Xbox is once again promising that Activision Blizzard series like Call of Duty will remain multiplatform once its pending acquisition of the publishing giant is approved.
Phil Spencer, CEO of Microsoft Gaming, reiterated Xbox’s plans in a September 1st Microsoft Blog post.
As an example of that commitment, Spencer cited how Xbox has continued to support Minecraft across all platforms ever since its 2014 acquisition of developer Mojang.
Of course, Spencer also repeated previous statements that Microsoft’s intention is to “make Activision Blizzard’s much-loved library of games – including Overwatch, Diablo and Call of Duty — available in Game Pass.”
Spencer’s blog comes as Microsoft and Sony have been butting heads over the former’s planned buyout of Activision Blizzard. According to Sony, Microsoft owning the Call of Duty maker would be anti-competitive, as it would drive many people away from PlayStation to get Call of Duty on Game Pass elsewhere. Microsoft, meanwhile, responded by claiming that PlayStation pays for “blocking rights” to keep games off of Game Pass and other subscription services.
As the deal continues to go through regulatory bodies worldwide, Spencer is clearly attempting to smooth over concerns regarding how Xbox will handle Activision Blizzard games.
Spencer added that Microsoft intends to continue to use its cloud game streaming technology to bring console-quality gaming experiences like Activision Blizzard’s portfolio to mobile devices. He also said this would extend to “devices that people already own,” including smart TVs and laptops.
In a separate news release, Activision Blizzard CEO Bobby Kotick provided an update on the pending acquisition, saying “the process with all of the regulators is generally moving along as we expected.” As a result, he still expects the deal to be completed by June 2023, which was the window that Microsoft first mentioned back in January.
The big question that remains should the deal go through, though, is what happens with Kotick. The embattled executive has come under fire amid a lawsuit pertaining to widespread allegations of a toxic “frat boy” work culture within Activision Blizzard. Since July 2021, numerous employees and contractors have come forward to accuse the company of sexual misconduct, harassment, unequal pay and more. Kotick was specifically accused of not only knowing of these events but actively working to cover them up. There has since been calls for Kotick to resign, although he remains in his leadership role and it’s not yet clear whether he will leave should the deal be closed.
Following numerous rumours and leaks, Ubisoft has confirmed Assassin’s Creed Mirage is the next title in the long-running franchise.
“Assassin’s Creed Mirage is the next Assassin’s Creed game,” Ubisoft writes in a tweet. Alongside the confirmation of the Mirage title, the developer shared a key art image for the game that depicts a younger Basim, who was first introduced in Assassin’s Creed Valhalla. Basim is shown to be wielding a hidden blade and is joined by an eagle in the background. The setting appears to confirm the reports that the game is set in Baghdad.
Assassin's Creed Mirage is the next Assassin's Creed game.
Earlier this year, rumours began surfacing that an Assassin’s Creed title, codenamed “Rift,” was in development. It was said to first be an expansion for Assassin’s Creed Valhalla prior to spinning off into its own standalone game. Based on what’s been revealed, this likely indicates Mirage to be the game in question.
According to reports, Mirage is said to be “smaller in scope” and won’t offer an open-world experience as large as Valhalla or its predecessor, Assassin’s Creed Odyssey. Instead, the game is to go “back to AC basics,” as Bloomberg’s Jason Schreier claims.
A person familiar tells me parts of this new Assassin's Creed leak are true (such as the name and the other stuff Bloomberg has already reported: spring 23, Baghdad, back to AC basics) and other parts are not (“multiple cities to explore”) https://t.co/qmM6UZtKnG
The next mainline title, codenamed “Assassin’s Creed Infinity,” is in development and is expected to feature live service features.
This year marks the 15th anniversary of Assassin’s Creed. More information on Assassin’s Creed Mirage is around the corner. Ubisoft confirms its plans to talk about the game during its Ubisoft Forward presentation on September 10th. A live streamed event kicks off at 3pm ET/12pm PT.
For years, Quebec City-based Beenox has been a key player in the Call of Duty series.
While American studios like Infinity Ward, Treyarch and Sledgehammer alternate between leading development on each of the first-person shooter series’ annual installments, the Canadian team helps out with almost every title. That contribution has also only grown over time; in addition to PC porting work (including for this year’s Modern Warfare II), Beenox developed Call of Duty: Modern Warfare 2 Campaign Remastered and has also been crafting game modes for Warzone.
To get a better idea of how the Canadian studio manages all of these projects, MobileSyrup sat down with Beenox creative director Etienne Pouliot and UI/UX director Marc-Alexandre Milot, after the team’s Fan Expo Canada 2022 panel alongside Sledgehammer’s Toronto team. During our interview, Pouliot and Milot discussed what goes into making a PC port, the close — and sometimes competitive — relationship Beenox has with other Call of Duty developers and what people can do to break into Canada’s booming gaming industry.
Question: The video game industry is a little secretive sometimes, so it’s always nice to be able to put human faces to those who make games. With that in mind, what’s it like to come to events like Fan Expo, especially after three years of COVID, to see some of the fans and speak with them?
Etienne Pouliot, creative director: Yeah, I think that it’s really a privilege to see everyone, because I feel that we don’t do enough with our community. So I think that it’s the right thing to just start getting into those kinds of events and just let people ask us questions, because this is the fun part, knowing what is important for them. So I just hope that people had a great time. And I just hope that we’re going to come next year and again, and again. So that’s pretty cool.
