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In a World Wrecked By Fungal Zombies Death Comes Not At Their Hands But By Archaic PS3 Controls
The original PlayStation 3 (PS3) controls in The Last of Us are frequently cited as one of its weakest aspects due to their clunky, stiff, and unresponsive nature, which often detracts from the immersive experience and can make combat and stealth frustrating
Many players have expressed dissatisfaction with the control scheme, noting issues such as delayed camera panning, awkward aiming, and a general lack of precision, particularly when using a controller [2]. This sentiment extends to the game's remakes, The Last of Us Part I and The Last of Us Part II, where despite numerous accessibility improvements, the underlying "ghost of clunky controls from 2013" can still be felt [3].
One significant point of contention is the aiming mechanic. Players report that even with aim assist turned off, the cursor can feel as though it's fighting them, or that the dead zone is inexplicably increased when enemies are in view [2]. This can lead to difficulties in accurately targeting enemies, especially for headshots, and makes gun combat feel sluggish and heavy [3]. Some players even resort to using a mouse and keyboard for firefights in the PC version due to the controller's unresponsiveness [2] [4].
Stealth, a core component of The Last of Us, also suffers from the control issues. The need to move the analog stick delicately for sneaking can be problematic, and the lack of clear visual cues for noise levels makes detection unpredictable [3]. The "Listen mode," while a useful tool, is often described as exhausting due to its limitations and the constant need to switch between sneaking and walking [3].
Beyond combat and stealth, general mobility can feel "floaty and heavy" [3]. Even seemingly simple actions like interacting with objects or navigating environments can be hampered by prompts that are easily missed or only appear when a character verbally points them out [3]. The game's design, which encourages exploration, can become frustrating when interactive elements are not clearly indicated, leading players to "run around the edges of rooms" to find resources [3].
Naughty Dog has made significant strides in accessibility with The Last of Us Part I and Part II, introducing a vast array of customizable options for vision, hearing, and motor accessibility [3] [5]. These include remapping controls, adjustable aim assist, traversal assistance, and even options to skip puzzles or make the player invisible while prone [3] [5]. However, despite these extensive additions, the fundamental feel of the original control design can still impact the gameplay experience for some, highlighting how deeply ingrained the initial control philosophy was
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