Thursday, July 25, 2024

My Preview of The Last of Us Part 2 Remastered

Memories of the original release of The Last of Us Part 2 weighed heavily on me as I delved into the remastered version. When Part 2 was released in June 2020, the world was going through a pivotal moment in human history. Video games and movies were being viewed differently as we were still at the beginning of the pandemic. Playing through The Last of Us Part 2 during this time was emotionally exhausting. The story of both Ellie and Abby was a roller coaster ride that made me feel more connected to the world’s strife and sorrow.

After Sony invited CGM out to preview The Last of Us Part 2 Remastered’s No Return mode, I was overcome with how much the story and characters meant to me. The new mode features a variety of characters, each with unique combat styles and abilities, adding a fresh and dynamic element to the game. This mode serves as an excellent showcase for the game’s combat mechanics.

We were given roughly three hours to play in the new No Return mode for The Last of Us Part 2 Remastered. The mode featured a variety of characters such as Ellie, Dina, Jesse, Tommy, Abby, Lev, Yara, Mel, and Manny. Each character had unique abilities and combat styles, giving the game a sense of diversity and allowing players to unlock new characters as they progress through the mode.

Each character in the No Return mode stays true to their style in the base game, offering players a variety of gameplay experiences. The mode also introduces a planning board that allows players to strategize and choose their encounters, adding a new level of depth to the gameplay. The addition of mods further enhances the experience, providing players with additional challenges and rewards.

After about three hours with The Last of Us Part 2 Remastered and speaking with Gallant about the new mechanics, I was curious if this new playstyle would have any implications on designing combat in the future. He noted, “Truthfully, I almost look at it the other way. When we made The Last of Us Part 2, we did such a robust job. That’s what led us to do this. It was because when we made The Last of Us Part 2, we made really, really fun, really great combat systems, and we knew we could do more with it.”

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