the gore system of #TheLastofUsPartll in general is so painstakingly detailed, that you could do a whole thread about it alone, here i want to share two small wtf moments:
blood puddles. they have different behaviour based on the material they are on. two examples:
snow (1/2)
blood puddles. they have different behaviour based on the material they are on. two examples:
snow (1/2)
and carpet (2/2)
as you can see snow is melting and the fabric needs to absorb the blood first. i've also seen blood react differently on floor tiles & wood, running through the grooves, fitting material & structure underneath. this game is a whole new level in so many ways...
as you can see snow is melting and the fabric needs to absorb the blood first. i've also seen blood react differently on floor tiles & wood, running through the grooves, fitting material & structure underneath. this game is a whole new level in so many ways...
small encounter: look at the blood cloud after the headshot and the moment the gore is visible first on the floor and the cabinet then on the wall behind her. soundtrack, graphics and the insane animations all coming together to form something like this.

more gore stuff from #TheLastofUsPartII
- ellie actually gets hurt visually and wounds can bleed through the bandage (2nd pic). when you kill someone, blood will hit your body fitting the direction and amount of the blow. texture looks different, depending on material (4th pic).

and there's more to it... splatter in #TheLastofUsPartll isn't just a texture, it's a mesh with realistic material added, reflecting suroundings (mostly the corresponding sky & ground). the splatter amount and shape, as direction and flow depends on the attack & the weapon used.
next: some animation blending combined with the mechanics you've seen above, often very subtle, but even more impressive because of that.
notice the dismemberment + i think the hand placement isn't part of a fully scripted animation, it's pointing towards the wound in realtime.
notice the dismemberment + i think the hand placement isn't part of a fully scripted animation, it's pointing towards the wound in realtime.
this one is one of my favorite features: i placed a bomb, clicker's upper body came after me and after i killed it, you can clearly see muscle twitching in the hands and an overall tension in the full bodypart before it stops moving.
and thats something which never happened before for me, i don't know if it was scripted for that last enemy at this section, but it felt like something that can happen all the time, maybe triggered if the enemy is barely alive after an attack? also blood in the puddle.
