The Last of Us Part I

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The Last of Us Part I
Single-player

The Last of Us Part I is a 2022

online multiplayer
mode is omitted.

Development was led by game director Matthew Gallant and creative director Shaun Escayg, who replaced original directors

DualSense
controller.

Following several leaks, The Last of Us Part I was announced in June 2022 and released for

Windows
release in March 2023 was marred by performance problems and received mixed reviews.

Gameplay

An animated GIF in which player character Joel sneaks up on an Infected and suffocates it to death. The GIF is a comparison between two versions of the game; the right has more visible lighting effects and updated character models.
The Last of Us Part I (right) is a remake of The Last of Us (left), featuring revised gameplay, updated character models, and improved lighting effects.[11][12]

The Last of Us Part I is a remake of the 2013 video game

cannibalistic creatures known as the Infected, who have been infected by a mutated strain of the Cordyceps fungus.[14][15]

For most of the game, player character

online multiplayer mode is omitted from Part I,[19] and its narrative is entirely unchanged.[20]

The remake features revised gameplay, including enhanced combat and exploration.

photo mode adds several bonus features, allowing visual and gameplay modifiers such as slow motion and infinite ammunition.[20]

On

frames per second, or upscaled resolution at a targeted 60 frames per second; with variable refresh rate enabled, both modes allow an unlocked frame rate, capable of more than 60 frames per second.[25][26]

Development

A man with dark hair and a dark beard smiling at the camera.
Matthew Gallant
A bald man with a dark beard talking to someone above the camera.
Shaun Escayg
Gallant and Escayg led development of The Last of Us Part I as game director and creative director, replacing original directors Bruce Straley and Neil Druckmann, respectively.[6]

The Last of Us Part I was developed by Naughty Dog and published by Sony Interactive Entertainment. Development was led by game director Matthew Gallant and creative director Shaun Escayg, who replaced original directors Bruce Straley and Neil Druckmann, respectively.[6] Gallant previously worked as a combat designer on the original game and Uncharted 4: A Thief's End (2016),[27][6] and became lead systems designer on The Last of Us Part II (2020), co-leading its accessibility features. Escayg was lead cinematic animator on The Last of Us[6]—his first game[28]—and creative director on Uncharted: The Lost Legacy (2017),[12] followed by his work as creative director and co-writer of Marvel's Avengers (2020) at Crystal Dynamics, before returning to Naughty Dog in April 2021.[29] Splitting their directing duties, Escayg took responsibility for the cinematics.[30] Gallant found he resonated with the themes much more closely than during the development of the original game, having become a father in the interim.[3] According to Escayg, the team approached the remake as "a love letter to our fans, to the franchise, and to ourselves as developers";[31] they felt a responsibility to preserve its essence and quality.[32]: 0:56  Several of the creative leadership team of Part I worked on the original game.[30]

Naughty Dog hoped the remake would allow Part I and Part II to be played sequentially with no technological or visual discrepancies. They felt new audiences, such as viewers of the television adaptation and new PlayStation 5 players, could be reached. The remake was partially inspired by Part II's flashback scenes, for which the team rebuilt areas and assets from the original game: Gallant said that several team members pondered if "the whole game looked as good as those flashback sequences, how exciting that would be".[28] Development began by transitioning the game to Part II's updated game engine.[28] The game was rebuilt to use the PlayStation 5 hardware, requiring new art direction, animation, and character models.[22] The technological and graphical enhancements were intended to align with the vision of the original game's team. Escayg wanted each element to make the player feel grounded and immersed in the world.[6] The team re-evaluated thousands of "micro decisions" during development, removing objects deemed unimportant or distracting and detailing or redesigning those that required improvements.[27] Areas were re-evaluated to determine if their designs were a result of the PlayStation 3's technical limitations; where appropriate, some areas were rebuilt or further detailed.[27]

The developers rationalized the rebuilt accessibility features as important to the remake.

