The Last Of Us On PS4 Was A Remaster, But Naughty Dog Is Adamant The Last of Us Part 1 is a remake, and players will be able to see the difference when it releases later this week. Learn how we’ve redesigned everything about .
Changes made to The Last of Us Part 1
creative director Sean Escaig It explains exactly why The Last of Us Part 1 is meant to be a remake and not a remaster.
To me, what makes this a remake and not a remaster is the total improvement. This isn’t just about the same characters, environments, art direction, etc., but running on better hardware. From art direction to lighting, [lighting] Technology to the character design itself. We’ve applied everything we’ve learned from the original over a decade ago and made use of that new technology to create something that stays true to the original but is reimagined in an updated way.
Escayg goes on to describe how the world is “more grounded”, making environments feel alive and immersive, from lights filtering properly through trees to cars shaking when the player lands. The car also reacts more precisely if you get hit by gunfire, breaking glass or letting out a metallic grunt. This is boosted by his use of 3D audio, boosting epic moments like the start of the game when Joel escapes from the house, leading to slow moments of peaceful exploration.
Combat also got a major overhaul. In the original game, he was limited in combat moves by the PS3’s hardware limitations, but lead his programmer, John Bellomy, said he was using a new AI engine and tool suite to “actually do it.” Applied. Encounters are more dynamic with new survey behaviors, terrain analysis with pathfinding, and visibility surveys that make stealth a more effective approach. The number of active enemy AIs has been increased, but it’s still not hitting his PS5 limit of 128 active his NPCs. There’s also a “monumental” evolution of the proximity system, says lead designer Christian Wohlwend.
The finishing touch is changing the animation of the game. While character models are visibly improved, players can detect subtle emotions and gestures. New lighting and animation techniques have also been applied to the environment. Art Director Sebastian Gromann explains how this results in “very complex shaders, more complex models, more fidelity and volume to the foliage, and a sense of nature reclaiming the city.” All of these improvements can be experienced when the game releases on his September 2nd.
In other news, Shadow Hearts’ spiritual successor Penny Blood has launched a Kickstarter campaign alongside Armed Fantasia. Elsewhere, Hangar 13 says the next Mafia game is years away.