Compare The Last of Us Part II Remastered vs The Alters

P1 The Last of Us Part II Remastered
P2 The Alters

Comparison Takeaways

The Last of Us Part II Remastered

Where It Has the Edge

  • load times is 4.8 vs 2.5. Load times were consistently praised as much faster and a clear quality-of-life upgrade.
  • progression system is 4.5 vs 2.5. Progression in No Return was praised for unlocks, challenges, and longer-term rewards that kept runs moving.
  • accessibility options is 4.9 vs 3.0. Accessibility options were strongly praised, with reviewers calling the expanded descriptive audio, speech-to-vibration, and broader tools meaningful additions.
  • combat system is 4.6 vs 3.1. Combat was one of the strongest areas overall, with reviewers praising its brutal feel, polish, resource pressure, and...

The Alters

Where It Has the Edge

  • map and navigation design is 4.3 vs 2.5. Map and navigation design was praised for clever fast travel and tense maze-like routing that reduced backtracking.
  • innovation is 4.8 vs 3.0. Innovation was praised through the game’s unusual genre blend and standout sci-fi structure.
  • user interface design is 4.2 vs 2.5. UI design was mostly praised as clean, tactile, and not intrusive, with some interface quirks noted.
  • puzzle design is 3.5 vs 2.0. Puzzle evidence was mixed: environmental puzzles earned praise, but the probe-based resource puzzle was criticized as fiddly and...
Average score
Product 1: The Last of Us Part...
4.2
Product 2: The Alters
4.0
accessibility options
Product 1: The Last of Us Part...
4.9

Accessibility options were strongly praised, with reviewers calling the expanded descriptive audio, speech-to-vibration, and broader tools meaningful additions.

Product 2: The Alters
3.0

Accessibility evidence was limited and mixed, with reviewers noting useful settings but also describing the overall accessibility approach as limited.

age appropriateness
Product 1: The Last of Us Part...
3.0

Age appropriateness was limited by the game’s mature themes, violence, and emotional weight, with one reviewer saying younger players may not appreciate it.

Product 2: The Alters
2.0

Age appropriateness evidence points to mature themes, with one reviewer warning about substance abuse, suicide, and self-harm.

AI behavior
Product 1: The Last of Us Part...
4.3

AI behavior was praised in combat-focused reviews for swarming, faction pressure, and strong arena behavior.

Product 2: The Alters
No score yet
aiming precision
Product 1: The Last of Us Part...
4.5

Aiming precision received specific praise on PC, where mouse input gave reviewers strong control for headshots.

Product 2: The Alters
No score yet
animation quality
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
4.3

Animation quality was mostly praised for character design and subtle idle movement, though one reviewer found some animations rough.

art direction
Product 1: The Last of Us Part...
4.0

Art direction was praised as visually striking, though one review also noted the remaster could look too dark in places.

Product 2: The Alters
5.0

Art direction received strong praise for the alien planet, visual design, and Jan/Alter presentation.

atmosphere
Product 1: The Last of Us Part...
5.0

Atmosphere was praised as masterful, especially for its oppressive tension and survival-horror mood.

Product 2: The Alters
4.9

Atmosphere was consistently praised as isolating, eerie, tense, symbolic, and thrilling.

boss design
Product 1: The Last of Us Part...
5.0

Boss design stood out in one PC review, which highlighted major fights as some of Naughty Dog’s best.

Product 2: The Alters
No score yet
bug frequency
Product 1: The Last of Us Part...
3.3

Bug frequency was mixed: some PC reviewers reported minor UI or texture glitches, while others found the port clean.

Product 2: The Alters
3.5

Bug evidence was mixed: several reviewers saw minor bugs, glitches, or stuck characters, while one reported zero bugs and another saw more disruptive issues.

character development
Product 1: The Last of Us Part...
5.0

Character development was praised for its heavy character work and risky perspective structure.

Product 2: The Alters
4.4

Character development was broadly praised for distinct, evolving Jans, though one reviewer felt the alters leaned into caricature.

character roster
Product 1: The Last of Us Part...
4.7

The character roster in No Return was praised for bringing secondary characters forward with different loadouts, traits, and playstyles.

Product 2: The Alters
4.3

The Alter roster was mostly praised for distinct variants, though one reviewer felt not all Alters were equally useful or nuanced.

combat system
Product 1: The Last of Us Part...
4.6

Combat was one of the strongest areas overall, with reviewers praising its brutal feel, polish, resource pressure, and ability to shine in No Return despite a few dissenting takes.

Product 2: The Alters
3.1

Combat-like anomaly encounters were generally seen as simple or secondary; some found them fitting, while others called them weak or uneven.

content variety
Product 1: The Last of Us Part...
4.3

Content variety was broadly praised, especially No Return, Lost Levels, commentary, guitar free play, skins, speedrun tools, and modifiers, though some extras were called short or uneven.

