Microsoft found a severe one-click exploit in TikTok’s Android app

A serious vulnerability found by Microsoft in the TikTok Android app could have allowed hackers to hijack millions of accounts. On Wednesday, the company’s 365 Defender Research Team detailed a one-click exploit it informed TikTok of in February. The good news is that the social media company promptly patched the vulnerability before today’s disclosure and Microsoft says it has no evidence of someone using it out in the wild.

“We gave them information about the vulnerability and collaborated to help fix this issue,” Microsoft’s Tanmay Ganacharya told The Verge. “TikTok responded quickly, and we commend the efficient and professional resolution from the security team.”

According to Microsoft, the vulnerability involved an oversight with TikTok’s deep linking functionality. On Android, developers can program their apps to handle certain URLs in specific ways. For instance, when you tap on a Twitter embed in Chrome and the Twitter app automatically opens on your phone as a result, that’s an example of the deep linking feature working as intended.

However, Microsoft found a way to bypass the verification process TikTok had in place to restrict deep links from executing certain actions. They then discovered they could use that vulnerability to access all the primary functions of an account, including the ability to post content and message other TikTok users. The flaw was present in both global versions of TikTok’s Android app. The two releases have more than 1.5 billion downloads between them, meaning the potential impact of someone discovering the vulnerability before it was patched could have been massive.

Microsoft recommends all TikTok users on Android download the latest version of the app as soon as they can. More broadly, you can protect yourself in the future from similar exploits by not clicking on sketchy links. It’s also good practice to avoid sideloading apps as you don’t know how someone could have altered the APK.

LG unveils world first bendable OLED TV with 20 curved level settings for personalize viewing experience

Curved screen displays have been in trend for the last couple of years, and now we are looking up the horizon for the next big move. LG has just announced a cool OLED TV that is capable of bending on demand to morph into a curved display. This announcement comes on the back of Corsair showing off its 45-inch bendable gaming monitor at Gamescom just a few days ago.

Dubbed the LG OLED Flex – a.k.a LX3 model – it is touted to be the first bendable OLED TV on the market. The 42-inch display is targeted at gamers and professionals who demand the next level of immersion, and also want the flexibility to have a normal flat screen TV. The transition between the two modes happens seamlessly with remote control.

Designer: LG

Even better the display can be set anywhere between the twenty levels of curvature. That means, the bendable feature is fully customizable to a maximum of 900R curve. I can think of scenarios where the screen bend can be toggled for strategy, FPS or racing games for maximum gaming prowess.

The 4K display comes with a 0.1 millisecond response time, 120Hz refresh rate, Dolby Vision, HDMI 2.1, ALLM (auto low latency mode) and support for VRR (variable refresh rate). This display is also G-SYNC compatible and AMD FreeSync Premium certified for a smooth viewing experience. Thus, making it ideal for pairing with the latest gaming consoles like Xbox Series X or PS5.

Another feature that’s very useful is the anti-reflective coating for minimum distraction in a bright environment. The stand on the display is height adjustable – 10 degrees towards or 5 degrees away from the gamer, and tilt adjustable – up and down by 140 millimeters. It also gets dual front-firing speakers for ultra-premium immersive sound output. Therefore, it can be used for other purposes like video editing or binge watching too.

There’s no word on the pricing or availability of this amazing display yet, but it should be positioned competitively to capture the chunk of geeky buyers. As per LG, the Flex bendable display is going to be on display at the IFA 2022 in Germany this week, so better keep an eye!

The post LG unveils world first bendable OLED TV with 20 curved level settings for personalize viewing experience first appeared on Yanko Design.

Chinese tech giant NetEase is buying Quantic Dream as its first European game studio

Three and a half years after Chinese tech conglomerate NetEase snapped up a minority stake in Quantic Dream (of Heavy Rain and Detroit: Become Human fame), it is gobbling up the rest of the developer. NetEase didn't reveal how much it's spending to buy out the studio, which will be its first in Europe.

