Last of Us 2 PC Port: The Feature You Won’t BELIEVE!

Now that the long-awaited second season of “The Last of Us” has finally arrived, the moment for a PC version of “The Last of Us Part 2 Remastered” couldn’t be more opportune. Releasing this sequel to a wider PC community amidst a surge of interest due to a successful adaptation was a shrewd decision by Naughty Dog, and teaming up with Nixxes to make it happen was another astute move.

Game Rant recently conversed with the creators behind the highly anticipated PC version of The Last of Us Part 2 Remastered, which includes Naughty Dog’s head of technology Travis McIntosh, game director Matthew Gallant, as well as Jurjen Katsman, founder of Nixxes, and Coen Fraunfelder, PC product director. They discussed advantages in PC hardware, Steam Deck compatibility, their overall strategy for the remaster, and much more. For your convenience, this discussion has been shortened and clarified.

Naughty Dog’s Partnership With the Porting Veterans at Nixxes

A: What kind of major hurdles did you encounter while porting The Last of Us Part 2 Remastered to PC? Were there any technical aspects that proved particularly challenging?

As a gamer speaking about my time at Naughty Dog, I can tell you that we have a knack for tailoring our games to specific gaming hardware. Over the years, we’ve consistently released our games on just one PlayStation console, often revisiting them later for other PlayStation systems. This focus means that every line of our code and our engine is crafted with a highly specialized hardware configuration in mind.

We found ourselves in a situation where we required assistance from our experts at Nixxes. They are renowned for their expertise in PC development, managing to optimize games for over half a million distinct hardware configurations. In my perspective, and possibly they might offer a different viewpoint, the most difficult task was transforming highly specialized, extremely low-level code, designed for specific purposes, into something more universal, expandable, and adjustable. From a technical standpoint, that’s where the real challenge lies.

Q: On the other hand, did you find there were certain advantages to bringing it to PC?

John: What strikes me as particularly noteworthy is that we managed to make our game available on the Steam Deck. We’ve officially confirmed its compatibility with the Steam Deck, which opens up a fresh and thrilling avenue for players to enjoy games. They can now carry it around and play it anywhere they go.

As a gamer, I can say that’s quite remarkable in this version of the game due to the efforts Travis spoke about – aspects like scalability and accommodating numerous options. When you’re aiming at such diverse hardware setups, it’s truly significant that we can cater even to the minimal requirements like the Steam Deck. This expansion allows the game to reach a broader audience, particularly those who prefer gaming from their cozy beds or on-the-go.

That was a really unique opportunity we got to explore with this port.

McIntosh: The primary motivation behind developing this port was to expand our reach to a new group of players. Specifically, there are gamers who have a preference for using a mouse and keyboard, or individuals who have made significant investments in their PCs and desire to play the game optimized for that setup.

As a fellow enthusiast who recently revisited the show, I can’t help but notice a surge of new fans diving into the captivating tale. Yet, some might find themselves without the original version or a PlayStation console to experience it. Fortunately, this port provides an accessible avenue for these newcomers to immerse themselves in the game, making it easier than ever to join the fray!

Thanks to the efforts by Nixxes, players using relatively older systems, such as those that are three to four years old, can still have an exceptional gaming experience. The game performs well on various types of hardware, not only the most advanced and modern high-end setups.

Q: How do the PC version’s visuals leverage hardware compared to PlayStation?

Fraunfelder: We’ve devoted significant effort to ensuring our game performs well across various configurations. When you crank up the graphics to their maximum, this setting matches the PS5 version in terms of quality, and sometimes even surpasses it a bit. Generally speaking, the overall gaming experience is remarkably similar.

Additionally, we designed our settings to work in reverse, starting with presets suitable for a PS4 Pro and then adjusting them to accommodate devices like the Steam Deck and less powerful PCs. We understand that some gamers might have older or inherited systems, so we aimed to make it possible for everyone to enjoy great games. That’s why we made those adjustments.

