‘The Last of Us Part I’ directors explain why the game stayed so true to the original

Gallant, who was a fight designer on the initial The Last of Us, says the video game might only handle eight AI “brains” at any given time, regardless of fights that often had more enemies than that. This suggested that they had to reactivate and shut off those brains based on where the character was and what they were doing. He explained a lot of the battles in the initial video game as “hand scripted.” “You move here, they respond by doing this; that was just the level of technology that we had at the time and it was what made good sense, and we got quite excellent outcomes,” he said. “Those are really fantastic battles, and they hold up truly well. However with our most current engine technology we can be a lot more flexible.”
The new AI, unsurprisingly, is far more innovative. In my experience so far, the end outcome is a video game thats far less foreseeable than the original– if you get caught out of stealth, opponents advance quickly and mercilessly, especially on harder difficulty levels. “You ought to be able to play a battle 10 different methods and get 10 different results,” he included.

Aside from whether The Last of United States Part I is worth the $70 asking cost, the concern surrounding this remake is how much the initial 2013 video game was going to change. Would developer Naughty Dog treat this as an overall do-over, altering the level style, gameplay mechanics and player upgrades? It has ended up being apparent over the last couple of weeks, as Sony launched a handful of preview videos ahead of todays release, that wouldnt be the case. Instead, the goal was to bring enormously updated visuals and a host of quality-of-life enhancements to a video game that would otherwise stay real to its roots.
” This is an unique job for Naughty Dog. Its the first time weve taken on a complete remake,” stated creative director Shaun Escayg in an interview. “We understood that we wanted to remain true to the initial game as closely as possible, [to] include what we think will enhance the experience and increase however not fundamentally alter the experience.” That frame of mind penetrates the game, from everything you can see in the environment down to the battles versus both humans and the Infected.
” We didnt feel like these combat encounters were dated and there wasnt really anything we were looking at saying we want a do-over here,” added game director Matthew Gallant. “We enjoy the combat in The Last of United States.

Gallery: The Last of United States Part I review screenshots|21 Photos

Gallery: The Last of Us Part I evaluation screenshots|21 Photos

For me, the most striking change is the facial animations, but the level to which Naughty Dog went in and looked at every aspect of a scene to improve it is similarly impressive. Why not just utilize the original couch design?
” Were trying to upgrade whatever with the years of artistic advancement and improvement in innovation because the PlayStation 3,” Escayg discussed. How does it tear and wear over time? How does it work with the lighting and the time of day in that setting?

Another big concern around combat was why Naughty Dog didnt include a few of the brand-new mechanics it built in The Last of United States Part II from 2020. In that video game, gamers manage Ellie and Abby, both of whom can lie on the ground to hide in lawn or crawl under automobiles for cover. They can also evade, a feature that added an entire brand-new measurement to eliminate, providing you an out when a Clicker or Bloater is bearing down on you for a one-hit immediate kill.
According to Gallant, the ripple results of adding evade to the original video game would have been too substantial. “Dodge isnt something that resides in a vacuum,” he said. “You need to include informs to the enemy attacks, and now the enemies are going to be assaulting in a different way. You also might require to alter the encounter spaces; you require to give a bit more space to have that evade gameplay.” Beyond that, including dodge would decrease the stress that Naughty Dog tried to infuse in the games fights.
” If you have dodge, you kind of have an out. Then suddenly, a battle that was tense and extremely claustrophobic and stressful– this things bearing down on you and you need to land that headshot to kill it– you get a really different sensation if you have evade,” Gallant stated.
“The method Joel plays tells you a lot about his character,” he stated. The method that he fights is supposed to feel really different than the way Ellie fights in The Last of Us Part II. Fans can continue to argue about whether Naughty Dog must have gone further with the modifications it made to gameplay, however its likewise sensible that they desire to keep the characters in Part I distinct from those in Part II.

Gallery: Comparison in between The Last of Us Remastered (PS4) and The Last of Us Part I (PS5)|12 Photos

Gallery: Comparison in between The Last of Us Remastered (PS4) and The Last of United States Part I (PS5)|12 Photos

Speaking more broadly, Escayg notes that Naughty Dog went through thousands of “micro decisions” throughout the whole video game. “Does anything distract? Lets eliminate it,” he stated. “Do we absolutely require it? Are fans really connected to it? Are we actually attached to it?”
Gallant says that a lot of the re-evaluation that Naughty Dog did concentrated on why it created areas of the video game the method they did a decade ago. “This area is plain– is it plain because we desire you to type of relocation through it and its meant to be plain, or is it plain due to the fact that we were short on memory on the PlayStation 3 and this was kind of a transition area from one comprehensive location to a next one?”
There are now myriad availability choices, none of which were present in either the PS3 video game or the PS4 remaster. Despite the reality that the video game wasnt originally designed with availability in mind, Gallant states that it was fairly straightforward to bring these functions over– though some of the more distinct scenes in the video game were tougher to account for.
” One example is the arcade mini-game in Left Behind,” Gallant said. The mini-game in question needs you to make a particular series of directional and button presses in a minimal amount of time, like you perform in Street Fighter II or Mortal Kombat. “We required to develop our text-to-speech there to inform you the guidelines of what buttons to put in extremely quickly so you have time to put in the inputs. We dealt with accessibility specialists and they tried some numerous modifications of that mini video game. We did a couple rounds there to make sure that experience was accessible.”
The PS5s DualSense controller and its comprehensive haptics system opened up among those new accessibility options, dialog haptics. “This is a feature where we play the spoken dialog as vibrations on the controller,” Gallant discussed, “and the intent there is to offer deaf gamers a sense of how the line was delivered. Where was the focus, what was the cadence? Which along with the subtitles supplies more of that story context and the performance to deaf players too.”

Aside from whether The Last of Us Part I is worth the $70 asking price, the concern surrounding this remake is how much the original 2013 game was going to change.” We didnt feel like these battle encounters were dated and there wasnt actually anything we were looking at saying we desire a do-over here,” added video game director Matthew Gallant. Gallant, who was a battle designer on the initial The Last of United States, states the video game could just handle 8 AI “brains” at any given time, despite fights that typically had more opponents than that. Beyond that, adding dodge would lessen the stress that Naughty Dog attempted to infuse in the video games fights.
Regardless of the fact that the game wasnt initially created with availability in mind, Gallant states that it was reasonably simple to bring these features over– though some of the more distinct scenes in the video game were tougher to account for.

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