After Quantic Dream formally becomes a NetEase subsidiary, it will continue to operate independently as a studio and publisher of first- and third-party titles. Additionally, it will be able to tap into NetEase's game development capabilities.

The studio has a couple of projects in the pipeline. Last December, it provided the first peek of Star Wars Eclipse, which is set in the High Republic era of a certain galaxy that's far, far away. Earlier this month, during Gamescom, it revealed it's publishing a game called Under the Waves. Parallel Studio is developing that title with the help of Quantic Dream's motion-capture, animation and voice-recording knowhow.

In 2018, ex-Quantic Dream employees accused the company of fostering a toxic work environment, where sexism, racism and homophobia were present. Later that year, a French court determined the company unfairly dismissed a former employee who made allegations of workplace harassment, but that ruling was overturned in 2021. Quantic Dream, which won libel suits against publications that reported on accusations against it, has refuted notions that it has a “toxic atmosphere“ or allows "any kind of discrimination in the studio."

This acquisition marks the latest entry in a long, long list of studio buyouts this year. Among others, Sony has boughtDestiny 2 developer Bungie, Haven Studios and, to help set up a mobile gaming division, Savage Game Studio. Along with Tencent, it just acquired a sizable, but minority stake in Elden Ring studio FromSoftware.

Elsewhere, Embracer Group is continuing on its quest to seemingly snap up every developer it possibly can. And then, of course, there's Microsoft's blockbuster acquisition of Activision Blizzard, which is still pending. On that note, NetEase publishes Blizzard games in China, including Diablo Immortal, which it co-developed. 

Chinese tech giant NetEase is buying Quantic Dream as its first European game studio

Three and a half years after Chinese tech conglomerate NetEase snapped up a minority stake in Quantic Dream (of Heavy Rain and Detroit: Become Human fame), it is gobbling up the rest of the developer. NetEase didn't reveal how much it's spending to buy out the studio, which will be its first in Europe.

After Quantic Dream formally becomes a NetEase subsidiary, it will continue to operate independently as a studio and publisher of first- and third-party titles. Additionally, it will be able to tap into NetEase's game development capabilities.

The studio has a couple of projects in the pipeline. Last December, it provided the first peek of Star Wars Eclipse, which is set in the High Republic era of a certain galaxy that's far, far away. Earlier this month, during Gamescom, it revealed it's publishing a game called Under the Waves. Parallel Studio is developing that title with the help of Quantic Dream's motion-capture, animation and voice-recording knowhow.

In 2018, ex-Quantic Dream employees accused the company of fostering a toxic work environment, where sexism, racism and homophobia were present. Later that year, a French court determined the company unfairly dismissed a former employee who made allegations of workplace harassment, but that ruling was overturned in 2021. Quantic Dream, which won libel suits against publications that reported on accusations against it, has refuted notions that it has a “toxic atmosphere“ or allows "any kind of discrimination in the studio."

This acquisition marks the latest entry in a long, long list of studio buyouts this year. Among others, Sony has boughtDestiny 2 developer Bungie, Haven Studios and, to help set up a mobile gaming division, Savage Game Studio. Along with Tencent, it just acquired a sizable, but minority stake in Elden Ring studio FromSoftware.

Elsewhere, Embracer Group is continuing on its quest to seemingly snap up every developer it possibly can. And then, of course, there's Microsoft's blockbuster acquisition of Activision Blizzard, which is still pending. On that note, NetEase publishes Blizzard games in China, including Diablo Immortal, which it co-developed. 

Samsung’s first QD-OLED gaming monitor arrives later this year

Earlier this year, the first gaming monitor with a Samsung QD-OLED panel arrived. We called the Alienware AW3423DW an ultrawide marvel, praising it for its bright and beautiful screen. When Samsung showed off QD-OLED at CES 2022, it promised the new panels would be available in more than one monitor, and now the company is making good on that pledge with the announcement of the Odyssey OLED G8.