Marc-Alexandre Milot, UI/UX director: I was at Fan Expo [three] years ago to also do an interview. It was really great to meet both the fans and also journalists talking about the game. And it’s really great to be able to do the same thing again. Like, the panel we just had, it was really amazing to meet the fans and to have them ask questions about the game. And you feel like they’re very passionate to make sure that the game will be great, and we try our best.
Q: Another thing about games is that they’re very hard to make. I think a lot of people underestimate that, especially with ports; they think it’s a ‘copy-and-paste’ type of job. Obviously, that’s not true; a lot of work goes into them. So when you’re working on something like Call of Duty: Modern Warfare II, what is some of the work that goes into bringing that to PC?
Milot: There’s a lot of work in porting a game. For me, I’ve been porting games since pretty much I joined Beenox in 2009. We did port the Spider-Man games on 3DS and Wii. We also did the port of Skylanders. So it’s an expertise that you build over the years. The first part is making sure you understand the technology behind it so you can know if you have issues with the online engineering. The team at Beenox has done a really good job at the PC versions, so we’ve had people that have built real expertise into different domains like weapon balancing, also the vendors — making sure that it works well with Nvidia card, the AMD card, Intel. Those are also expertise that we’ve had to develop over the years. Also, to establish the relationships with those other hardware companies, just to make sure what’s going to be the next big thing for the next year so we can be ready as a developer to support it. Those are sort of the examples that we have to do.
On the gameplay/UI side, it’s about making sure that we’re part of the bigger teams. So every time we want to do something with PC in terms of gameplay, we have to talk with Infinity Ward, also talk with Raven — Treyarch is also in the discussion. So we have a huge panel of people from different studios working together to make sure that for every decision that we make, we have a consensus of where we want to go in the future.
Q: That leads to one of my other questions. You’re course collaborating with a bunch of different teams because it’s a big endeavor to make a Call of Duty game. What’s that sort of collaboration look like, especially when you’re here in Canada and they could be in California or another place where it’s a different timezone and different country? What do that process and collaboration look like?
Pouliot: Yeah, I think that we’re happy to have Zoom [laughs]. That’s a good thing about having been through the pandemic. Because before that, we need to move to all those different studios in person to meet. And it was really a great time, but right now, each day, I have a conversation with someone from Treyarch, someone with Infinity Ward. So we’re making sure that we are on the same page on every topic. And we understand what is the goal of ‘that mechanic’ or what is the goal of ‘that map’ or anything. So the communication is just getting better and better. And after all those years with all those teams, I think that we’ve created something really like interesting. It’s not just that we’re great coworkers; friendship gets more and more important. So we see the result of that hard work. So it’s really an interesting part of having those discussions because everyone is different, but everyone has a key to unlock what will be the next greatest experience in Call of Duty. So I feel that I’m really privileged to work with all those talents through the years and I hope that would just keep continuing.
Q: On the subject of collaboration, Beenox recently opened a new studio in Montreal, so you’ve now got the two teams. What’s it like to continue to expand and have those two teams working together?
Pouliot: I think what’s really important is that the culture of Beenox is really flat-oriented leadership. So anyone from any team can come and see me throughout the year and have a discussion about the game and just mention what we should do. So I think that having those new folks with new backgrounds is just going to be a better experience for all of us. Because it’s really important to have those different ideas and topics and just making sure that we don’t lose someone behind because maybe there is an option, or there is a map that it’s not working well. So I see that as again, it’s not like we’re building Montreal studio and we don’t speak with them. It’s like, ‘no, they’re their family members.’ So we’re making sure that they are in every step of production, and the other voice inside what we’re currently doing. So that’s pretty great.
Milot: And we do encourage people to travel from Quebec City to Montreal and Montreal to Quebec City to meet the rest of the team. The fact that all of us were in ‘work from home’ for a few years, that made having people from Montreal just normal business. So they could be sitting in Quebec as well and we’ll still be able to talk over Zoom for meetings. So it’s it’s pretty natural to have them. But yeah, it’s great to be able to have an incentive to have people go to different cities to meet the rest of the team.
Q: Beenox’s involvement with Call of Duty goes to Black Ops 3 for the 360 and PS3. That was seven years and a couple of console generations ago, and technology is constantly evolving. I know you can’t talk much about Modern Warfare II, specifically, but in general, what’s it like for that technology to have rapidly changed? How has that evolved the process of porting a game? Has it made certain things easier or harder?
Pouliot: If we look at all the years back, I think that we need to always step [forward] and make sure that we’re making progress. If we’re not satisfied with the work we’ve done already, it’s always challenging for the team to say, ‘how can we make it look better, run smoother, and as a gameplay experience, what can we offer new to the player so so they get something to engage and to have fun with?’ So it’s not something that’s getting easier, and we see more and more people getting attracted by it. So I just see that as a nice challenge. And I know that we have the team and the resource to achieve those goals. So I’m just looking forward to the future console or PC or something like that.
Q: I know you can’t speak about it much, but it’s been confirmed that Beenox is working on the next Call of Duty mobile game. What’s it like working on a mobile entry in the series compared to the console and PC titles?
