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24th D.I.C.E. Awards Roundtable: Outstanding Achievement in Game Design

The AIAS Game Maker's Notebook

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The Last of Us Part Two - Verticality

"We really like to control the amount of pressure that we have on the player," she says. "And so it changed tower, eh, i have to think about like, move around spaces and stuff like that." The game's verticality is another layer to the chest puzzle, according to Taltal. There are no dodge buttons in 'Last of us part one', which was a big departure from previous games.

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