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The Last of Us Part II

Game11 documents

11 documents in the library are about The Last of Us Part II, from writers such as Game Developers Conference, Game Dev Unchained and Extra Credits, the newest from 2024. Each has a summary and key insights with the page they come from.

The Last of Us Part II cover

The Last of Us Part II is an action-adventure game set five years after the events of The Last of Us. The player traverses post-apocalyptic environments such as buildings and forests to advance the story. They can use firearms, improvised weapons, and stealth to defend against hostile humans and cannibalistic creatures infected by a mutated strain of the Cordyceps fungus. The game intermittently switches control between Ellie and Abby, and also briefly Joel in the opening sequence. The nimble nature of the player character introduces platforming elements, allowing the player to jump and climb to traverse environments and gain advantages during combat.

Released
Jun 19, 2020
Developer
Naughty Dog
Publisher
Sony Interactive Entertainment
Genres
Shooter, Adventure
Platforms
PlayStation 4, PlayStation 5

Game data from IGDB.com

Documents about The Last of Us Part II

Cover of The State of Adaptive Gaming
66 min
Naavik66 min

The State of Adaptive Gaming

The global gaming industry is undergoing a fundamental shift toward inclusive design, driven by the need to accommodate a player base that includes between 46 million and 300 million individuals with disabilities.

  • Gamers with disabilities represent a significant market segment, with estimates ranging from 46 million to 300 million individuals globally.
  • Inclusive design is a strong business growth strategy, as players with disabilities demonstrate higher brand loyalty and spend 2.3 times more on in-game purchases than the average player.
  • The industry is shifting from expensive, specialized hardware toward software-based accessibility solutions that leverage machine learning and mobile neural processing units for voice, gesture, and facial recognition.
NaavikJul 2024
Cover of PlayStation's Top First-Party Games Now Cost >$200 Million to Make
Article

PlayStation's Top First-Party Games Now Cost >$200 Million to Make

Internal documents from the legal proceedings between the Federal Trade Commission and Microsoft have revealed significant financial data regarding Sony Interactive Entertainment’s first-party development costs and the commercial impact of the Call of Duty franchise on the PlayStation platform.

  • Sony’s top-tier first-party titles now frequently exceed $200 million in development costs, with 'Horizon Forbidden West' costing $212 million and 'The Last of Us Part II' costing $220 million.
  • The 'Call of Duty' franchise is a critical revenue pillar for PlayStation, generating $1.5 billion in worldwide consumer spending on the platform in 2021 alone.
  • Over 43 million unique U.S. PlayStation users have played 'Call of Duty' since 2019, accounting for two-thirds of the platform's domestic user base.
GameDiscoverCoJul 2023
Cover of Sony’s Confidential PlayStation Secrets Just Spilled Because of a Sharpie
Article

Sony’s Confidential PlayStation Secrets Just Spilled Because of a Sharpie

The inadvertent public disclosure of sensitive Sony Interactive Entertainment business data during the Federal Trade Commission’s legal challenge against Microsoft’s acquisition of Activision Blizzard has provided unprecedented insight into the financial mechanics of the modern gaming industry.

  • Sony's confidential documents, unredacted due to a scanning error, revealed that "The Last of Us: Part II" and "Horizon Forbidden West" each cost over $200 million to develop.
  • In 2021, approximately 1 million PlayStation users exclusively played "Call of Duty," while over 6 million spent more than 70% of their gaming time on the franchise.
  • "Call of Duty" players spent an average of 116 hours per year on the game in 2021, with those dedicating over 70% of their time to it averaging 296 hours.
The VergeJun 2023
Cover of Designing the Museum Flashback: 'The Last of Us Part II'
61 min
Game Developers Conference61 min

Designing the Museum Flashback: 'The Last of Us Part II'

The design of the Museum Flashback in The Last of Us Part II serves as a masterclass in integrating narrative depth with functional gameplay.

  • Level design functions as a non-verbal script, using spatial layout and environmental cues to guide player behavior and emotional response without explicit instructions.
  • The development process for the 'Museum Flashback' level utilized a 'playable storyboard' approach, where designers used Maya to create rough 3D block-outs to test narrative beats before committing to full production.
  • Naughty Dog employed a 'strike team' of four to six developers to support the lead level designer, facilitating rapid iteration and feature development through a cycle of frequent playtesting.
Game Developers ConferenceFeb 2023
Cover of Interactive Pacing from the Museum Flashback in 'The Last of Us Part II'
32 min
Game Developers Conference32 min

Interactive Pacing from the Museum Flashback in 'The Last of Us Part II'

The Museum Flashback in The Last of Us Part II serves as a masterclass in interactive narrative pacing, prioritizing player agency over rigid, developer-dictated tempo.