Had a great time moderating a panel today at #FanExpoCanada alongside my Activision colleagues 🫶
Milot: I would say it’s similar, kind of, because it’s usually [about] making sure the games run well. And mobile is a huge market — you have very different sizes of phones, you have different pieces of hardware inside the phone. So, making sure that we can support the broadest range of hardware is something that we are currently working on with the PC version — making sure that the game runs well on legacy PC has always been something that’s very important for us. So the same expertise that’s been built over the years can be translated to mobile.
Pouliot: Yeah. And just making sure that we have the right people focusing on that version so we know they have the talent and they have the experience to make the greatest experience on mobile. So I’m pretty confident about those folks. So it’s just a matter of giving them all they need to make a successful story with that game and I’m pretty sure it’s going to happen.
Q: Beenox is over 20 years old at this point and you have a long lineage of working on a bunch of different games — even for Activision, specifically, different Spider-Man games, Crash Bandicoot, etc. Are there any plans to return to titles outside of Call of Duty?
Pouliot: I don’t know the future but I’m pretty sure that everyone is excited about anything that could happen. I know that for the folks that have been working for more than 15 years now, I know that we can tackle any challenge. So it can go in any direction. And I’m pretty confident that we’re going to craft something that would be a nice memory for the player.
Q: Even on Call of Duty, though, there are multiple Call of Duty games now. You’ve got Warzone and mobile, as well as the mainline games, and Beenox is working on those and helping out. What’s it like, for Warzone in particular, to work on a live service game, especially one that started right when COVID happened and has evolved so much since? What’s it like to support a live service game like that?
Lately, Beenox has been creating new modes for Warzone.
Pouliot: It’s a huge task. But I think that, again, I feel that we’re learning through that process of live operations service. It’s all about the player and how can we delight them with new content and make sure that the game stays stable and that we improve that experience. Because if you look at the first day of Warzone when it shipped, the state it was, and the state the game is right now — I think we improved all the systems. I feel that it will never be enough. [laughs] But I’m really proud of all the work of the team and we receive so much great feedback from the community. And we know that a lot of people are sticking with us and are just waiting for the next iteration of the game. So I see that as a sign that we’re making progress and working in the right direction.
Q: When you’re introducing a new game mode, what’s the process like of brainstorming and then collaborating with the other Call of Duty teams to implement it?
Pouliot: I can give you an example. Right now, we’ve done a game mode that was called Rebirth of the Dead. We knew that zombies were really huge inside Verdansk. So it was an idea that interns and developers was always, ‘Oh, how can we bring those zombie experiences into Warzone?’ So it was just finding the right time to have the right people working on that. And it’s not just porting the same experiences; it’s like, ‘what have we learned from the community and feedback and how can we make those changes inside that new game mode?’ And after that, when it launched, we see all the success and the positive feedback. So I see that as an improvement from what we’ve done in the past. It’s not just one person that brings all that ideas — it’s really a team effort. And I see a lot of potential for the future in that direction, too.
Milot: And playtest, playtest, playtest.
Pouliot: Yeah, yeah.
Milot: Making sure that we have as many eyes as possible on the project, whether it’s people from HR or QA or engineering. Making sure that anyone can try the game and give feedback to the developers, so everyone has a voice on that. You don’t need to be a pro player to necessarily have good ideas; anyone can have good ideas. So it’s something that we are pushing forward to make sure that everyone participates in playtests, and also the other studios taking part in playtests. It’s fun to see someone from [Infinity Ward] in a match, and you know that you’re going to have a meeting with him after. [laughs]
Pouliot: [laughs] And that’s funny because we have a reputation of really hardcore players at Beenox, so they’re afraid of playing with us because they’re going to [lose]! But this is the kind of energy that you need to have to craft the best experience. And I think that everyone is important in that process, and at the end, you see the results are pretty great.
Q: So you’re saying that developers on Call of Duty in America are actually afraid of Beenox because you guys will beat them?
Pouliot: [laughs] Yeah, we have some pros that I look at playing the game and I don’t understand how fast they can go. I think they are robots or supernatural or something.
Q: We talked about how Beenox is growing, and the Canadian video game industry as a whole is massive. What would be some advice you’d give to someone looking to break in?
Beenox testers.
Pouliot: I think the first thing that is really important is that if you have a company in mind that you want to reach, learn about that company or the product they’ve been crafting and try to find a tool to express what you’ve learned through all those games. So let’s just give an example with Call of Duty: you can take any game engine maybe try to do a level of Call of Duty. You don’t need all the mechanics, but if you just craft a little something, this will give us a hint that you’re passionate about that game. And we’ll see that passion through that level. And after that, this can open a door [for you] to maybe work with us or any company. So I think that you just need to try to do a game and after that, something great might happen.
Milot: I started in modding when I was younger. There was not that much protection on games, so it was very easy to tweak the visuals or to integrate scripts in there. So that’s how I learned how to make video games. There’s now also official tools like Black Ops 3 had the mod that tells you to create your own method to try. I think that’s a great way to see if you are interested or if you like the kind of job that might be possible. And something else that people can do is that we usually have a lot of opportunities on the QA side that people can test again. And something that’s very important at Beenox is that people who are curious are also part of our team. So whenever we take off a feature, we want to make sure that we have every discipline involved in the creation process. So we have people from QA, people from system design, from UI/UX in there, to brainstorm about where they would like to bring the feature forward. So it’s a great way to see if you would be eventually interested to stay there or evolve as a designer or a producer from there.
