We also needed to add some of our own unique elements to multiplayer that didn’t exist in single player. In the end it’s a game where your tactical decision-making matters more than your aiming reflexes. In general, players playing overly aggressively will usually find themselves at a disadvantage in The Last of Us. To capture the feeling of combat in single player we had to slow the game down a lot, while still keeping the controls and player movement feeling responsive.īy making the game fairly lethal, but giving players a higher level of awareness of their enemies, we were able to create some very tactical combat, especially when combined with the variety of craftable items like molotovs, nail bombs, and smoke bombs. In most multiplayer shooters these days players sprint around at high speeds and spray bullets at anything that moves. ![]() This created a very unique experience which we feel makes our multiplayer special.Įrin Daly: As Quentin mentioned the inspiration really came from trying to capture the slower pace, stealth, lethality, and consequence of combat in single player, something that is really challenging to do in a live multiplayer environment. All of these factors put an emphasis on stealth and teamwork which many shooters don’t achieve. We also added a down state which would allow players to revive teammates. This would lead to the players sneaking around the map, trying to get to item caches and picking the moment to attack very carefully and making their shots count. We did this by making every weapon very lethal, placing crafting items inside of item caches located in strategic parts of the map, having the player appear on the radar while sprinting, and keeping ammo very scarce. We wanted to mirror the slow pace and high lethality of those encounters while keeping a very similar crafting and scavenging system. Quentin Cobb: The inspiration really came from the combat encounters of the single-player campaign. Q: What was the inspiration for Factions multiplayer? ![]() ![]() You must survive for 12 weeks with either the Hunters or Fireflies to beat the metagame. To make progress you must ally yourself with one of the major factions from the single player game - the Hunters, a rag-tag group of brutal killers, or the Fireflies, a more well-equipped resistance group that is still trying to find a cure for the infection.Īs you progress, events will occur that put your survivors at risk and require you to complete missions during your multiplayer matches to keep them alive. This grounds the online matches in a world where each player is fighting for the survival of their clan and therefore gives each match more weight and importance.Įrin Daly: The name Factions came from what we call the “metagame.” Instead of just earning XP and ranking up like most multiplayer games, when you start multiplayer you are put in charge of a small group of survivors trying to stay alive and grow their numbers. Quentin Cobb: We wanted the online multiplayer to focus on the larger story of the player representing a faction (Fireflies or Hunters) and rebuilding their own clan in that faction. Q: Why is the multiplayer mode called Factions? If you’re a hardened survivor with a clan that never diminishes, read on to hear about some exciting developments we were able to make in The Last of Us Remastered. ![]() If you’re new to the world of Factions, this is a great primer. If you can’t watch the Twitch stream, we asked Erin Daly, Lead Multiplayer Designer, and Quentin Cobb, Game Designer, a couple of questions about Factions multiplayer mode in the game. We plan to show off the new features for PS4 as well as give our primer for those not familiar with the mode on Thursday, July 24th at 11:30 AM Pacific and 5:30 PM Pacific. We’ll be revealing some upcoming DLC and streaming a basic introduction to the multiplayer mode, Factions, live later this week over on our Twitch channel. The Last of Us Remastered launches next week in North America.
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