It’s important to mention that for an enhanced gaming experience, you can take it up a notch. You can run the game at significantly higher resolutions like 4K, making it more attainable. Additionally, we offer DLSS Frame Generation and FSR Frame Gen technologies, which assist in achieving faster frame rates too.

To enhance this game’s title, we incorporated dynamic resolution scaling. This feature automatically adjusts the resolution based on your system’s performance to ensure smooth gameplay. If you have a powerful gaming setup, you can run at full resolution with DLAA anti-aliasing for sharper and more refined graphics.

Absolutely, there’s a top-tier appeal to this – particularly for the photo quality enthusiasts. We can’t wait for users with robust systems to savor the experience.

McIntosh: I’d like to highlight the amazingness of ultra-wide screen support. I’ve spent a considerable amount of time playing this game, but viewing it on an ultra-wide monitor offered a totally novel experience. Even though I have a large monitor at home, witnessing a story that I’ve probably seen around 50 times before, from this new angle, was exhilarating. It rejuvenated the entire experience for me. It’s really quite fascinating.

Gallant: Let me add one more point to my response – what’s amazing about the PC version is the variety of input devices it accommodates. In an open platform such as PC, users can bring their preferred setup, and we cater to numerous possibilities.

Those opting for the DualSense controller can enjoy a complete experience that mimics the PS5, including its haptic feedback and adaptive triggers, provided they connect it using a cable.

Beyond just the basics, our studio places great emphasis on accessibility. By welcoming a variety of input devices, we can cater more effectively to players with unique configurations tailored to their personal requirements. Therefore, we’re thrilled to extend our game to this broader group of individuals too.

A: Did you make adjustments to the content during the transition to the PC version, or did you aim to keep the game largely as it was originally?

Gracious: Simultaneously with the launch of the PC version of our game, we’ve made available fresh content, and fortunately, this content is also accessible on PS5. Thus, both gaming communities can enjoy this exciting new material!

In the “No Return” game setting, we’ve incorporated a roguelike survival mode. Two fresh characters, Bill and Marlene, known from The Last of Us Part I, are now playable. Furthermore, four new maps have been included in this mode, which were chosen from the main story as exciting locations to add to the random map generation process during gameplay.

In addition, an extra feature to note is that if players decide to associate their game with a PSN ID, they’ll be rewarded with a special cosmetic item—Jordan’s jacket from our upcoming game, Intergalactic. This version comes with the jacket as a skin, which we’re thrilled to provide as an added bonus.

A: I’d be happy to discuss my strategy for developing Bill and Marlene within the No Return roguelike setting.

In creating a character for us, the fundamental consideration is their identity – making sure it aligns with their role in the narrative and feels authentic to their character.

With Bill, an exciting prospect presented itself. He possesses the legendary pump-action shotgun from the initial game, and his cautious nature is evident as he lays trap mines all over. Consequently, we equipped him with trap mines. Furthermore, since he collaborates with Joel and Tess in smuggling operations, we incorporated this aspect into a mechanism in No Return known as Dead Drops.

In the game, Dead Drops are locations marked on the map during your journey that require particular crafting materials. If you bring the required item to these spots, upon returning to the main hub, you’ll receive a bonus. Interestingly, Bill has an exceptional quality – he earns twice the normal rewards. Unlike other characters who might receive either a recipe or a weapon, Bill gets both. That’s how he acquires his pump shotgun – it’s a reward from a Dead Drop and comes already upgraded.

As a die-hard fan, let me tell you, this character is simply a blast! His dialogue is phenomenal – it’s rough around the edges yet oh-so-witty, and I can’t wait for gamers to enjoy it just as much as I do. He’s more than just a character; he’s an icon, leaving a lasting impression on everyone who encounters him.

Later, there’s Marlene, an intriguing character as she heads the Fireflies faction. The question that arose was how to incorporate this into the game mechanics. To start with, she employs the assault rifle from The Last of Us Part I, which is rarely seen and used by the Fireflies at the end of the original game. This particular weapon wasn’t present in Part II, so we decided to reintroduce it exclusively for her use.