This interview has been edited for language and clarity.
Call of Duty: Modern Warfare II will release on October 28th. An inaugural Call of Duty ‘Next’ digital showcase will reveal more details on MWII, as well as the future of Warzone and other Call of Duty titles.
It should be noted that Activision Blizzard is facing ongoing legal action related to reported work culture issues. Specifically, the gaming giant was accused in a July 2021 lawsuit of fostering a toxic “frat boy” culture at its U.S. studios in which many employees, particularly women, dealt with harassment, gender discrimination, unequal pay and other forms of mistreatment. Bobby Kotick, the company’s CEO, has specifically come under fire for allegedly working to cover up these reports and has faced calls to resign, yet he still leads the company. Recently, Axios reported that Activision Blizzard has been hit with two setbacks related its legal battle with California over these workplace misconduct allegations. While none of these allegations directly relate to Beenox, they’re nonetheless important to mention.
Japan and Tencent have collectively purchased more than 30 percent of controlling stock from the Japanese studio FromSoftware, according to the company’s parent Kadokawa Group.
While Kadokawa Group remains the main shareholder of FromSoftware, owning 69.66 percent of the company, Tencent owns 16.25 percent and Sony Interactive Entertainment holds 14.69 percent. The deal is expected to close on September 7th and will increase FromSoftware’s financial resources, according to the company.
FromSoftware is the developer behind titles like Demon’s Souls (the original), Bloodborne, the Dark Souls trio, Sekiro: Shadows Die Twice, and most recently, the highly rated Elden Ring that’s sold more than 16 million copies worldwide since this August.
“FromSoftware is driving the Game Business as it has continually been creating world–famous works, such as Sekiro: Shadows Die Twice and Elden Ring, leveraging its advanced game IP development strength,” wrote Kadokawa in its officious sales document, as first reported by Destructoid.
PlayStation always has some pretty rad deals, and this latest sale offers discounts on games like Tiny Tina’s Wonderlands, The Quarry, Red Dead Redemption 2, Devil May Cry 5, WWE 2K22 and more.
This sale ends on September 15th. Below are some of the offers:
The PlayStation Blog has highlighted several of the upcoming PS4 and PS5 indie games coming this September. From Temtem to Tunic, there are several cool indie games making their way to PlayStation consoles this September.
Tunic is worth highlighting as it was developed by the Canadian Andrew Shouldice. The game was first released on Xbox consoles and Steam, but PlayStation gamers will soon get the chance to play this beautiful Zelda-esque Souls-like. You can check out our Tunic review, here.
Here are the five indie games coming this September:
Post Void — Release Date: September 29th, PS5, PS4
These titles will be available by the end of the month. I’ve been most excited by Tunic and can’t wait to finally play it on my PlayStation 5. Temtem is also a pretty rad Pokémon-like game where you capture monsters, train them and use them to battle. It’s been in early access for what feels like whatever, and I’m happy it’s finally coming out.
Tom Hanks is launching his first-ever video game exclusively on Apple Arcade.
Developed by the U.K.’s Blueline Studios, Hanx101 is a trivia game in which the Oscar-winning actor serves as narrator. Altogether, Hanx101 features some 58,000 questions covering a variety of topics, including science, technology, history, geography, art and food.
Hanx101 will launch on Apple Arcade on September 2nd. An Apple Arcade subscription costs $5.99 CAD/month.
While it might seem odd for Hanks to partner with Apple on his first game, Hanx101 marks the third collaboration between the actor and the tech giant. 2020’s Greyhound, a war film written by and starring Hanks, was released directly on Apple TV+ amid the COVID-19 pandemic. The following year, Hanks starred in the post-apocalyptic survival film Finch, which also premiered exclusively on Apple TV+.
Sony has revealed PlayStation Plus’ free games lineup for September 2022.
This time around, the company has included what’s coming to the base PlayStation Plus ‘Essential’ membership and the higher Extra and Premium tiers.
PlayStation Plus Essential
This month’s PS5 freebie is the adventure game Toem, while racer Need For Speed Heat and fighter Granblue Fantasy: Versus round out the PS4 offerings. These will be available from September 6th.
PlayStation Plus Extra (includes Essential titles)
Alex Kidd in Miracle World DX (PS4/PS5)
Assassin’s Creed Origins (PS4)
Chicory: A Colorful Tale (PS4)
Deathloop (PS5)
Dragon Ball Xenoverse 2 (PS4)
Monster Energy Supercross — The Official Video Game (PS4/PS5)
Rabbids Invasion: The Interactive TV Show (PS4)
Rayman Legends (PS4)
Scott Pilgrim vs. The World: The Game — Complete Edition (PS4)
Spiritfarer: Farewell Edition (PS4)
Watch Dogs 2 (PS4)
It’s worth noting that several of these games are Canadian. Assassin’s Creed Origins, Watch Dogs 2 and Scott Pilgrim vs. The World all come from Ubisoft Montreal, which Chicory hails from Vancouver’s Greb Lobanov and Spiritfarer was developed by Montreal’s Thunderlotus.
PlayStation Plus Premium (includes Extra and Essential titles)
Bentley’s Hackpack (PS3)
Kingdom of Paradise (PSP)
The Sly Collection (PS3)
Sly Cooper: Thieves in Time (PS3)
Syphon Filter 2 (PS1)
Toy Story 3 (PSP)
Both the Extra and Premium games will become available for free through PS Plus starting September 20th.