  • Interactive pacing allows players to set their own tempo by choosing whether to rush through linear narrative beats or linger to engage with optional environmental content.
  • The 'Museum Flashback' level in The Last of Us Part II utilizes a three-tiered hierarchy of interactions: focal points (mandatory story beats), prospects (optional, repeatable interactions like quips), and secrets (unexpected, high-effort 'mold-breaking' moments).
  • To teach players they can interact with the environment without tutorials, the design introduces two simple, isolated exhibits early on, establishing that interaction is both optional and consistent in scale.
Game Developers ConferenceAug 2022
Cover of Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits
9 min
Extra Credits9 min

Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits

The design of difficulty settings in AAA action-adventure games is evolving from simple health and damage adjustments toward nuanced, accessible, and customizable experiences.

  • The industry is shifting from binary difficulty tiers to granular, customizable gameplay settings that allow a broader audience—including casual players and those with disabilities—to engage with AAA action-adventure titles.
  • The Last of Us Part II serves as the current industry benchmark by offering a comprehensive suite of accessibility features, including combat modifiers, motor-skill assistance, and puzzle-bypass options.
  • Modern design strategies prioritize adjusting mechanics like enemy aggressiveness and reaction windows rather than relying solely on traditional health and damage scaling.
Extra CreditsApr 2021
Cover of Essential Video Game News: French Market Report 2020
Report38 pages

Essential Video Game News: French Market Report 2020

The French video game market reached a historic milestone in 2020, generating €5.3 billion in revenue.

  • The French video game market reached €5.3 billion in 2020, representing an 11.3% year-over-year revenue increase driven by pandemic-related engagement.
  • Mobile gaming led sector growth at 16%, followed by console at 10% and PC at 9%, while physical retail sales showed resilience with only a 3.2% decline.
  • Hardware demand surged significantly, highlighted by a 20% increase in the PC segment.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsMar 2021
Cover of Playstation 5 Reveal Event Reaction | Game Dev Unchained Roundtable News
92 min
Game Dev Unchained92 min

Playstation 5 Reveal Event Reaction | Game Dev Unchained Roundtable News

The PlayStation 5 reveal event signals a strategic pivot toward a diverse portfolio of high-fidelity first-party exclusives, experimental indie projects, and cross-generational titles.

  • Sony is prioritizing a strategy of high-fidelity first-party exclusives and narrative-driven titles to maintain a competitive advantage over Microsoft’s subscription-based model.
  • The PlayStation 5 hardware introduces significant technical advancements, specifically SSD-powered load speeds and dimensional mechanics as demonstrated in Ratchet & Clank: Rift Apart.
  • External economic pressures, including high unemployment and COVID-19-related supply chain disruptions, pose significant risks to the feasibility of the projected console launch timeline.
Game Dev UnchainedJul 2020
Article

Live Streaming Real Tears: The Last of Us Part II Tells Us Everything We Need

This analysis examines the shifting cultural and economic landscape of the global video game industry during mid-2020.

  • The Epic Games Store reached 61 million monthly active users by mid-2020, positioning itself as a significant competitor to Steam, which reported 95 million active users in the previous year.
  • Discord transitioned from a niche gaming tool to a mainstream social and educational platform, resulting in a $3.5 billion valuation.
  • The video game industry is experiencing a shift toward becoming a deeply political and social medium, evidenced by the polarized audience reception and 'review bombing' of narrative-driven titles like The Last of Us Part II.
SuperJoostJul 2020
Cover of Unreal Engine 5 Reactions, And Last of Us 2 Ending a Generation | Game Dev Unchained Roundtable News
59 min
Game Dev Unchained59 min

Unreal Engine 5 Reactions, And Last of Us 2 Ending a Generation | Game Dev Unchained Roundtable News

The introduction of Unreal Engine 5 marks a pivotal shift in game development, primarily driven by the integration of Nanite geometry and Lumen real-time global illumination.

  • Unreal Engine 5 introduces Nanite geometry and Lumen real-time global illumination to automate light-baking and eliminate traditional optimization bottlenecks for high-fidelity assets.
  • Despite technological advancements, Unreal Engine 5 does not remove the need for rigorous character animation, physics simulation, and efficient asset management in full-scale production.
  • Industry experts view high-end tech demonstrations as aspirational marketing tools rather than immediate standards, as most studios continue to prioritize cohesive art styles over raw photorealism.
Game Dev UnchainedJun 2020
Cover of The Last of Us Part II Pre-Sales Surpasses God of War in Brazil
Article

The Last of Us Part II Pre-Sales Surpasses God of War in Brazil

The Last of Us Part II achieved a significant commercial milestone in June 2020 by surpassing the pre-sale record previously held by God of War for a PlayStation exclusive in Brazil.

  • The Last of Us Part II has surpassed God of War to become the PlayStation exclusive with the highest number of pre-sales in Brazilian history.
  • Sony confirmed that the title achieved this record-breaking pre-sale performance in the Brazilian market ahead of its scheduled release on June 19, 2020.
  • The previous record for the highest number of pre-sales for a PlayStation exclusive in Brazil was held by the 2018 release of God of War.
The Game PostJun 2020

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