Joel and Ellie have a variety of weapons to use. Some are handguns and rifles, and some are handmade items from household tools and appliances. There is also a bow with arrows to use and a variety of melee weapons, such as 2-by-4s, bottles and bricks found on ground.
Joel can wear up to four holsters - two for hand guns and two for rifles and bow. Assigning a weapon to a slot is easily done (though not recommended during combat) by selecting the slot, pressing X and flip through available weapons.
The inventory space can hold very little so it is vital to keep a full stock of crafted ‘consumables’ (3 of each) and parts. This is especially important when playing on harder play-thoughs as the available household parts are more scarce.
Joel can pick up (gun) parts and training manuals that can be used to upgrade weapons and make them more durable and effective. He can also pick up supplements to improve his own performance.
It was a pleasant surprise to find out that none of the weapons seem to have been added “just for fun”. All of them have a use at some point in the game. Throw lack of bullets into the mix and the player has to make use of what he or she has.
The AI was advertised as being a cut above the rest with enemies reacting to the weapon in Joel’s hands and a sidekick (Ellie) reacting to the situation on her own without any of them feeling pre-programmed to react a certain way, but sadly that’s not what was delivered. Even though Ellie has the ability to pick up bottles or bricks and throw at enemies she can run around like a headless chicken right in front of an enemy without the enemy noticing her. That is incredibly stupid. At the same time it would have been extremely frustrating if they did notice her and ruined stealth mode.