PS Plus Essential is $11.99/month, Extra costs $17.99/month and Premium is priced at $21.99/month.
It’s difficult for me to believe The Last of Us was first released nine years ago, but here we are in 2022, and that is indeed the case.
Though The Last of Us Part I doesn’t really need to exist since the original still looks and plays great — and its subsequent PlayStation 4 remaster remains even more visually stunning — the graphical overhaul offered in Part I is impressive.
Thanks to the power of the PS5, everything from facial animations to environments and enemies has been reworked in the impressive visual style of The Last of Us Part II. That said, it’s worth noting that this improved fidelity makes some of the original game’s aging animation look slightly more robotic when compared to other modern titles. It’s a small issue that you need to look for to notice, but it can be jarring during some cinematics.
Still, Part I is a stunning remake. Whether you’re playing at 4K HDR 40fps or variable resolution with a 60fps locked framerate, The Last of Us Part I looks like a PlayStation 5 title. But if you expected the remake to be a director’s cut-style revision of the iconic game featuring content that didn’t make it into the original, you’ll be disappointed. For better or worse, The Last of Us Part I is a faithful remake of the PlayStation 3 classic that follows the same plot and features identical gameplay. For example, Ellie still can’t swim, and your AI companions remain invisible to enemies in most situations.
There are quality-of-life and accessibility improvements, however. While you can’t dive, dodge or crawl like in The Last of Us Part II, the workbench that allows you to upgrade your weapons now features animations similar to its sequel (there are a few other examples of extra animations throughout the game). You’ll also encounter additional detail in the environment that can sometimes add a bit more to the experience, though I won’t delve into details to avoid spoilers, alongside the DualSense gamepad glowing in different colours depending on the action at hand. Enemy AI has also been improved slightly, resulting in some encounters feeling more dynamic than they did in the original, but the difference isn’t substantial and doesn’t compare to the intelligence offered by foes in Part II.
All of these upgrades are welcome additions to what is still one of the best video games ever made, but they don’t fundamentally add much to the experience.
On the accessibility side, significant positive strides have been made in the same fashion as The Last of Us Part II, including cinematic descriptions, screen reader, enhanced listening mode, additional cues and more. A new speedrun mode that features an in-game timer that pauses during cinematic transitions has also been added.
Part of me couldn’t help but have expected more from The Last of Us Part I given Naughty Dog’s stellar reputation. It would be great to see content that didn’t make it into the original offered in this remake or other quality-of-life changes tied to combat controls and its environment, especially since Part I‘s still very brutal stealth-action gameplay can, unfortunately, feel limiting at times if you’ve recently played The Last of Us Part II.
For example, just like when it was first released, some of The Last of Us Part I’s environments are repetitive, making it easy to get turned around and lost. I spent far more time than I’d like to admit wandering around the title’s overgrown ruined city environments trying to find the next cue to push the story forward (thankfully, the built-in hint system saved me). Subtle solutions to issues like this could have gone a long way towards making the remake feel more substantial and worthwhile for those who played the original.
On the other hand, I also understand that part of the remake’s purpose is that it’s a promotional tool for 2023’s The Last of Us HBO TV show, so it was likely developed on a tight timeline and only so many new features could be added. With this in mind, for some, Part I could act as the perfect intro to the series’ Clicker-filled, Cordyceps-infected world.
It’s also worth noting that even with the above shortcomings, The Last of Us has aged remarkably well for a nine-year-old game and feels far more modern than I expected. This really speaks to how far ahead of its time the original title was. The Last of Us weaves a compelling, grounded story against a post-apocalyptic backdrop, especially as it delves into the moral ambiguity of Joel, Ellie, and their violent actions. Few games have attempted to tell a tale like The Last of Us because Naughty Dog’s narrative does it so well that it’s near impossible to match, let alone surpass.
If you haven’t yet played one of the finest video games ever made, The Last of Us Part I is undeniably the best way to do so. On the other hand, for those like myself that spent a lot of time with the 2013 original and its 2014 remaster, there’s not much to offer here beyond an impressive visual upgrade.
The Last of Us Part I releases on PlayStation 5 on September 2nd, 2022 for $89.99. The game will also make its way to PC at a later date. The Last of Us Factions multiplayer mode isn’t included in this remake, but a successor is on the way.
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Since its original release on the PS3 in June 2013, The Last of Us has endured as one of — if not the — most beloved PlayStation games in history.
In the game, developer Naughty Dog told an unforgettable tale about a grizzled survivor and an earnest teenager as they fight to survive in post-apocalyptic America. Throw in stunning visuals, incredible performances, an engrossing score and punchy, tense third-person combat and The Last of Us is the complete package.
Now, nearly ten years later, Naughty Dog’s magnum opus has been given a PlayStation 5 remake in the form of the appropriately titled The Last of Us Part I, offering a slew of visual and mechanical tweaks to enhance the original experience. To learn more about the work that went into the remake, MobileSyrup sat down with Matthew Gallant, game director, and Shaun Escayg, creative director. They talked about the design philosophy behind remaking The Last of Us, the “push and pull” of adding and removing anything and the large suite of accessibility features. Gallant, a Montreal native, also shares a nice message for Canadian fans.