If you’re familiar with the AW3423DW, you won’t find many surprises on the G8’s spec sheet. It features a 34-inch QD-OLED panel with a 21:9 aspect ratio and 1800R curvature. The 3,440 by 1,440 screen covers 99.3 percent of the DCI-P3 color gamut and has a blazing fast 0.1ms response time and 175Hz refresh rate. It’s also DisplayHDR 400 True Black- and FreeSync Premium-certified – though there’s no mention of G-Sync compatibility. 

Samsung Odyssey OLED G8
Samsung

The frame and stand are metal. That’s something you don’t see on many gaming monitors. However, the stand only offers height and tilt adjustment, and as you can see from one of the photos Samsung shared, there’s no option to VESA mount the G85SB due to the built-in RGB lighting at the back of the monitor. That’s not great from a usability standpoint. I’m also not sure what Samsung thought when they decided to include HDMI 2.1 and DisplayPort 1.4 connectivity but went with the Micro and Mini versions of those ports. Here’s hoping the company includes adapters in the box. Naturally, it also comes with Samsung's Gaming Hub and Smart Platform features built in.

The G85SB will go on sale before the end of the year. Samsung didn’t share pricing information, but if the cost of Alienware’s QD-OLED monitor is any indication, expect the Odyssey OLED G8 to fall somewhere in the $1,300 range.

Samsung’s first QD-OLED gaming monitor arrives later this year

Earlier this year, the first gaming monitor with a Samsung QD-OLED panel arrived. We called the Alienware AW3423DW an ultrawide marvel, praising it for its bright and beautiful screen. When Samsung showed off QD-OLED at CES 2022, it promised the new panels would be available in more than one monitor, and now the company is making good on that pledge with the announcement of the Odyssey OLED G8.

If you’re familiar with the AW3423DW, you won’t find many surprises on the G8’s spec sheet. It features a 34-inch QD-OLED panel with a 21:9 aspect ratio and 1800R curvature. The 3,440 by 1,440 screen covers 99.3 percent of the DCI-P3 color gamut and has a blazing fast 0.1ms response time and 175Hz refresh rate. It’s also DisplayHDR 400 True Black- and FreeSync Premium-certified – though there’s no mention of G-Sync compatibility. 

Samsung Odyssey OLED G8
Samsung

The frame and stand are metal. That’s something you don’t see on many gaming monitors. However, the stand only offers height and tilt adjustment, and as you can see from one of the photos Samsung shared, there’s no option to VESA mount the G85SB due to the built-in RGB lighting at the back of the monitor. That’s not great from a usability standpoint. I’m also not sure what Samsung thought when they decided to include HDMI 2.1 and DisplayPort 1.4 connectivity but went with the Micro and Mini versions of those ports. Here’s hoping the company includes adapters in the box. Naturally, it also comes with Samsung's Gaming Hub and Smart Platform features built in.

The G85SB will go on sale before the end of the year. Samsung didn’t share pricing information, but if the cost of Alienware’s QD-OLED monitor is any indication, expect the Odyssey OLED G8 to fall somewhere in the $1,300 range.

Crypto.com refunded someone $7.2 million by mistake

When Australian woman Thevamanogari Manivel put in a Crypto.com refund request last year, she got far more than she bargained for. Manivel asked for a refund of $100 AUD (now worth around $68 USD). Instead, seemingly due to an employee entering her account number into a payment section of a refund form by mistake, the company dropped $10.5 million AUD ($7.2 million at current exchange rates) into her account instead.

According to a report from 7News (by way of The Verge) Crypto.com made the overly generous refund in May last year. However, it apparently did not identify the mistake until it carried out an audit in December, seven entire Gregorian calendar months later.

