The Last of Us Devs Explain Why PS4 Version Isn't "Just a Graphical Upgrade" and More

By Giuseppe Nelva

July 21, 2014

There has been a lot of discussion on the value of The Last of Us Remastered, and as the release date approaches many are wondering just how much Naughty Dog improved its masterpiece and how much work has gone into it.

Sound Designer Robert Krekel, who recently moved to Sony Santa Monica after finishing his work on The Last of Us, took upon himself the challenge to explain just how much work went into the game, mentioning on Twitter that calling it “just a graphical upgrade” is fairly insulting considering the amount of work that went into it. To another user who accused Naughty Dog of just “switching the graphics from medium to high” he said that the notion is completely wrong, and again fairly insulting for those who worked on the remastered version.

According to Krekel console games aren’t designed for multiple platforms in mind. The original The Last of Us was designed to squeeze everything out from the PS3, and there was no high resolution version of the assets ready to be used on PS4. PC games have high resolution assets already made for the “ultra” settings, but that just isn’t the case for console  exclusives.

He continued by mentioning that a lot of people were involved for a long time working on it, and that justifies its pricetag. It wasn’t just programmers, but also artists, designers and sound designers.

In the meanwhile Level Deisgner Rodney Reece confirmed that work has already started on new maps for both the PS3 and PS4 versions, while Game Designer Quentin Cobb chalked the implementation of an hardcore mode for Factions multiplayer as unlikely.

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Speaking about PS3, here’s a rather peculiar picture, courtesy of System Administrator Travis Kimble taken as the studio was preparing for the clean-up of its PS3 units and devkits. It’s almost time to retire them:

As a final bonus, multiple members of the team tweeted this lovely pieces of Naughty Dog-inspired artwork, drawn by Digital Extremes concept and UI artist Janice Chu, who recently delivered them when she visited the studio.

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Giuseppe Nelva

Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.

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