • Loadout points prevent players from becoming overpowered
  • Upgraded weapons such as silenced or scoped weapons cost more points, but you’ll unlock more as you ‘level’ up

Looks and sounds pretty cool. Do you think it’s unique enough to hold your interest? Tell us what you think in the comments.

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