Fran Aisa, ex-Naughty Dog programmerrevealed some backstory interesting facts about his career at Rockstar Games and the PlayStation Studios team, revealing among other things that the the final Of The Last of Us 2 it should have been a little different, with some mechanics not included in the final fight.
Obviously, given the topic in question, the information reported by Aisa in the interview can be considered spoilers, so you are warned in case, even if it is now difficult to talk about spoilers when it comes to the ending of one of the most well-known games of the last few years. years old, out a while ago.
https://www.youtube.com/watch?v=4Oc6tV2oQp8
In any case, if you don't want previews, avoid reading the following or seeing the video above.
Among the various curiosity and easter eggs, Aisa revealed that some enemies in The Last of Us 2 were modeled by facial scanning some Naughty Dog developers or various friends. It also seems that Ellie's guitar is created in a similar way to that of the director, furthermore there was a bug in the game for a long time that caused the characters' necks to become excessively long, and finally it emerged that some testers refused to kill the dogs in the game or to fight Ellie.
A slightly different final fight
Regarding the story and some elements of the gameplayAisa reports that he is very proud of the courage shown by the team in making even unpopular decisions, in terms of the development of events, in particular regarding the treatment reserved for Joel.
He also reported that the hardest part was just trying to make it Abby a character lovable by the public. As for what he would change or criticize about the game, the developer reported that he found the beginning with Ellie and the aquarium level with Abby particularly slow, and in general the pacing throughout the game could be revised a bit.
Finally, regarding the different elements of the ending, Aisa explained that, originally, the player could have attempted to to drown Abby through a specific command: it was a prompt that allowed you to keep Abby's head under water, but without being able to completely drown her.
The idea was to give a sense of physicality to the action and stimulate tension, with the player having to feel the drama of the situation and understand, through these sensations, the gravity of the act, thus stimulating the reaction that would had to be the fact of save Abby.
However, the issue is being tested It didn't seem to work: the players continued to repeatedly press the button to drown the character, making the whole sequence too mechanical and, moreover, it seemed driven by the desire to immediately end the fight with this move, totally missing the objective underlying this setting, namely the reflection on the action itself.
According to Aisa it would have been interesting to be able to give to the player a real choicebetween the possibility of killing or sparing Abby, but this was practically impossible given that the story was already set up in a certain way and the message had to necessarily be conveyed through the pre-established ending.
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