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The Last of Us 2: 5 things we want to see

on 6 February 2014

Naughty Dog struck gold last year with The Last of Us; a gritty, bloody adventure set within the dilapidated remains of a post-apocalyptic United States. Praised for its superb storyline punctuated with genuine moments of raw emotion and grisly combat, The Last of Us undeniably works well as a standalone affair -- but there’s ample room for a sequel all the same.

Whether or not this materializes is another thing altogether, but with rumors circulating that The Last of Us 2 is in the works for a 2015 launch on PS4, PSU.com decided to put our thinking caps on and come up with 5 things we want to see from a potential follow-up to what is unequivocally one of the greatest games of the PS3 era.

Check out our wishlist below.

Better puzzles

The Last of Us nailed pretty much everything aside from environmental puzzles. As noted in our review, we found the barrage of planks, rafts and ladder-related puzzles rather monotonous after a short while, and we think Naughty Dog could do a bit better in diversifying this particular avenue for a potential sequel. We’re not talking Resident Evil-esque riddles with mysterious gems and hidden doors, but just something that feels natural to your surroundings while keeping things fresh. In a world that is broken apart, there’s bound to be hundreds of makeshift ideas to be thrown around -- perhaps using your inventory to craft useful tools to aid in exploration? Or maybe having you tasked with securing a property to lay low for a bit? As long as it doesn't involve lugging ladders and planks about all the time, we're happy.

Larger environments

The Last of Us was a tight, linear adventure that worked brilliantly for what it was, but we can’t help but wonder what it would have been like with a more open world. We’re not talking a complete sandbox, but certainly opening up the game environment to encourage exploration could really inject more freedom into the gameplay. Perhaps Naughty Dog could plump for fewer urban locations and instead take things into the open road for a cross-country jaunt, which would really test gamers’ survival skills as they hunt high and low for crucial supplies and ammo -- something which admittedly would be more difficult than the middle of a once-bustling metropolis. Even a game like Silent Hill: Downpour took a traditionally linear series into a more open path with optional areas to dig into. Indeed, the ability to tackle side quests would be welcome too; again, not at the expense of making the whole experience open-world, but just to stretch our exploration muscles that bit more.