She possesses an exceptional talent that allows her once during a game run to change lanes. If she initially chooses a path in the roguelike’s interconnected map, she can suddenly divert and select another one instead. This feature seamlessly complements the main aspect of her abilities—the “All or Nothing” Gambits.

Gambits represent unforeseen tasks that arise during gameplay, such as “Secure three headshots” or “Achieve a kill using a trap bomb.” In the event that Marlene encounters a Gambit, she is obligated to carry it out. If she fails to do so, she forfeits her reward upon reaching the end of the level.

Her personality throughout the narrative embodies high risk and potential high reward. Consistently, she puts the entire Firefly organization on the line for a distant chance at a cure. In designing her gameplay, we aimed to capture this essence of challenging, make-or-break choices.

After examining numerous designs and trials, this particular element proved to be an incredibly effective hook for her. She’s a truly distinctive character, and for players who have previously experienced No Return on PS5, I believe she’ll shine as the “challenge mode” character – the one that encourages you to elevate your skills. However, if you accept the challenge, the payoff is tremendous.

We’re genuinely thrilled about these characters and can hardly contain our anticipation to find out how players will utilize them!

The Last Of Us Part 2 Remastered’s No Return Roguelike Mode

Q: I’d also like to talk about the new maps for the mode. What were some of your goals with them?

Gallant: After revisiting the various levels from The Last of Us Part II, we naturally chose our preferred ones. Given the numerous combats in the game, we needed to select suitable battles for our roguelike version.

In No Return, we prioritize designing maps with strategic points to limit the player’s movement, ensuring they are confined to specific areas and don’t wander endlessly into other zones. Additionally, we focus on creating intriguing map layouts that cater to each unique game mode.

In the “Hunted” game mode, characterized by high-intensity and limited time, it’s more advantageous to utilize compact, densely packed maps. These types of maps limit the number of hiding spots, forcing players to engage in direct combat rather than evading enemies. This way, they must confront their adversaries head-on and defend themselves persistently.

Conversely, the game “Overlooking Streets” favors the “Assault” gameplay style, which leans towards the conventional wave-style enemy encounter. Maps featuring expansive areas and clear lines of sight suit this mode particularly well.

Each play mode offers additional gameplay options as well, such as Capture and Hold. One of the standout features of No Return is that it allows us to manage run generation, enabling us to combine modes and maps in logical ways for an enjoyable gaming experience. If we discover that a specific mode and map don’t mesh well, we can easily exclude their combination from being generated during a game session.

What truly captivates me is the Overlooking Streets map – an extraordinary layout filled with awe-inspiring verticality. From this vantage point, you can take in the breathtaking Seattle skyline, which is visually mesmerizing. What makes the School map stand out in The Last of Us universe is its iconic appeal. Being inside this location links back to the main narrative and feels incredibly fitting.

The streets offer a covert aspect with high vegetation that gamers can utilize tactically. Meanwhile, Nest is a compact, nerve-wracking location which becomes terrifyingly intense when the infected descend upon it. It was an excellent map during the main narrative, and I’m thrilled we can employ it in No Return too.

A: Has there been any learning or different strategy used in transferring The Last of Us Part Two to PC, considering that it’s not the first time the original game was ported to a PC platform?

McIntosh: The main distinction lies in our collaborators. We’re utilizing Nixxes’ extensive experience in PlayStation porting, and we’ve gained valuable knowledge at Naughty Dog. However, by integrating Nixxes’ skills into our own, we’ve managed to create a far superior product compared to what we could have produced independently.

I’d like to draw your attention to an aspect that Nixxes contributed significantly: our innovative method for loading content. Now, you won’t spend much time waiting on the main screen—you’ll be promptly launched into action. The shader compilation period is minimal, and you can start playing almost immediately. This swift transition is a direct result of the improvements that Nixxes facilitated.

