The developers achieve this by attaching weight and consequence to your actions. Early on, it's a brutal, difficult game. The more powerful infected have one-hit kills that aren't counterable until later, and a single pistol shot will lop off one-third of your health. Health does not regenerate in The Last of Us, and one must craft or collect new medical packs that are slowly applied in real-time before regaining any vigor. It's possible to clear sections of every threat, but that's a great way to wind up with no ammunition, little health, and not much else to show for it. In many situations, the best option is to run away. (It's possible to simply restart encounters, but I found this to quickly diminish the threat of being caught and having to improvise.) The Last of Us asks players to fight their usual compulsions when it comes to playing a video game focused on enemy confrontation, and make on-the-fly judgement calls that don't have clear risks or rewards when you initially take them. If you worry about checking every room and looking around every corner, have fun dying over and over again. Then again, some of the game's best crafting pieces, ammo, and other collectibles are hidden in those places. Is it worth the risk? Your call.
By holding down L2, Joel crouches to the floor and uses sound to gain a sense of what's around him, highlighted in black-and-white. It's not a supernatural ability, but a visual extension of Joel's 20 years of hardened experience. Joel's perception changes as the enemies move, and if an enemy hasn't yet made a sound, you'll have to place them in sight or prod them. Bricks and bottles are scattered around, and you'll use them often, as the infected and humans react to sound (sometimes to an exaggerated, unbelievable effect). Joel can and must use distractions to make quiet killing easier--players choose between a loud choke-out or shivving--or to sneak along. The same objects are useful on the offensive, as well. In one sequence, a building with six or seven enemies was too much for me to take on without using up most of my available pistol ammunition. One false move during a stealth kill later and everyone was alerted. Noticing the exit to my left, I ran. The exit itself was guarded by a beefy dude with a shotgun, though, and I tossed a brick at his face to stun him. This allowed me to run by, head around the corner, and avoid unnecessary combat with a whole room full of bad guys. Did I miss an opportunity to loot a safe or collect extra materials to upgrade my bat or build a bomb? Probably. But I also came out alive.
Staying alive is a balancing act that requires more than a steady aim and calculated movement. Crafting plays a huge role, one that comes with its own checks and balances. Players have a small amount of craftable items that unlock over the course of the game--molotov cocktails, health kits, smoke bombs, melee upgrades, others--but each requires multiple materials, and making one item will inevitably mean you cannot build another. Are you confident you'll make it through the next section without a scratch? Is it more important to kill the four infected blocking the way with a molotov cocktail? Like healing, crafting takes time, which is precious in The Last of Us. Once the bullets start flying or the infected start chasing, there are rarely moments to sit down, open your backpack, and wait for a bar to fill, signifying the creation of a new item. Crafting speed, healing speed, and other techniques can be upgraded by collecting medicine during the game, but nothing will make you all-powerful. Death is always around the corner.