"The Last of Us Part 2 Remastered: A Conversation with Director Matthew Gallant"
For Naughty Dog, the last few years have been quite peculiar. While their acclaimed The Last of Us HBO adaptation received widespread acclaim, the gaming division experienced an unusual period of silence. Last year, they announced the cancellation of a multiplayer project based on The Last of Us, leaving fans disappointed. Despite reassurances of ambitious projects in the works, it's been four years since the studio's last original game.
The extended development cycles of video games, combined with Naughty Dog's commitment to AAA excellence, result in understandable delays. However, for fans accustomed to a steady stream of hits like Uncharted and The Last of Us, the wait has tested their patience.
Adding to the impatience was the release of a remake of The Last of Us, now named "Part 1," on PlayStation 5. This sparked debates among fans about the timing of a full-scale remake for a game that already received a remaster on the PlayStation 4.
To shed light on these matters, we spoke with Matthew Gallant, a Naughty Dog veteran who directed The Last of Us Part 1 and now oversees The Last of Us Part 2 Remastered. This £10 upgrade for existing game owners introduces a rogue-like mode, No Return, behind-the-scenes content titled The Lost Levels, performance improvements, and the ability to play the guitar mini-game at any time.
Q: What was it like working on a remaster of a game considered by many to be already close to flawless?
Matthew Gallant: It was a serious endeavor, and having worked on both games provided valuable context. Collaborating with the original directors, Neil Druckmann, Anthony Newman, and Kurt Margenau, ensured a comprehensive understanding. The motivation behind these projects is love for the games. We want players, especially those picking up The Last of Us Part 2 for the first time, to experience the best version. The native PS5 version with haptic features, various performance modes, and improved visuals represents our commitment.
Q: As a longstanding Naughty Dog member, how did your experiences prepare you for the director's role?
Matthew Gallant: Working in the design department involves constant collaboration with other departments. The transition to a directorial role was smoother due to existing relationships and understanding of each team member's strengths. Our department directors are experts in their craft, and their knowledge contributes significantly to the collaborative process.
Q: Some players feel it's too soon for a remaster of The Last of Us Part 2. What improvements justify this version?
Matthew Gallant: The leap from TLOU 2 to TLOU 2 Remastered is comparable to The Last of Us 2013 to The Last of Us Remastered on PS4. We maximized the power of the PS4, and bringing it to PS5 allows enhancements in render settings, detail levels, and lighting quality. While subtle, these improvements collectively create the best and most beautiful version of the game.
The haptics feature of the DualSense controller is a standout for me. It offers a more nuanced and instantaneous experience than traditional rumble. Additionally, we incorporated accessibility improvements, such as audio-described cinematics for players with visual impairments.
Q: The Lost Levels, three unfinished levels cut from the original game, are included in TLOU 2 Remastered. Why was this important?
Matthew Gallant: Including The Lost Levels provides a rare glimpse into the development process. Players often don't see the iterations and challenges a level undergoes. The commentary and insight into the level's purpose within the narrative contribute to a deeper understanding of our creative process.
Q: No Return, a new rogue-like mode, is a significant addition. What's the story behind its inclusion?
Matthew Gallant: When planning TLOU 2 Remastered, we explored opportunities beyond a typical next-gen remaster. The idea of bringing over accessibility options, a speed run mode, bonus skins, and the guitar free play mode inspired us to go further with No Return. It's an opportunity to showcase the robust combat system independently from the main story. Players can upgrade their character and have a different combat experience, exploring the depth of our AI systems.
Q: Was there concern about No Return trivializing the extreme violence in the main game?
Matthew Gallant: Yes, we extensively discussed this. No Return is intended to be played after completing the story, as it assumes players are familiar with the main game's mechanics. We acknowledge the main game's exploration of violence as a narrative tool. No Return, more akin to an arcade mode, allows us to explore combat without the constraints of grounded realism present in the main story.
Q: Remasters like TLOU 2 Remastered sometimes face player backlash. Why do you think this occurs compared to the film industry?
Matthew Gallant: I find the skepticism around TLOU 2 Remastered perplexing. It offers the best way to experience the game on PS5, providing new PlayStation owners with an enhanced native version. There's an audience excited about a PS5 version, and while it may not appeal to everyone, that's okay. I'm thrilled to bring this to fans, and if it's not for everyone, we respect that.
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