The Last of Us Part 1 introduces a series Changes related to the system war, animationssound and graphics, and Naughty Dog has put up a long post on the PlayStation Blog to show all this news.
The new animations of The Last of Us Part 1’s workbench therefore represent just one of the many aspects the development team has been working on. improve the experience Remaster released on PS4 in 2014.
“For me, it’s the sum of the developments that makes it good. remake and not remaster“Shaun Escayg of Naughty Dog, head of animation for the original films and now creative director of Episode I, explained.” It’s just the same characters, the same environments, the same art direction, etc. It wasn’t about importing.
“we have revised in every way: artistic direction, lighting and related technical aspects. Even the character design. And we’ve applied more than a decade of accumulated experience to the original, relying on new technologies to create a result that will update it without spoiling it in any way.”
“we have made the world more tangible. Environments and locations come to life, “Escayg added.” Light filters through the trees, algae floating in the flooded streets sway as they pass, insects buzz in the bushes, cars stumble when someone lands on them. Each of these details adds to the believability of the scene and inevitably immerses the actor in the atmosphere.”
“Moreover combat made more instinctive. When you hide behind an abandoned car, it vibrates and squeaks. Shots shatter the windows and shake the hull. Everything helps elevate the experience. “Actually, fights are an important element of both the original and the remake.
“Most of the changes made to the battle system, [nell’originale] some sequences followed a predefined scenario with extremely precise development”, for example the behavior of enemies during the search or siege phase: AI cannot be done on PS3 Analyze the environment and react accordingly.
“As we approached The Last of Us Part I, we wanted to make these battle sequences more realistic by leveraging our AI engine and tools,” Bellomy continued. “Encounters are now more dynamic as enemies have new search and search behaviors and can analyze topography to plan travel and assess visibility.”
“As a result, the stealth approach can be applied in a greater number of situations. And therefore, the whole game is more challenging. No situation repeats itself in the same way. The player may find himself in new and exciting scenarios, as we did not. We envisioned Naughty Dog. “
As lead designer Christian Wohlwend explained, bringing the game to PS5 also allowed to increase the number of active enemy AIs per series: PS3 had a limit of eight characters at a time, and to get around that you had to “turn off” some and then some as needed. re-enable it. come on PlayStation 5 this limit was increased to one hundred and twenty-eight.
“Our one-on-one combat system has evolved tremendously,” said Wohlwend. “We were also able to use the new development tools from The Last of Us Part II in this remake. These tools make work more flexible, simplify improvements and elevate everything else by helping to prevent bugs.”
“3D audio on PS4 was pretty limited,” said sound director Neil Uchitel. “Sony has created the Tempest Engine, an engine for PS5 that can take any sound source from a game and give it a much greater sense of spatialization through the application of sophisticated technical tricks.”
“The result is a greater sense of movement within the earth and a more accurate verticality. If something is about to hit you from above, you hear the sound coming from that direction, etc.” A feature that can be noticed from the very beginning in the scene where Joel escapes from his house and you can hear the flames erupting, the screams of the people in the street and the infected coming.
Finally, animations with details like swollen tear ducts or flushed skin to highlight the emotional intensity of certain moments. Art director Erick Pangilinan says, “These animations enhance the scene because they increase the fidelity of the expressions. And in this way, they make the gestures more restrained, therefore more natural.”
“The original creative vision was to capture the magnificence of nature rather than paint a bleak and dystopian apocalyptic world,” said graphic designer Sebastian Gromann. “On PS3, the vegetation was not so dense, we were able to leverage the power of PS5 to apply complex shaders, detailed models and a level of detail and volume that fully conveys a sense of nature that recaptures the city.”
“Other major improvements have allowed us to increase the polygon weight of characters and environments,” added Pangilinan. “Because we were able to add detail to nearby objects as well as distant environments such as mountains or buildings, we were able to convey an enhanced sense of depth. Using the PS3 GPU, this was not possible.”
Source: Multiplayer
