Naughty Dog delays 'The Last of Us Part II'

TLOU II.JPG
Initially planned for a February 2020 release, the highly anticipated title from Naughty Dog, The Last of Us Part II, has been pushed back a few months. Neil Druckmann, the game's director, made the official announcement via a post on PlayStation Blog today.

"It was during the last few weeks, as we were closing out sections of the game, that we realized we simply didn’t have enough time to bring the entire game up to a level of polish we would call Naughty Dog quality," writes Druckmann. "At this point we were faced with two options: compromise parts of the game or get more time. We went with the latter, and this new release date allows us to finish everything to our level of satisfaction while also reducing stress on the team."

The new release date for The Last of Us Part II is May 29, 2020. You can read Neil Druckmann's full blog post in the source below.

:arrow: SOURCE
 

Taleweaver

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Upon asked for a comment, Naughty dog replied:

"It may be a delay. But not to worry: we're working on it. You haven't heard...The last of us." :creep:


...


I'll leave now.
 

ldeveraux

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While it isn't as big as a crazy occurrence, a delay to a game as critically acclaimed as the first one is in no way not worthy...

When game studios (and movies, music, TV, etc) run out of ideas, they milk a moderate success for all they can, usually by flooding the market with "bigger and better" sequels. This is an example of that, and my verbose way of disagreeing with you.
 

gbablackrain

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I just beat the first Last of Us for the first time (I know I was late). I don't understand the hype. The story had good moments but overall very weak (no boss fight, no villain, just keep going to the hospital etc etc).... this second game seams so much more of the same to me. I would rather prefer a new Horizon Zero Dawn if I could choose.
 
D

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https://kotaku.com/as-naughty-dog-crunches-on-the-last-of-us-ii-developer-1842289962
Crunch mode activated.

Quote:

"Many who have worked at Naughty Dog over the years describe it as a duality—as a place that can be simultaneously the best and the worst workplace in the world. Working at Naughty Dog means designing beloved, critically acclaimed games alongside artists and engineers who are considered some of the greatest in their fields. But for many of those same people, it also means working upwards of 12-hour days and even weekends when the studio is in crunch mode, sacrificing their health, relationships, and personal lives at the altar of the game.

They do try to take care of you, providing food, encouragement to go take breaks,” said one former developer. “But for the most part, the implication is: ‘Get the job done at all costs.’”
 

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