Ellie is the central character of The Last of Us series. She serves as the deuteragonist of The Last of Us, the playable protagonist of both The Last of Us Left Behind and The Last of Us Part II, and the main character in The Last of Us American Dreams. When introduced as a fourteen-year-old survivor, Ellie is "mature beyond her years" - a result of the circumstances of her environment. Ellie has grown up in this harsh world and it is all she has ever known. She's an orphan who was raised in a boarding school run by the military within the bounds of the Boston quarantine zone. NaĂŻve and curious about the outside world, she is wise beyond her years and highly capable of taking care of herself and those around her. Obsessed with comic books, CDs, and other pop culture, her knowledge base is filled by the remnants of a world that no longer exists. Read more about Ellie... Not sure where to start? If you are new to wikis, browse Fandom's help pages to help you get started. You can login and help contribute by creating new pages, uploading images, or editing articles. Please read our policies and guidelines and the manual of style for editing and behavioral standards. Have a question or need help? Contact one of our administrators. We have many discussions and blogs where you can discuss anything. How to help out If you want to help but you're not sure where to start, try improving stub articles by expanding them. Check the list of wanted pages for frequently linked-to articles that don't exist yet. Clean up and improve articles that are in need of attention. Fix maintenance reports. To create a new article, just enter the title in the box below ...that during the chapter "Bill's Town", among his magazines in his secret cellar, a pamphlet for a band known as "The Shambalas" can be found? This is a reference to the hidden city sought after by Nathan Drake in Uncharted 2 Among Thieves. ...that the "To Get To The Other Side!" author Kathyrn McCormack is a tribute to the author of the 2006 novel The Road, Cormac McCarthy? ...that during the chapter "Pittsburgh", inside the O'Sullivan's pub, a coffee cart is called "Java Jak"? This is a reference to the Jak and Daxter franchise. ...that during the chapter "Pittsburgh", inside a child's room after meeting Henry and Sam, the player can find Jak and Daxter plush toys on the dresser?
TheLast of Us 2 : Comment ouvrir la porte avec le digicode. Peu de temps après avoir liquidé les 2 puants dans les tunnels, vous tomberez sur une porte verrouillée avec un
Home Gaming News Naughty Dog's Neil Druckmann Says There is 'No One Solution' to Crunch Naughty Dog co-presidents Neil Druckmann and Evan Wells discuss the studio’s battle with crunch culture, rejecting a 'silver bullet' solution. Crunch-time is practically the industry standard in game development. It’s a problem that doesn’t seem to go away, no matter how much attention it gets. Last year reports emerged that Naughty Dog’s The Last of Us 2 saw an intense crunch period despite its delayed release. Naughty Dog's co-president Neil Druckmann commented on the issues during one recent interview. However, he acknledged the problem but rejected the notion of a simple solution. Druckmann and and fellow co-president Evan Wells made ther remaks during an interview with Ben Reeves from Game Informer. The conversation covered a range of topics before eventually landing on the question of crunch time. Wells and Druckmann discussed various steps the studio is taking. These included taking on additional management to ensure current Naughty Dog projects are progressing smoothly. The studio is also working on creating more opportunities for employee feedback. Druckmann also explained that Naughty Dog’s leadership is also working harder to watch how employees handle stress and the workload. Reeves then asked about unionization, an often-suggested answer to the problem of AAA crunch time. Wells and Druckmann largely dismissed the idea, expressing skepticism of unionization as a solution. As Druckmann explained, Naughty Dog has attempted in the past to create policies that prevented crunch. However, he argued these sorts of companywide changes inevitably lead to unforeseen complications. Druckmann gave the example of Naughty Dog not letting developers work on Sundays, only for staff to complain that it disrupts their established schedules. He argued that situations like that are why Naughty Dog can’t just end crunch with a single policy change. “We find that there is no one solution that fits everybody,” Says Druckmann. “Everybody has a unique situation we might need to address.” Responses to Wells’ and Druckmann’s statements have seen mixed reactions. Some, like Fanbyte contributor Kenneth Shepard, criticized the answers as “wishy-washy.” Shepard also rejected a claim from Wells that Naughty Dog could not simply implement a 40-hour workweek, pointing out that it is standard practice in many other industries. However, others, such as Naughty Dog environmental artist Anthony Vaccaro pushed back, defending the company’s efforts at reducung Naughty Dog's overreliance on crunch time. Regardless, crunch culture has been a real issue with AAA developers for some time. Ubisoft, BioWare, Rockstar, and CD Project Red have faced similar criticisms for relying on crunch time to hit unrealistic deadlines. It seems only time will tell if Naughty Dog produces real solutions to the rampant overwork of game developers. MORE Joel’s Growth in The Last of Us Franchise Explained Source Game Informers2bQ.