Product 2: The Alters
4.3

Reviewers generally praised the variety created by survival, puzzles, exploration, branching side quests, and genre mixing, with one caveat about restrictive base building.

controls responsiveness
Product 1: The Last of Us Part...
4.6

Controls were usually described as smooth, responsive, and solid, with PC mouse-and-keyboard support adding precision for some players.

Product 2: The Alters
5.0

One reviewer specifically praised the controls on both controller and mouse/keyboard, with no conflicting control-responsiveness evidence.

core gameplay loop
Product 1: The Last of Us Part...
5.0

The No Return loop was praised as a high-stakes, rewarding way to experience the game’s encounters repeatedly.

Product 2: The Alters
4.3

The core loop was often described as compelling, addictive, or well-designed, with one dissenting review arguing the hybrid systems failed to cohere.

crafting system
Product 1: The Last of Us Part...
4.5

Crafting was praised as part of the game’s excellent survival-combat foundation.

Product 2: The Alters
4.5

The crafting and production automation earned positive evidence for reducing food and essential-goods micromanagement.

crash stability
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
1.5

Crash stability was a major issue in one PC review, which reported frequent crashes around the Quantum Computer.

dialogue quality
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
3.4

Dialogue quality was mixed: some praised meaningful character conversations, while others found the script or conversations flat and stilted.

difficulty balance
Product 1: The Last of Us Part...
4.1

Difficulty was usually viewed positively as tense and intentional, with challenge options and survival pressure fitting the game’s design.

Product 2: The Alters
3.3

Difficulty balance was mixed: several reviewers valued the pressure, but others found the stress overwhelming or the economy hard for newcomers.

economy and resource balance
Product 1: The Last of Us Part...
5.0

Resource balance was praised for keeping ammo and materials scarce enough to make survival tense.

Product 2: The Alters
4.1

Resource balance was mostly praised for satisfying pressure and strong management hooks, though some reviewers found it irritating or overly punishing.

emotional impact
Product 1: The Last of Us Part...
5.0

Emotional impact was extremely strong, with reviewers repeatedly describing the story as gutting, heartbreaking, or emotionally shattering.

Product 2: The Alters
4.9

Emotional impact was consistently strong, with reviewers describing thought-provoking, personal, vulnerable, and resonant moments.

enemy variety
Product 1: The Last of Us Part...
3.5

Enemy variety was mixed: No Return adds faction variety and AI pressure, but one reviewer criticized the limited number of new enemies.

Product 2: The Alters
4.0

Enemy or hazard variety had limited but positive evidence, with anomaly variants helping keep exploration tense.

environmental detail
Product 1: The Last of Us Part...
4.9

Environmental detail drew strong praise for scenery, foliage, world texture, and dense visual craftsmanship.

Product 2: The Alters
4.8

Environmental detail was praised for adorable base rooms, dinky detail, and visually distinct alien landscapes.

exploration quality
Product 1: The Last of Us Part...
4.2

Exploration was generally valued for scavenging, optional environmental stories, and player choice, though one reviewer found it sometimes too guided.

Product 2: The Alters
3.6

Exploration divided reviewers: several found it atmospheric, tactile, or satisfying, while others found it basic, repetitive, or chore-like.

facial animations
Product 1: The Last of Us Part...
5.0

Facial animation was praised as industry-leading and central to the emotional performances.

Product 2: The Alters
5.0

Facial animation evidence was positive, with one reviewer specifically praising how faces reflect current attitude.

family friendliness
Product 1: The Last of Us Part...
1.5

Family friendliness scored low because one reviewer explicitly described the game as gritty, intense, and extremely violent.

Product 2: The Alters
No score yet
frame rate stability
Product 1: The Last of Us Part...
4.4

Frame rate stability was mostly praised, especially in performance mode, with some caveats around 30fps fidelity mode and certain PC scenes.

Product 2: The Alters
4.8

Frame rate stability was generally strong, with reviewers citing consistent 60+ fps, 120 fps, or stable 60 fps with only occasional drops.

fun factor
Product 1: The Last of Us Part...
4.4

Fun factor was strongest in No Return and combat-focused extras, though the main story’s grim tone made it less relaxing for some reviewers.

Product 2: The Alters
4.5

Fun factor was positive, with reviewers describing the game as entertaining, a blast, hard to put down, or excellent from start to finish.

gameplay mechanics
Product 1: The Last of Us Part...
3.5

Gameplay mechanics drew mixed responses: several reviewers liked the remastered combat tools, but one felt the core stealth-loot-shoot loop had aged poorly.

Product 2: The Alters
4.4

Most reviewers praised the blended survival, management, and narrative mechanics as polished or inventive, though a few found the underlying gameplay basic.

graphics quality
Product 1: The Last of Us Part...
4.4

Graphics were widely praised as excellent or stunning, but reviewers often stressed that the jump over the PS4/PS5-patched version is modest.