Manivel kept the money and reportedly transferred it to a bank account. A court granted Crypto.com a freeze on the account in February. The Guardian reports that most of the cash had been moved to other accounts by then, but those accounts were later frozen too. That same month, Manivel is said to have spent $1.35 million AUD (approximately $890,000) on a five-bedroom home and transferred ownership of it to her sister. A court has ordered the sale of the property as soon as possible and for the funds to be returned to Crypto.com with interest. The case will return to court in October.

Perhaps not too long ago, Crypto.com might have been more willing to write off the refund as a deeply unfortunate mistake. But the cryptocurrency market has been tanking this year and the company lost $34 million in a January hack. It also laid off hundreds of employees this summer due to the crypto downturn.

So, it's perhaps not too surprising that Crypto.com is trying to get the money back from Manivel. After all, it has a long-term arena sponsorship deal in Los Angeles, for which it's said to be paying $700 million over 20 years, and a Matt Damon to keep fed.

Crypto.com refunded someone $7.2 million by mistake

When Australian woman Thevamanogari Manivel put in a Crypto.com refund request last year, she got far more than she bargained for. Manivel asked for a refund of $100 AUD (now worth around $68 USD). Instead, seemingly due to an employee entering her account number into a payment section of a refund form by mistake, the company dropped $10.5 million AUD ($7.2 million at current exchange rates) into her account instead.

According to a report from 7News (by way of The Verge) Crypto.com made the overly generous refund in May last year. However, it apparently did not identify the mistake until it carried out an audit in December, seven entire Gregorian calendar months later.

Manivel kept the money and reportedly transferred it to a bank account. A court granted Crypto.com a freeze on the account in February. The Guardian reports that most of the cash had been moved to other accounts by then, but those accounts were later frozen too. That same month, Manivel is said to have spent $1.35 million AUD (approximately $890,000) on a five-bedroom home and transferred ownership of it to her sister. A court has ordered the sale of the property as soon as possible and for the funds to be returned to Crypto.com with interest. The case will return to court in October.

Perhaps not too long ago, Crypto.com might have been more willing to write off the refund as a deeply unfortunate mistake. But the cryptocurrency market has been tanking this year and the company lost $34 million in a January hack. It also laid off hundreds of employees this summer due to the crypto downturn.

So, it's perhaps not too surprising that Crypto.com is trying to get the money back from Manivel. After all, it has a long-term arena sponsorship deal in Los Angeles, for which it's said to be paying $700 million over 20 years, and a Matt Damon to keep fed.

This beautiful Japanese timber home is split in two with a peaceful central courtyard

Architectural firm KKAA YTAA recently completed the ‘House in Front of a School’ or ‘House in Gakuenmae’ in Nara, Japan. The beautiful dwelling features a central courtyard, which is the star attraction of the home! What makes the interesting courtyard even more interesting, though, is the timber bridge that runs through it, connecting the two split portions of the home.

Designer: KKAA YTAA

The client was a young couple who worked from home and was looking for a home that reflects and accommodates their unique lifestyle. They wanted a home that was compact and space-efficient while providing adequate space for two remote workers. An inherent connection to nature was also important for them. However, the most unique factor of the home is the fact that it is split into two portions, with the majority of the rooms overlooking the courtyard.

“It is a quiet place with few pedestrians and cars, but it is an environment that feels a little lacking in a sense of life,” said the studio. “We decided to divide the building into two to create a blank space. No matter where you are in the house, you can feel the light, wind, and greenery close to you by opening up to this margin.” the studio concluded.

One portion of the home is elevated on timber stilts and features an open-plan concept with a living area and a kitchen. The stilts were added in an attempt to protect the home from floods. The area beneath the raised section functions as a handy garage. The timber bridge connects the elevated wing to the other half of the home. The bridge has been amped with adjustable walls, which can transform the bridge into an enclosed walkway or a deck when required.

“We aimed for a presence that can be said to be both the outside and the inside,” said the studio. “By opening and closing the walls, the bridge can adopt different forms, such as an external space where the sky and wind can escape, an internal space as a connecting corridor, and a semi-outdoor space like a porch that is connected to nature.”

