


You can see, hear, and feel her vulnerability in a surprisingly palpable way, which might explain why heights are now scarier to me in this game than, say, a Clicker. Mind you, I’m not particularly scared of heights in real life, but there I was, trying to calm myself down!Īs Jimenez goes on to explain in a different Tweet thread, Abby’s animations are also rigged to put her terror on display. I felt the sound design in my chest, and strangely, my own breathing changed alongside Abby’s. It is probably the closest thing a video game has come to approximating a panic attack. CapCut context: This is the face model for Abby from The Last of Us 2, her name is Jocelyn Mettler and she received dear because her character. During a level where Abby is tasked with climbing some makeshift bridges connecting incredibly high buildings, I straight up had to stop playing for a second to compose myself. In these moments, Abby breathes heavily, and the camera loses focus. The volume & intensity is affected by how much or little you're looking over!ġ.23/25 /6h0DezNx5P- Beau Anthony Jimenez July 18, 2020Īs a part of that system, Abby is programmed to experience vertigo when you look over a tall ledge. The Last of Us Part II puts its characters through the ringer, and thanks to the game's detailed facial modelling and motion capture you really feel their suffering. The vertigo game data that affects the camera talks to the audio middleware to play different breathing if Abby is looking over a ledge. Abby Anderson is an ex-Firefly turned WLF soldier, driven by a quest of revenge after the death of her father. Abby's vertigo was also integrated into this system.