Uncharted: Legacy of Thieves Collection (2022) from Can I Play That?, which criticized the lack of variability.[33] The team identified sequences that would present accessibility problems—such as the arcade sequence in Left Behind—and engaged several consultants for assistance, including Cole.[31]

The combat system—particularly melee—evolved using development tools from The Last of Us Part II.[6] The team felt that the original game's combat sequences were iconic and required no significant overhaul;[27] they forwent the ability to go prone in gameplay—a feature added in Part II—as it would have "broken the gameplay and the combat space" since the original game was not built for it.[34] Part II's dodge mechanic was similarly omitted as it required reworking both enemy attacks and the gameplay space, and would diminish the claustrophobia and tension of the fights; Gallant noted that "Joel fundamentally needs to feel different than playing as Ellie", Part II's playable protagonist.[27] PlayStation 3 hardware limitations forced the original team to "hack together" combat sequences, including some that are pre-scripted; advancements on the PlayStation 5 allowed the developers to create dynamic encounters, with AI directing the enemy non-playable characters (NPCs) to investigate and analyze with more accuracy.[6] The fundamental AI technology built upon Part II's.[32]: 12:45  While the original game was limited to eight NPCs during enemy encounters—forcing some to disregard the player in the presence of others—the PlayStation 5 allows up to 128 active NPCs focusing on the player.[6][35] In some instances, the original game could not have both male and female Infected fighting simultaneously, which was corrected in the remake.[36] Gallant found the new technology made gameplay sequences more unpredictable.[27]

Erick Pangilinan, co-art director on the original game, returned in the same role for The Last of Us Part I.[37]

The visual departments analyzed the original game to understand it better, focusing development resources on the most crucial scenes and storylines to maximize their impact. Rather than simply improving the visuals, the team analyzed its cutscenes and narrative beats, employing modernized techniques to emphasize story moments. Art director Erick Pangilinan

facial animation overhauled to more closely resemble the original performances.[32]: 4:43  The remake was considered a good opportunity to expand some environments, such as adding detail and items to the back offices of the Boston museum, and visually shifting the university section for a more claustrophobic feeling.[36] The team forced themselves to pull back on some additions as they failed to heighten the experience or fit within the narrative context; trees and overgrowth were initially added to the military city, but removed when the team realized it would be unrealistic in the setting.[21]

The addition of a speedrunning mode was suggested by one of the team members interested in the field, and the developers consulted with professional speedrunners. Gallant felt the permadeath mode raised the stakes of the original game's already-tense combat.

murmuration for the Infected, introduced in Part II. The actors' original performances were maintained.[37]

Release

The existence of a remake of The Last of Us was first reported in April 2021 by

Windows later that day at Summer Game Fest.[11][12] Reactions to the remake's announcement were mixed, as some journalists and players considered another release following The Last of Us Remastered superfluous[41][42] and questioned the US$70 price point.[43][44][45]

Naughty Dog announced

Steelbook case and the comic series The Last of Us: American Dreams (2013) with new cover art.[46] All key art and covers were designed by David Blatt, known as Kopfstoff, who was contracted after becoming known for his fan art of the games.[1] The United States-exclusive Firefly Edition for PlayStation 5 sold out within an hour of its announcement;[47] it received a restock at release, which sold out within seconds.[48] Several players reported receiving damaged versions of the Firefly Edition due to poor packaging; Sony reportedly offered store discounts or refunds in some instances, but did not provide replacements.[47][49] For the Windows release, the Firefly Edition is available in the United States and some European countries, containing a digital version of the game for Steam.[50]

Development of The Last of Us Part I for PlayStation 5 ceased by July 11, 2022, as the game was

PlayStation Plus Premium members on January 15, 2023, coinciding with the airing of the first episode of the television adaptation.[54] The Windows version, co-developed by Iron Galaxy,[2] missed its original release date of March 3, delayed to March 28;[55] a trailer announcing the original release date aired during the Game Awards in December 2022,[56] and the delay was announced in February 2023.[55]

Reception

Critical response

PlayStation 5 version

The Last of Us Part I received "generally favorable" reviews for the PlayStation 5 version, according to review aggregator Metacritic.[57] It was praised for its graphical enhancements,[58][62][66] updated facial animations,[60][65][67] improved enemy and character AI,[13][59][68] and its added accessibility, audio, and controller options,[13][60][61] though the response to its gameplay and level design was mixed.[13][58][62] Many reviewers considered it the definitive version of the game;[58][62][69] VG247's Tom Orry named it "one of the best remakes I've ever played".[64] Several reviewers questioned the necessity of the game,[16][70] especially considering its price and the existence of The Last of Us Remastered;[14][59] conversely, some critics compared it to a film remaster on an Ultra HD Blu-ray, seen as an acceptable practice in its industry.[65][68] The omission of the multiplayer mode was lamented by critics.[13][14][60] GameRevolution's Jason Faulkner found the absence of story additions to be "some huge missed opportunities",[59] and Game Informer's Blake Hester felt the lack of narrative changes exacerbated the outdated presentation of its themes.[15]

