The Last of Us: Part 2 Developer Reveals a Tricky Design Element

Even Monkeys Fall From Trees

Iโ€™m going to make a somewhat controversial statement and say that The Last of Us: Part 2 is as close to perfect as a game has ever come. Sure, itโ€™s not for everyone, but personally? I donโ€™t think Iโ€™ve ever been that engaged in a game, or in that much awe of a game on a purely mechanical level. Sure, the game arguably had fewer standout setpieces than the original, but thatโ€™s just how things go when you raise the bar so high.

Still, it looks like one of the most simple devices possible proved to be a special challenge to the team, as the gameโ€™s co-director Kurt Margenau stated that adding doors into the gameโ€™s combat took longer than any other element to get right.

Doors were implemented in a variety of ways โ€“ for example, while outside of combat theyโ€™ll remain open, while in combat each door needs its own individual physics.

As more proof of Naughty Dogโ€™s commitment to quality โ€“ if any was needed, given the fact that the game has broken numerous records and swept numerous award shows โ€“ it seems that the issue could have been lessened if the team didnโ€™t care so much about visual fidelity. For example, the doors donโ€™t just slam shut behind you if you barge through, so the game takes that into account with the animations, whereas other games โ€“ even beloved ones like Resident Evil 4 โ€“ might simply ignore the issue and have the doors slam shut all on their own.

After all, this is a game where the heroine can snatch ammo from mid-air, fluidity was important to the team, and it served to help make The Last of Us: Part 2 one of the most immersive games in history.

Do you think the teamโ€™s hard work on the doors paid off? Let us know in the comments, on Twitter, or on Facebook.

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