“By inserting a blank space between these two buildings, we hope that nature and the city will be indirectly connected and that it will lead to an increase in the open scenery in this quiet residential area,” said the studio.

The House in Gakuenmae is a stunning open space with exposed interiors and can be considered the epitome of indoor-outdoor living. Minimal wooden furniture and Japanese aesthetics further create a peaceful and zen living space.

The post This beautiful Japanese timber home is split in two with a peaceful central courtyard first appeared on Yanko Design.

‘The Last of Us Part I’ is a gorgeous, faithful, expensive remake

Ever since Sony and Naughty Dog announced The Last of Us Part I, a $70, ground-up PS5 remake of the classic 2013 PS3 game, there’s been an intense discussion around whether this even needs to exist. After all, Naughty Dog remastered the original game in 2014 for the PS4, giving it 1080p graphics at 60 fps, and it still looks solid. But, compared to The Last of Us Part II, which came out in June of 2020, the original shows its age. Facial expressions are less lifelike, and the environments, while still beautiful and well-designed, lack a certain level of depth and detail.

As Naughty Dog co-president and The Last of Us co-creator Neil Druckmann tells it, the idea for this remake came when they were animating flashbacks for Part II. When I first played the sequel, I took note of a very brief sequence showing the game’s protagonists Joel and Ellie walking through a ruined city — the vastly improved animation and fidelity of the scene made me want to see more of a world that I had spent so much time in rendered with modern technology.

Now, two years later, my wish has been granted. The Last of Us Part I is a complete rebuild of the game (and its excellent two-ish hour DLC Left Behind), but it’s a bit of a different beast than remakes like Resident Evil 2 and Final Fantasy VII. It’s a massive visual upgrade over the original, and there are numerous other significant improvements — but the experience of playing the game itself will be extremely familiar to anyone who has experienced The Last of Us on the PS3 or PS4.

Level design and enemy placement is identical to the original, but the enemy AI has been significantly improved, which means some encounters can play out quite a bit differently. The music and voice performances are lifted straight from the original game, and the direction of cinematic sequences are completely faithful — but when they were so good to begin with, why change it?

For those who haven’t played The Last of Us, it’s a survival / action game that takes place 20 years after a pandemic wipes out most of the world’s population; the Infected are bloodthirsty, zombie-like beasts, and society as we know it has collapsed. Joel, a hardened, violent, emotionally stunted survivor, finds himself tasked with smuggling Ellie, a 14-year-old girl, across the country.

While the post-apocalyptic setting has been done many times, The Last of Us manages to tell an impactful story that balances brutal and devastating emotional beats with surprisingly hopeful and tender human connections. In my opinion, nothing about that original tale needed to be changed, and I’m glad that Joel and Ellie’s journey is authentic to the original vision.

The Last of Us Part I review screenshots

A complete visual redesign

Naughty Dog has a reputation for building intricate, vast and beautiful worlds, and as the company’s first PS5 game, The Last of Us Part I continues that tradition. From the very first scene through the end credits, I marveled at the detail and richness of the world Naughty Dog created — it’s a huge upgrade over the original and easily on par with The Last of Us Part II.

For me, the most significant change is in facial animations. Naughty Dog has said they were able to go back to the original motion-captured performances and use them as a guide for putting more nuance and emotion into the game. The climax of the 15-minute prologue showing how the outbreak starts hit harder, thanks in large part to the facial expressions carrying more emotional heft. The original version of the game looked great but still occasionally dipped into the uncanny valley – that’s not the case here.

The Last of Us Part I review screenshots

Characters' facial animations look amazing, regardless of whether it’s in a cutscene or during gameplay. While there are plenty of cinematics in The Last of Us Part I, there’s a ton of storytelling that happens through the gameplay itself. I always enjoyed spinning the camera around to focus on the characters’ faces during quieter times of conversation, and they’re impressively detailed and expressive, reflecting the feel of the scene in subtle but noticeable ways. Enemies look more realistic than ever, too, whether it’s the angry faces of a pack of human hunters or the disturbingly distorted expressions of the Infected.