The Telegraph's Dan Silver considered the former award-worthy,[70] and EGM's Goroff felt the game never lost its narrative tone despite more realistic lighting.[58]

A comparison image of Tess from the original game and the remake; the latter shows more emotion and looks older.
Several viewers considered the improved character models Part I's strongest feature.[60][63][65]

Several reviewers considered the improved character models and facial animation the remake's greatest feature.[60][63][65] EGM's Goroff and IGN's Reilly found they made the acting more effective, with new microexpressions adding depth to each character,[58][62] which Ars Technica's Machkovech compared to awarded film performances.[67] Game Informer's Hester similarly observed the performances as more accurate and emotive without the original's awkwardness,[15] and Video Games Chronicle's Jordan Middler found the remake captured the intention of story and character moments where the original technologically could not.[65] Alex Avard of GamesRadar+ felt that even briefly-seen NPCs looked better than Joel and Ellie did in the original,[61] and Denzer of Shacknews said that the characters "look far less doll-like and emote far better".[17]

Critics praised improvements to enemy and companion AI.[13][59][68] Ars Technica's Machkovech compared the combat sequences to the original game's scripted reveal trailer,[67] and GameSpot's Jake Dekker found the improvements led to more tense and difficult encounters.[60] Hardcore Gamer's Kevin Dunsmore echoed this sentiment but noted some "wonkiness remains" from the original, with companions failing to follow correct paths.[14] IGN's Reilly lamented the omission of Part II's pre-scripted enemy names but otherwise praised the improvements to enemy AI.[62] Siliconera's Tolentino found the changes superficial due to the identical map layouts and encounter designs,[66] while EGM's Goroff felt the behavior remained simplistic, with enemies hasty to approach their fallen allies.[58]

GameSpot's Dekker found the gameplay improved in line with the story, with more responsive aiming, heavier weapons, and easier movements.[60] The Telegraph's Silver found the updated controls made combat smoother,[70] while VG247's Orry said they retained "a slight clunkiness" but ultimately led to more tense gameplay encounters.[64] Gene Park of The Washington Post lauded the realistic gun controls and called Joel's movement "appropriately heavy";[68] likewise, Reilly of IGN noted that Joel and Ellie felt weightier and more realistic but lamented the lack of Part II's dodge mechanic.[62] Other reviewers similarly felt that combat and level design failed to compare to Part II's, though recognized the former as a vast improvement of the original.[13][58][65] GamesRadar+'s Avard found the combat changes minimal,[61] while Ars Technica's Machkovech felt the gameplay "still feels like a PlayStation 3 game" at worst.[67] The A.V. Club's William Hughes enjoyed the combat but found it could occasionally "tip over from 'exhilarating' to 'frustrating'".[16]

Reviewers praised the new options and features.[58][62] GameSpot's Dekker wrote that The Last of Us Part I "sets a new standard for accessibility in games".[60] Siliconera's Tolentino called it one of the most accessible games,[66] and Ars Technica's Machkovech found its options more robust than any other.[67] The A.V. Club's Hughes considered the accessibility options the only worthy addition,[16] and Shacknews's Denzer highlighted the cutscene audio descriptions as a standout option.[17] Ben Bayliss of Can I Play That? lauded the range of features for demonstrating "what is possible when a remake is done well", though noted some mobility problems and criticized the complexity required to balance different options.[72] Critics lauded the use of the DualSense's haptic feedback,[59][61] considered among the best uses to date alongside Astro's Playroom (2020).[13][62] VideoGamer.com's Josh Wise felt the controller "added crunch to the combat"[63] and The Verge's Webster lauded its use of the bow.[71] Avard of GamesRadar+ found that 3D audio made the Infected more terrifying;[61] the tension and horror led The Verge's Webster to play without headphones[71] and VG247's Orry to mute the sound,[64] while Push Square's Barker noted its effectiveness led to limited usage of Listen Mode.[13]

Windows version

The Windows version received "mixed or average" reviews according to Metacritic;