Question: The Last of Us is already a modern game, and there’s a PS4 remaster of it, and then we have the upcoming HBO show that is largely retelling the same story. With that in mind, why would you say The Last of Us warrants a PS5 remake?
Shaun Escayg, creative director: The Last of Us Part I is — I keep referring to it as this — our love letter to our fans and to the franchise, and to ourselves as developers. I mean, the original game was made on PS3 almost a decade ago with, you know, a decade of old technology, graphics, everything. And you’re right — it’s kind of a daunting endeavour as a team to take on a remake of this game — arguably one of the greatest games ever made. For me, personally, it was my first game. So there’s is this feeling of responsibility. But when we set out to remake it, there were some pillars that were part of the discussion. And one, in particular, was that we really, really wanted our players and fans, existing and new, to have the ability to play Part I and Part II continuously without this large gap in technology or visual fidelity. We also thought it was important to focus on our accessibility features, and bring what we knew and learned from Part II into Part I so that more fans could enjoy the game. And I think, ultimately, one of our core pillars was to stay faithful to the experience — preserve everything that we love from the original game, but just build on it, enhance it, and heighten sort of every aspect of the original.
One of The Last of Us Part II’s flashback scenes with Joel shortly after the events of the first game.
Matthew Gallant, game director: One of the kind of genesis moments for The Last of Us Part I was making the flashback sequences from The Last of Us Part II. So there are these scenes that are going back to the events of the original game, and because we wanted seamless visual presentation in The Last of Us Part II as well, we remade the hospital, young Ellie, et cetera, et cetera. And watching those flashbacks, the studio kind of got the idea of just like, ‘imagine if we could make The Last of Us Part I, and the whole game looked as good as those flashback sequences, how exciting that would be.’
As Shaun said, we have a decade of engine improvements, tech improvements, craft improvements… all of this has gotten so much more advanced than was possible on the PlayStation 3. And it was really exciting to imagine what The Last of Us could look like with those integrated. And we also knew that we had a lot of audiences that might be playing the game for the first time, or as you said, people watching the TV show, new PS5 owners, new PC players… We had all these new audiences that we didn’t want their first experience with the video game series to be a game that — as much as it’s timeless in some ways, as much as that art style holds up surprisingly well in a lot of ways — is still, at its core, a PlayStation 3 game. And we wanted fans to be able to come in and play this ‘brand new, current-gen, all our latest tricks, all our latest techniques’ PS5 game — to go seamlessly with that onto The Last of Us Part II, and to be really, really getting the best experience possible right off the bat.
You mentioned being “faithful” to the original game. Part of what’s interesting about games is there are so many ways to handle remasters and remakes in this case. In recent years, we’ve had Final Fantasy VII Remake and 2019’s Resident Evil 2, which were more drastic departures and a lot riskier. Was there ever a thought of going that route with The Last of Us Part I or was it always the idea of staying faithful to that core experience and not making any significant story or gameplay tweaks?
Escayg: That’s a great question. I will say we’ve had our conversations and debates about what to add or subtract even — how to make select improvements. But we always came back to the preservation of the core. To truly remake The Last of Us, we have to overhaul almost every aspect of the art direction, redesigned characters, improved animation performances, seamless transition, which is a huge improvement. Before we were limited by tech — we had to cut to black and have some code underneath it. And we kept some of the transitions; not every transition is seamless. Because again, the ‘guiding light’ was ‘is this true to the original?’ — meaning there are some choices we made that have more dramatic impact if it was a hard cut and went to black, and we didn’t want to lose those parts, or where we could we make things seamless. And a good example of that is the seedy market in the quarantine zone. This space was formerly limited by tech — we couldn’t have that many NPCs running around. It was very hard to create this illusion that this world was a lot bigger than what you were experiencing on the stick. So we overhauled it, and now you’re transported there. You’re navigating this underworld — it’s stifling, it’s lived in, it’s dangerous. And there are layers and layers of activity. There’s a guy with what looks like a little gambling ring. And then below there’s a conversation. So you just fall into these environments. And then like the flooded streets near the Capitol building — it’s a juxtaposition. It’s wide open, it feels airy, and light. It’s lush and overgrown. The bugs swarm the tall grasses. The moss swirls around your leg. And now you’re just grounded in this space.
We even redesigned our characters to be more realistic and more expressive. And there are details — like exceptional details — down to the iris tech and the sunspots on the faces. And to see sort of all of this stuff just come together in one scene. And I’ll give you an example — light direction, animation, characters, environments, everything. This is the scene where Ellie and Joel are having an argument over at Tommy’s when she runs away. You can actually see Ellie’s eyes flutter and well up. Her face goes flush at the moment it dawns on her that Joel was about to abandon her at Tommy’s. And even when Joel’s angry and retorts and spit sprays from his mouth. And you’re enthralled by the moment — glued in that moment. And even the nuanced moments, really small moments, subtle moments, like Ellie and Riley dancing on the display unit in the mall. Ellie stops and stares at Riley all starry-eyed. And you can see sort of this internal conflict as her eyes start to back and forth in her head as she contemplates, and no words are spoken. And even in the original, if you compare the two scenes, the beat’s there and you feel it, but the layers and layers of depth — this thinking, feeling, almost breathing characters — I think that’s where you really appreciate how far we’ve pushed the emotional vessels.