The improved environmental detail Naughty Dog added to the world is just as significant. The original game was already a stunning depiction of a post-apocalyptic United States, from the Quarantine Zones where humanity clung to safety, to abandoned towns overrun with Infected, or lush forests and roaring rivers of the wilds. All those settings are amplified in The Last of Us Part I, with better lighting, more realistic trees and vegetation, stunning reflections on water and loads of tiny details everywhere you look.

A great example of this is in the pinboard above Joel’s desk in his Texas house, which we briefly see in the prologue. I used the game’s photo mode to zoom in on the details and found numerous hand-written notes reminding Joel of his grocery list, his daughter’s soccer schedule, a cleaning schedule and even a letter his brother Tommy wrote when they were kids. Unless you go into photo mode and zoom in, you’ll never notice these details, but it helps build a world that feels lived in.

The Last of Us Part I review screenshots

Throughout the game, you’ll come across certain areas like the subway under Boston and the Pittsburgh hotel basement that are shrouded with infectious spores and have little natural light. In the original game, those areas were particularly hard to see fine detail in — the spore particles overwhelmed the visuals and reduced the colors and visibility of the area to a shadowy gray mush. These types of environments look significantly better in Part I. The spores add an unsettling dimension, but the details shine through the fog. It’s also much easier to navigate, which is a welcome change — a lot of these darker areas involve going underwater to make your way around obstacles, and it was often hard to see a way forward.

The Last of Us Part I offers two visual modes: Fidelity runs the game at 30 fps in full 4K resolution, and Performance targets 60 fps while dynamically adjusting the resolution. (Alternatively, if you’re running the PS5 beta software that enabled 1440p as resolution setting, it'll max out there.) I found myself jumping between the two modes, turning on Performance for battles and using Fidelity for quieter parts that were more focused on exploration. Overall, I prefer Performance mode, mostly because I find it hard to go back to 30 fps after playing at 60 for a while.

The Last of Us Part I review screenshots

Gameplay tweaks and a new AI system

Improved graphics are table stakes for a remake, though. The big question around The Last of Us Part I was how much gameplay would change – whether we’d see new mechanics from Part II, or if the company would redesign levels to give experienced players something new.

Naughty Dog has been faithful to a fault. Level design is identical, and as best I can tell there are even the same number and placement of enemies throughout the world. If you know the general progression of The Last of Us and Left Behind (which remains a separate experience from the main game), you won’t find any surprises here. It’s revealing that Naughty Dog apparently had a chance to “do over” any parts of the game that it feels didn’t age as well and didn’t take them. A cynic would say they wanted to put less effort into the project, while an optimist would say they’re just standing by the original game’s design. I think both points of view are valid and will simply note that people who know the game inside and out aren’t going to find anything unexpected.

Similarly, Joel still moves like the burly middle-aged man that he is. You can’t dodge, and you can’t lay prone. You can now, however, pick up and throw bricks and bottles on the run, just as you can in Part II. There’s definitely something satisfying about running towards an Infected, stunning them with a brick throw and then finishing them off with a swing a melee weapon, but in the grand scheme of things it isn’t a major change.

The Last of Us Part I review screenshots

One thing that is notably different is enemy AI. Human enemies are smarter and more aggressive, working together to flank you; they're also a lot harder to lose once they pick up your trail. Infected, meanwhile, present their own set of challenges. Clickers, the blind Infected that use echolocation to find you and can kill you in one shot, have the same behavior they do in Part II. They’ll often stop their wandering and let out a series of “barks” — and if you’re near them when they do, well, you’re probably going to die quickly. In the original game, you were mostly safe as long as you didn’t make too much noise walking, but now you have to keep moving or hiding at all times.

