allows for more realistic transitions between movement actions. The advancement of the game's artificial intelligence (AI) allowed for deeper connections with characters and the creation of bonds through gameplay. Enemy AI also have more complex understanding of the player's location at any given time. The additional animations required more significant amounts of data and motion capture performances than previously. Horses and dogs were motion captured for movement in the game. The Last of Us Part II was originally planned as an open world game with hub worlds in Jackson and Seattle—the player would initially complete missions in the former as Abby before she revealed her true intentions, and later in the former as Ellie while she tracks down Abby—but the game transferred to a more linear style as it better served the narrative. Ellie's agility prompted the addition of new gameplay features, including puzzle and traversal sections, and more advanced dodging and stealth mechanics. Margenau wanted the new gameplay features to immerse the player in the world without feeling "gamey". The introduction of some gameplay elements, such as the tracking dogs and named enemies, was intended to create an emotional response. The team also emphasized the importance of Ellie's weapons to form a realistic attachment from the player, though Druckmann noted that the narrative tension was more important than the gameplay realism in some instances, such as the amount of enemies that Ellie kills. The glass-breaking mechanic was seen as a "big win" for development due to its technical difficulty and versatility for level design. Early prototypes included a companion dog for Ellie, who could fit under fences and fetch items. Some scenes in the game, such as Owen and Mel's death from Ellie's perspective, were originally depicted as gameplay but later converted to non-interactive cutscenes to emphasize their impact. The dance scene between Ellie and Dina was originally interactive and more extensive, featuring sequences wherein the player could mix drinks, chase children, and interact with Cat, Ellie's ex-girlfriend, but the sequence was eventually cut for narrative purposes. Ellie and Dina's kiss was one of the most demanding scenes to animate. It was recorded in two ways: without the face camera helmets so the actors could kiss, and kissing the air with the helmets so the animators had a reference for the facial movement. Lead cinematic animator Eric Baldwin said that the minute details that had to be implemented in