MeriStation's Salva Fernandez felt it was not ready for release in its published state,[74] and Gamereactor's Petter Hegevall named it "the worst optimized PC conversion" since 2021's Grand Theft Auto: The Trilogy – The Definitive Edition.[87] PC Gamer's Phil Iwaniuk lamented scoring the game poorly but considered it necessary as the problems were "a real barrier" preventing the experience.[75]

Several reviewers praised the remake's technical and visual improvements, but criticized its optimization, system requirements, and performance problems;

key bindings customization disappointing due to Naughty Dog's focus on accessibility.[80] CD-Action's Paweł Raban criticized the default keyboard controls, opting for a controller.[78]

The port was poorly received by players, with a "mostly negative" rating on Steam based on over 9,000 reviews.

updates,[84][98] focusing on shader loading times, instability and graphical problems, and crashing caused by potential memory leaks.[99] Engadget's Nathan Ingraham wrote performance had improved on the Steam Deck after the first update,[100] though some reviewers and players felt problems persisted;[75][101] Valve listed the game as "unsupported" in early April.[102] Within days, Steam reviews improved to "mixed".[103][104] Reviewers concurred performance had improved after several weeks but some problems remained.[105][106] The game was "verified" on Steam Deck in June.[107]

Accolades

The Last of Us Part I won Outstanding Visual Effects in a Real-Time Project at the

PlayStation Blog, the game was named runner-up for Best Accessibility Features and Best Story, and placed third for Soundtrack of the Year.[112] The launch trailer was awarded Gold at the 2023 Clio Entertainment Awards.[113]

Award Date Category Recipient(s) and nominee(s) Result Ref.
British Academy Games Awards March 30, 2023 Technical Achievement The Last of Us Part I Nominated [111]
Clio Entertainment Awards November 9, 2023 Games: Audio / Visual The Last of Us Part I Launch Trailer Gold [113]
The Game Awards December 8, 2022 Innovation in Accessibility The Last of Us Part I Nominated [110]
Golden Joystick Awards November 22, 2022 PlayStation Game of the Year The Last of Us Part I Nominated [109]
The Steam Awards January 2, 2024 Best Soundtrack Award The Last of Us Part I Won [114]
Visual Effects Society Awards
February 15, 2023 Outstanding Visual Effects in a Real-Time Project Erick Pangilinan, Evan Wells, Eben Cook, Mary Jane Whiting Won [108]

Sales

In the United States, The Last of Us Part I was the fifth-best-selling game of September 2022, and the fourth-best-selling PlayStation game.[115] In the United Kingdom, it topped the weekly physical sales chart in its opening weekend,[116] dropping to fourth in its second week.[117] Combining digital and physical sales, it was the fifth-best-selling game of the month.[118] In Japan, it was the fifth-best-selling retail game of its first week, with 10,954 copies sold.[119] It was the third-most-downloaded PlayStation 5 game of the month of release in Europe and North America,[120] dropping in North America to eleventh in October,[121] eighteenth in November,[122] and twentieth in December.[123]

Following the debut of the television adaptation of The Last of Us in January 2023, the game became the eighth-most-downloaded in North America and tenth in Europe,[124] and sixth and seventh, respectively, in February.[125] It rose to the eleventh-best-selling game in the United States in January, climbing 25 positions from the previous month,[126] and reentered the retail charts in the United Kingdom with a 238 percent increase in weekly sales[127]—305 percent including digital sales[128]—and a further 32 percent the following week.[129]

Within four weeks of release, the Windows version had sold 368,000 units, generating US$15.5 million in revenue.[130]

Notes

  1. Windows version.[2]
  2. ^ Bruce Straley was the game director of the original game.[3]
  3. ^ Neil Druckmann was the creative director of the original game.[3]
  4. ^ Jacob Minkoff was the lead designer of the original game.[4] For Part I, Christian Wohlwend was listed in the credits as principal game designer alongside two others,[5] but elsewhere as lead designer.[6]
  5. ^ Travis McIntosh was programming director,[5] an extension of his role as co-lead programmer on the original game alongside Jason Gregory,[7][8] who returned as co-lead programmer alongside four others for Part I.[5]
  6. ^ a b Erick Pangilinan was an art director on the original game,[9] alongside Nate Wells.[10]
  7. ^ The original game was codenamed "T1".[38]

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External links