In numerous instances, Nixxes’ proficiency significantly enhanced the results. These major transformations, in my opinion, have greatly improved the overall user experience compared to what it could have been without Nixxes’ involvement.

A: When discussing the remaster specifically, what do you think were the key aspects we needed to focus on? Were there particular traits we aimed to maintain rather than upgrade?

Gracious: Remastering The Last of Us Part II was an exceptional chance for our studio. This game has been deeply cherished by us, filled with love, diligence, and meticulousness. Whenever we re-present it in any fashion, our goal is to maintain the feeling of this extraordinary voyage, one that fully immerses players alongside Joel, Ellie, Abby, and other characters. We aim for players to become engrossed in the experience.

When we successfully transferred the game to PlayStation 5, our focus was on achieving an objective: making the gameplay experience even more captivating for players by offering a faster frame rate, improved visuals with higher resolution. Our artists have meticulously crafted intricate level designs, and The Last of Us Part II is incredibly ambitious. We’ve created expansive open levels that challenged our studio, and using more powerful hardware allows us to execute these elements smoothly and beautifully. Overall, we’re thrilled to share this enhanced version with the players.

With the remastered version, there’s an extra thrill as it comes loaded with additional material. For those unfamiliar, the game offers a wealth of extras. You can acquire unique costumes for various characters and engage in the Lost Levels feature, which allows you to play levels that didn’t make it into the final release during the original production process. These levels are in an early stage—they resemble alpha content—but they offer a chance to play them while listening to developers discuss why these levels were created, why they were eventually omitted, and the reasoning behind their creation.

Additionally, our game includes a free-play mode for the guitar. For those unfamiliar, there’s an immersive mini-game featuring a guitar integrated within the main narrative of The Last of Us Part II. In this expanded mode, we’ve added various instruments, difficulty levels, and characters, along with captivating audio effects and synthesizers. Remarkable players have showcased impressive feats using this feature.

Among all the updates, I’d particularly emphasize No Return, a fresh addition to The Last of Us Part II Remastered. This is a roguelike survival mode where you replay combat sequences from the game, but with randomized elements. For instance, enemies are positioned in diverse spots, and as you advance, you acquire various weapons. However, when you meet your demise, you forfeit all progress—it’s not just a matter of restarting from a checkpoint. The adrenaline rush that comes from knowing your progress could be wiped out if you fail makes the gameplay incredibly engaging.

Is it noticeable for players returning from the original, non-remastered version of the game that some specific scenes or moments have undergone significant changes, making them dramatically different?

McIntosh: For those who play games on their PC, I strongly suggest considering an ultra-wide screen. As previously mentioned, it significantly enhances your gaming experience. If you’re a PC gamer with a large monitor, you should definitely give it a try. It offers a fresh, unique gaming perspective.

Q: Did the live-action series have any influence on things you wanted to include?

Neil McIntosh is essentially the main figure. He not only wrote and directed The Last of Us but also works on the series itself. As a result, all decisions flow through him. Working on the TV show inspires him, and this inspiration is then passed back to the studio, influencing our work processes. In essence, he serves as the connection that transfers ideas between the two realms.

Enthusiastic Speaker: As a studio, we’ve been absolutely thrilled about the TV series. It’s been amazing to witness scenes we’ve labored over come to life in this unique format, often with real, tangible sets and effects. Honestly, everyone here is simply astounded by the quality of the show, and we can’t wait for Season 2!

Q: Is there anything we haven’t gotten to that you were wishing I would ask about?

Gallant: I’m just glad you went deep on No Return stuff. I could talk about that all day.

Katsman: We’re genuinely delighted to partner with Naughty Dog. Their games have been our favorites for years, so collaborating with them on these projects is truly invigorating. However, what truly makes us ecstatic is the opportunity to bring these games to PC gamers – a group that may not have anticipated playing these titles on their computers but can now enjoy them. It’s exhilarating to present these games in a manner that showcases their brilliance, and we’re proud to contribute to this experience for PC players.

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2025-04-25 13:27