In the remake, character models have been significantly improved over the original game.
Gallant: And from the gameplay perspective — something that I really feel is that the core The Last of Us gameplay experience is extremely strong. And so when we were looking at what’s dated about The Last of Us — even The Last of UsRemastered on PS4 — “what about that doesn’t hold up?” The answer isn’t the story — the story is still incredible. The answer isn’t the core gameplay — the core gameplay is super duper fun, and you can still play those fights and they’re really, really great, and Joel’s toolkit is really fun. The balance between melee and gunplay and cover and stealth and all of that is still really, really great. What’s dated now is the technology that underlies it. It’s the way that the AI has to respond to various situations. It’s the way that we can blend in and out of animations or sometimes have to do hard cuts because of tech limits. In some of these fights, being limited on the variety of the enemy looks. The fidelity of the smoke bomb when you throw it — how good those effects look. It’s all in kind of that implementation of what can we do to go back and execute on a really, really modern feeling version that uses all of our latest technology, that uses motion matching for the character movement, that uses the expanded set that we have of runtime lights, and physics and lighting and everything. All of that detail, but to reach an experience that really honours the core of that gameplay, the core of that story that is beloved and timeless, and we want to give fans the best version of that experience versus a new experience that wouldn’t resonate with the original game — with the original creative vision — in the same way.
Naughty Dog is renowned for its attention to detail, and one of the neat aspects of the remake is how the environments don’t just look prettier — they also have added accoutrements. For example, in one of the official PlayStation videos you mentioned all these extra paintings of former presidents in the Pittsburgh building. When you’re approaching any given level, what’s the process like of determining what to enhance or add without going overboard and making it too different? How does that brainstorming go?
Escayg: You’re hitting a very key point in sort of this measured approach on how we address spaces. Because oftentimes, the impulse is to add — just throw stuff in there and make it prettier. And we’ve done it, trust me, we’ve done it as a team. And then we look at it and we go, ‘oh, let’s pull it back.’ Because then, ultimately, it distracts. So the approach is always, ‘what is this space about? How do we tell a narrative story in the world? And how do we ensure that that narrative story does not compete with whatever is happening in that scene?’ So it’s a very deliberate sort of measuring that we do whenever we approach a space and even the way we light the scene. Eric and Sebastian, our art directors, did a really, really, really good job in balancing that. Because there were things we wanted to fix, like, time of day and how to keep it consistent over the course of play, but still maintain the original. So there’s a balancing act, because sometimes if you stay consistent, you will break a space and what felt really dark and moody now has sunlight streaming through it. And there were all these challenges that the team faced when re-approaching these sets.
Just a small-town Joel, living in a lonely world.
If you put, for example, too much foliage in the military city, you break that feeling of when you are released from that city, and you’re out in the world and you get this lush sort of overgrowth that is beautiful, but deceptively dangerous, versus sort of the concrete jungle that is the military city. And little choices like that could affect how you experience that world. And that juxtaposition from being in a safe human stronghold that is a concrete jungle and looks depressing, to being outside in this beautiful expanse of lush overgrowth, but very dangerous spaces. So those are kind of the balancing acts that we are constantly doing as we approach the game.
Matthew, you mentioned briefly the new accessibility features. Of course, accessibility was something you were a key player on with The Last of Us Part II, and you received a lot of praise for that. Now, you’re bringing those features into The Last of Us Part I. For people who maybe don’t understand the significance of these features, why is it important to make games as accessible as possible?
Gallant: The Last of Us Part II, I think, was considered groundbreaking because it offered accessibility options that basically allowed the entire game to be finished by a player who is completely blind. And the way that was generally done was by taking any information that was only available visually and moving that into other channels that a blind player has access to. So if there’s a triangle prompt on-screen, you have to press a button to progress the story, a blind player can’t see that, so we added audio cues so they can hear that. And similarly, we added an audio cue for when you’re aiming at an enemy and your gun is over them. And we had some lock-on name options to let you do that. All across the board, an entire suite of options that made the gameplay accessible to blind players. We also had additional options to make the game accessible to deaf players, to players with motor accessibility needs, to all sorts of different disabilities or just adjustments the players wanted to make to make the game more comfortable for them. And thankfully, we’ve had the opportunity to bring that set of options to The Last of Us Part I as well.
And what I really take away from accessibility — I’m obviously super excited when I see a player who otherwise would have had barriers in their experience and not been able to progress, when they can beat the game. And it’s because their excitement is contagious; they’re so psyched to say ‘I beat this boss,’ ‘I overcame this challenge,’ ‘I Platinumed this game.’ Whatever they’re saying, that excitement — nothing makes me prouder as a game developer. But when I look at the bigger picture of accessibility, what I actually see is that accessibility is just good universal design. It’s just a game that has been designed to accommodate people with all sorts of different needs. And that doesn’t necessarily mean players with disabilities. The classical example is someone who’s playing the game late at night with a sleeping baby and they want to play it with subtitles on. Or a player who broke an arm and they have they’re going to play with one hand, but that’s a temporary situation for them and eventually, they’ll regain use of that arm.
