New Characters Reveal Hidden Powers in Last of Us 2 Remastered Roguelike Mode

Besides giving the game a complete aesthetic makeover, The Last of Us Part 2: Remastered introduced a fresh gaming experience – its intricate roguelike mode titled No Return. In No Return, players journey through a series of levels initially presented in the game, but with unexpected twists and difficulties to keep things engaging. Players collect items and enhancements throughout their adventure in an attempt to endure until the conclusion. The No Return mode offers numerous characters with distinct advantages and prerequisites for unlocking, significantly increasing the playability of what was previously a story-centric game with a linear plot.

Lately, “The Last of Us Part 2: Remastered” has made its long-awaited debut on PC, and with it comes extra content for gamers on all platforms. Game Rant had the opportunity to chat with representatives from Naughty Dog and the porting team at Nixxes, including Matthew Gallant, game director from Naughty Dog, about these new features, focusing mainly on the introduction of two new characters in No Return.

Bill Gets Extra Rewards from Dead Drops in No Return

Initially, No Return primarily featured characters and settings from The Last of Us: Part 2, but fans of the original game would undoubtedly identify the debuting character: Bill. A character with a penchant for paranoia and wielding a shotgun from the initial installment, Bill boasts an impressive skill set stemming from his past as a smuggler. Notably, some of Bill’s notable traits are mentioned by Gallant.

In the case of Bill, an intriguing prospect presented itself. He owns the legendary pump-action shotgun from the initial game and exhibits a noticeable level of paranoia, laying traps everywhere. Initially, we equipped him with trap mines. Given his association with Joel and Tess as smugglers, we linked this aspect to the Dead Drops mechanic in No Return.

In the game, designated spots during a mission are called Dead Drops, where certain crafting items are required for pick-up. If you bring these items back to the main base, you’ll receive a prize. Bill has an exceptional ability: he gains twice the usual rewards. Unlike other characters who might receive either a recipe or a weapon, Bill gets both from the Dead Drops. That’s also how he obtained his pump shotgun – it was a reward from a Dead Drop and came fully upgraded.

Bill’s incentives for accomplishing Dead Drops help him upgrade his equipment faster, making it easier for dedicated players to progress in their missions. This can create a chain reaction where a well-equipped Bill has higher chances of surviving until the end of the mission. This reward not only fits Bill’s character but also encourages gamers to take on more Dead Drops.

Marlene Can Control the Run in No Return

In “The Last of Us Part 1,” Marlene stands out among other characters as the head of the Fireflies militia faction, serving as an antagonist. Armed with her distinctive assault rifle from the initial game, Marlene offers more than just firepower during a No Return scenario. Gallant remarks:

Marlene is one of the memorable characters in “The Last of Us Part 1,” leading the Fireflies militia group, which functions as an antagonist. She wields her signature assault rifle from the first installment, but Marlene’s value extends beyond weaponry during a No Return adventure. Gallant notes:

After that, there’s Marlene, who presented a unique challenge to design because she heads the Fireflies. The question was: how can we incorporate this into gameplay? To start with, she wields the assault rifle from The Last of Us Part 1 – the one you rarely see, used by the Fireflies at the end of the game. This weapon wasn’t present in Part 2, so it was specifically reintroduced for her use only.

She possesses an exceptional skill that allows her, during each playthrough, to change lanes once. This means if she initially chooses a specific route in the roguelike’s interconnected map, she can abruptly switch and follow another path instead. This feature seamlessly complements her main gameplay mechanic—the “All or Nothing” Gambits, which is a key aspect of her abilities.

As an enthusiast, I’d rephrase that in a first-person perspective like this: “During my runs, I encounter unexpected hurdles known as Gambits. These could be tasks such as ‘Secure three headshots,’ or ‘Achieve a kill with a trap bomb.’ When a Gambit falls on me, I must successfully complete it. If I fail to do so, the reward at the end of the map remains out of reach.

As a seasoned gamer, I’d say in my gameplay experience, having the ability to switch lanes once per run is a game-changer that would greatly enhance many lane-based roguelike games. Unlike Marlene’s rigid ‘All or Nothing’ Gambits, where you have to complete the challenges or walk away empty-handed at the end of a mission, this flexibility really sets her apart. It’s clear that Marlene is designed for experienced players who understand the intricacies of the mode and can strategize an effective route – making me, as a No Return veteran, all the more excited to explore what she has to offer!

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2025-04-24 13:25