The mega-powerful Bloaters are also modeled after their counterparts in Part II. The biggest change in their behavior is that they’ll build up a head of steam and charge at you like a bull — if you get out of the way they’ll often slam into a wall or other object and be stunned for a moment, a great opportunity to blast away at them with your shotgun. But in Part II, you can use the dodge button to dance out of the way. Since there’s no dodge in Part I, you have to sprint out of the way instead, something that’s not nearly as reliable. After getting so used to dodging the Bloater’s charge in Part II, it was a real pain to not have the same move here. And if a Bloater grabs you, it’s an instant death, so you’ll want to treat these upgraded enemies with the utmost care.

The Last of Us Part I review screenshots

The AI and behavior of your allies has been upgraded, too, which addresses a big complaint about the original game. If you were in stealth, your allies were essentially invisible to enemies, which meant that your cover couldn’t get blown if Ellie or another companion ran out in front of a Clicker. This avoided the frustration of being seen when you didn’t actually do anything to reveal your position, but it also meant that it looked pretty ridiculous when characters could run right out in front of enemies and not get spotted.

Now, your companions are much smarter at mimicking your behavior, going into cover when you’re in stealth and only revealing themselves if you do the same. Once or twice in my playthrough, an ally would be “out of position” and in the enemy’s line of sight, but, as in the first game, they’re essentially invisible. The good news is that it just doesn't happen very often. It’s not perfect, but it’s an improvement.

The Last of Us Part I review screenshots

The haptic feedback system and adaptive triggers on the PS5’s DualSense controller also offer some subtle but noteworthy improvements to gameplay. Naughty Dog says each weapon has different resistance and feedback from the triggers, and the haptic vibrations are unique as well. While I can’t recognize every slight detail, shooting a revolver feels quite different on the trigger than shooting the shotgun or drawing your bow. Haptics accompany actions like reloading too, so you’ll feel a vibration for each pump of the shotgun after Joel takes a shot. There are too many haptic touches throughout the game to count, but one of my favorites is that you can "feel" rainfall as it vibrates lightly across the controller, like droplets are bouncing off your body.

Updates galore

While graphics and AI are the changes most people will notice first, there are a lot of smaller tweaks throughout that make The Last of Us Part I feel more like Part II. Things like a redesigned HUD and weapon selection interface, aiming reticles for different weapons and button prompts (like mashing square to open a blocked door or holding triangle to lift a gate) all match their counterparts in Part II. While weapon upgrade options are identical to those in the original game, the new visuals of Joel working on his guns with various tools are a lot more interesting than in the original game.

The Last of Us Part I review screenshots
Sony / Naughty Dog

Upon finishing the game, you’ll unlock a host of bonus material and gameplay modifiers. Most significant are the Permadeath and Speed Run modes. Just as in Part II, Permadeath removes all checkpoints, and if you set it to the most difficult level, one death sends you back to the very beginning of the game. For those who want a significant challenge but aren’t quite that dedicated, you can do Permadeath “per act” (which Naughty Dog estimates encompasses two to three hours of gameplay) or “per chapter,” which adds some checkpoints within each act. You can also try it at any difficulty level, which makes the challenge a lot more accessible. I know I’m not good enough to try a truly obscene Permadeath run on the ultra-difficult Grounded difficulty, but I have kicked off a run on Hard, which I should have a prayer of surviving.

Speedrun mode is pretty self-explanatory, but it’s a nice quality of life enhancement for people who like to play games as quickly as possible. It enables an in-game timer that automatically pauses during cinematic and scene transitions. Once you finish the game, you’ll find a recap that breaks down your speed per chapter as well as your total play time, and the game saves records broken down by difficulty level and permadeath setting.