One of the most surprising bits of feedback we got from the original game is we had this feature that was auto pickup, so when you walked by items, the character would just grab them. And that was designed with motor accessibility in mind. We didn’t want to have fatigue for players with motor accessibility needs. But that option, we actually heard journalists and players say ‘that option is great, this takes a repetitive action that I wasn’t that interested in and just automates it and that makes the game better for me.’ And so that was kind of true across the board — accessible design, having these options, letting people customize the gameplay experience, it just made the game better for everyone.
You’ve said about three years went into adding all of the accessibility into Part II. While Part I had a shorter turnaround time, there was still undoubtedly a lot of work that went into doing that for the remake. What sort of work goes into conceiving all of the accessibility options — including a few new ones in Part I, like descriptive audio cutscenes — and what does it take to implement them?
Some of The Last of Us Part 1’s many accessibility options.
Gallant: The great news about developing The Last of Us Part I was that we started with the game engine from The Last of Us Part II. Obviously, we had to port it to the PlayStation 5 and there’s a lot of upgrades involved there, but the core of that functionality — the text-to-speech, the button remapping, the enhanced listening mode, navigation assistance — that functionality we could carry forward very easily. And that’s one of the benefits, I think, of developing accessibility options generally — once you’ve made that engineering investment, you have that feature and you can hopefully carry that forward into your future games. So we started from a really, really strong starting point on The Last of Us Part I. Obviously, we had to implement some of those features in a way that was specific to the game and that took creativity and implementation time, and we brought in consultants to play the game and verify that our solutions were working well. But we’re also really excited to be able to go and see what’s something further we can push here.
And as you said, one of the biggest ones that we had a chance to do were the descriptive audio for cinematics. And what that means and the reason that’s challenging is that you have to fit in those terse little descriptions in the gaps in between the lines of dialogue. That’s how this is done in film and television; you have to be very creative and thoughtful about how do you describe what’s happening with scene and how do you insert that seamlessly in between the dialogue. And thankfully, we’ve partnered with Descriptive Video Works, a professional service who does this for television, movie and game trailers, that sort of thing. They have tons of experience that they’re bringing to bear to do this at the highest quality possible. So we were really, really excited to be able to do that in our games. And that was partly from a desire that we knew with The Last of Us Part II, we had made the gameplay accessible to blind players, but in talking with them and playtesting with them, we knew that there was a lot of story context, narrative, the environments they were moving through, the unspoken interactions between characters that are not, as of yet, accessible to blind players. And this is a first step in that direction of delivering more of the richness of the story and the world to all players.
You touched on the accessibility challenges. Speaking more broadly, game development is obviously very difficult in ways that a lot of people take for granted. When you set out on this remake, it’s obviously not as simple as ‘copying and pasting’ the PS3 game to PS5. What are the sorts of challenges that came up when you’re translating the experience that was originally designed for PS3 to hardware that’s from two generations later?
Escayg: There were so many challenges along the way. I think the biggest challenge we faced was making those choices of what to add, and what not to add, in an effort to preserve what we believe is the core experience of The Last of Us. And it was very difficult; it’s not just having all the technology and wanting to dump it all into this game. It’s an easy thing to do, but you can lose the essence of what made this game so great. And that was always kind of a push and pull, like we would add something and then it would be too much, and then we’d have to bring it back a little bit, or reevaluate it to the original to see if it felt the same way. That sort of self-imposed method of approach was a difficult thing. As artists, we want to make the best, the biggest, and change everything. And sometimes more isn’t better, and really having to kind of discern and be selective about what improvements we made and why. And make sure it stays true to our characters, true to that specific story and that world.
Gallant: I’ll completely echo what Shaun said. I think he nailed it. That was the core creative tension of this game: we wanted to add more. But everything we added, we wanted to make sure served that core creative vision, serve that really beloved experience, this beloved story. The worst thing that we could do for The Last of Us Part I is add a distraction, add a jarring element that didn’t gel with the rest of the experience. So we were constantly having to be like guardians of that, to be like, for every decision, ‘does this fit into this holistic vision? Is this serving this bigger picture, this greater vision of what this game could be? Or is it not?’ And one of the easiest, least controversial ways that we could do was taking something that we knew was a product purely of a limitation of the PS3 hardware, like the reason this area’s simplified or this vista is closed off, or why this fight has only four NPC looks in it — that’s how many we could load in memory on PS4 at the same time. So it was like that was the lowest hanging fruit of just taking those, but even then, when we knew the decision was a result of the PS3 hardware limitations, we still have to be extremely thoughtful about, like, ‘how do we make a version of this? How do we add something here that really fits the overall vision of the game?’ And it took an entire studio of people kind of always keeping that consideration in mind.
As somewhat of an aside, I have to ask, Matthew. It’s always cool to see Canadians like you in prominent roles at American developers like Naughty Dog. Can you talk a bit about your journey from Canada to Naughty Dog?
Gallant: I was born in Canada — I grew up in the suburbs of Montreal. I went to school at Concordia University in Montreal, I studied software engineering. And yeah, from there, I just happened to get my first job in the game industry in the States and moved from that job over to Naughty Dog. But my family’s still in Canada, I go home regularly. I miss Montreal dearly — it’s still my favorite city in the world. And I’m so thrilled to be talking to a Canadian publication and talking to the fans back home. I hope players in Quebec and all across the country find this to be the best experience of this game possible. I’m really excited to share this game with them.
This interview has been edited for language and clarity.
The Last of Us Part I launches exclusively on PS5 on September 2nd. A PC port will also release on a later date.