The Last of Us Part I review screenshots

Other unlockable extras include tons of concept art, both from the original release and new art done for this 2022 rerelease. There’s also a viewer that lets you explore highly detailed character models for just about everyone in the game; it also lets you see the disgusting details of the Infected in close range if you’re into that sort of thing. More Part II extras brought over here include a set of filters you can apply to tweak the visuals of the game (think an 8-bit setting or one that renders the game in a comic book style) and a bunch of gameplay modifiers. You can turn on infinite ammo or crafting supplies, one-shot kills, slow motion, explosive arrows and much more. Only hardcore fans are probably going to spend time with these, but they can add some fun new ways to play the game — combining something like unlimited ammo with a permadeath setting on the game’s hardest difficulty would be a particularly unique challenge, for example.

It’s not a stretch to say that The Last of Us Part II helped push accessibility in the video games industry forward — Naughty Dog provided players with an extensive and impressive selection of options, and I’m very glad to see that the company replicated that with Part I. Setting include a host of control adjustments (including complete control remapping), visual aids like magnification and high contrast modes, features that make navigating the world easier like a ledge guard to keep you from falling to your death, a text-to-speech reader, audio cues, extensive combat modifications and much more.

The Last of Us Part I review screenshots
Sony / Naughty Dog

It’s all present in Part I, along with a new feature that delivers haptic feedback on the controller to help deaf or hard-of-hearing players feel the emphasis in how lines of dialog are delivered. The game also includes audio descriptions for cutscenes, something that wasn’t present in Part II. All these accessibility modifications are important additions and things that any player can appreciate if they want to customize their experience with the game.

At a more basic level, Part I also lets you set a custom difficulty level. There are six options, but you can also set different challenges across five parts of the game: player, enemies, allies, stealth and resources. So you could make it a little easier to stay in stealth, or make resources more plentiful while otherwise keeping enemy aggressiveness high, for example. It’s yet another way to tweak your experience to match your skill level.

I'd be remiss if I didn't mention that virtual photographers will love Photo Mode in The Last of Us Part I. It's even better than it is in Part II thanks to the addition of three lights that you can place anywhere around a scene to make things even more dramatic. You can adjust the color temperatures, brightness, position and many more options to customize the scene further than ever before. I can't wait to see what the incredibly skilled virtual photography community around these games does with Part I. (All screenshots in this review, with the exception of those credited to Sony, were taken by me using the game's Photo Mode.)

The Last of Us Part I review screenshots

Is Part I worth it, and who is it for?

After going through the many things Naughty Dog added and changed for The Last of Us Part I, the $70 price point doesn't bother me as much as it initially did. Yes, that’s a lot of money for a game, and it's fair to ask whether replaying a game with nine-year-old mechanics should cost that much. If Sony / Naughty Dog priced this at $50 or even $60, I think that would be a fair price point that would be harder to take issue with. Even at $70, though, the sheer breadth of changes and significance of things like the new visuals and accessibility options make this a major improvement over the remastered PS4 version.

In fact, I’d go so far as to say that this is the definitive version of The Last of Us. I know the original game inside and out, and everything that made it one of my favorites is here; the changes Naughty Dog made do nothing to diminish that original experience, only improve it. If the company had gone further and redesigned levels or made more extensive changes to gameplay mechanics, I don’t know if I’d feel the same. There’s something to be said for the purity of the original vision, and that’s fully intact. It just looks and plays better than ever, and the accessibility features mean more people can enjoy it.

That said, this game definitely isn’t for everyone. If you played The Last of Us and haven’t felt the need to revisit it, Part I won’t change your mind. The story is identical, and the combat and exploration formula is essentially unchanged.

But in a world where The Last of Us is going to premiere as a high-profile HBO series sometime in 2023, it's not surprising to see Sony and Naughty Dog revisit this game. The companies are surely expecting increased interest in the franchise, and having a beautiful, modern version of the game ready for new players makes a lot of sense. For those people new to the series, this is the version to play. And if you’re a big fan of the game, the kind of person who goes back to Joel and Ellie’s story every year or two (like yours truly), this is the best way to do it.