Product 2: The Alters
4.7

Graphics were praised repeatedly, with reviewers calling the game gorgeous, detailed, good-looking, or visually distinctive.

grind level
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
2.0

Grind level drew negative evidence, with reviewers criticizing repetitive busywork and mindless material loops.

handheld play suitability
Product 1: The Last of Us Part...
4.5

Handheld suitability was praised in one PC review because the Steam Deck version ran well enough to deserve verification.

Product 2: The Alters
4.0

Handheld suitability had limited but positive evidence, with Steam Deck described as playable with decent image quality.

haptic feedback integration
Product 1: The Last of Us Part...
4.7

Haptic feedback integration was strongly praised for bows, weapons, bandaging, traversal, and added immersion, though one reviewer found extended use tiring.

Product 2: The Alters
No score yet
horror tension
Product 1: The Last of Us Part...
4.8

Horror tension was praised for causing anxiety, dread, and memorable scare sequences.

Product 2: The Alters
No score yet
immersion
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
4.5

Immersion was strong but intense, with reviewers describing deep involvement and a claustrophobic, absorbing feel.

innovation
Product 1: The Last of Us Part...
3.0

Innovation was limited in one review, which found No Return fun but not especially unique as a mode.

Product 2: The Alters
4.8

Innovation was praised through the game’s unusual genre blend and standout sci-fi structure.

level design
Product 1: The Last of Us Part...
5.0

Level design received strong praise from one reviewer for making linear spaces feel flexible and meaningful.

Product 2: The Alters
4.3

Level and map design were praised for dense, hand-crafted layouts and well-crafted act-specific maps.

load times
Product 1: The Last of Us Part...
4.8

Load times were consistently praised as much faster and a clear quality-of-life upgrade.

Product 2: The Alters
2.5

Load-time evidence was mixed-to-negative because shader precompilation was called long or repeatedly required on launch.

map and navigation design
Product 1: The Last of Us Part...
2.5

Map and navigation design drew one notable complaint about unclear progression paths in naturalistic environments.

Product 2: The Alters
4.3

Map and navigation design was praised for clever fast travel and tense maze-like routing that reduced backtracking.

menu usability
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
3.9

Menu usability was generally positive thanks to quality-of-life tools, though some reviewers found navigation old or menu-jumping cumbersome.

mission design
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
3.0

Mission design received mixed evidence because one reviewer felt survival objectives and narrative goals could work against each other.

mission variety
Product 1: The Last of Us Part...
4.3

Mission variety in No Return was praised for randomized objectives and encounter types, with some caveats about uneven encounters.

Product 2: The Alters
No score yet
movement feel
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
2.8

Movement drew mixed-to-negative notes, with one reviewer calling traversal cumbersome and another saying Jan could feel awkward or get stuck.

narrative quality
Product 1: The Last of Us Part...
4.3

Narrative quality remained divisive but mostly positive, with many reviewers calling it profound or masterful while others criticized its structure, bleakness, and execution.

Product 2: The Alters
4.7

Narrative quality was one of the strongest areas, with many reviewers praising the story as compelling, thoughtful, philosophical, or emotionally resonant.

onboarding experience
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
5.0

Onboarding was praised for introducing many systems without overwhelming the player.

open-world design
Product 1: The Last of Us Part...
4.0

The limited semi-open Seattle section stood out positively to one reviewer, who wished more of the game pursued that feeling.

Product 2: The Alters
No score yet
originality
Product 1: The Last of Us Part...
3.5

Originality was mixed, with one review finding No Return strange and unusual but artistically awkward.

Product 2: The Alters
4.7

Originality was strongly praised, with reviewers calling the concept unique, uncategorizable, ambitious, or unlike anything else.

pacing
Product 1: The Last of Us Part...
2.9

Pacing was the most consistent structural complaint, with multiple reviewers saying the campaign felt long, bloated, or uneven despite strong moments.

Product 2: The Alters
3.3

Pacing was mixed, with praise for quick days and well-timed beats offset by complaints about cyclical acts, clocks, and difficult bad-end pressure.

performance optimization
Product 1: The Last of Us Part...
4.4

Performance optimization was generally strong on PS5 and many PC setups, though one PC review reported stutter and texture issues.

Product 2: The Alters
4.3

Performance optimization was mostly praised on reviewed builds, though one PC review reported dreadful performance.

platform-specific feature support
Product 1: The Last of Us Part...
5.0

Platform-specific support was praised for PS5-native upgrades such as load times, DualSense features, and 3D audio.

Product 2: The Alters
No score yet
polish
Product 1: The Last of Us Part...
4.4

Polish was a consistent strength, with reviewers describing the package, presentation, and bonus modes as well-crafted.

Product 2: The Alters
3.3

Polish was mixed, with notes about lacking presentation and unskippable scenes despite otherwise strong execution.

progression system
Product 1: The Last of Us Part...
4.5

Progression in No Return was praised for unlocks, challenges, and longer-term rewards that kept runs moving.

Product 2: The Alters
2.5

Progression drew criticism from one reviewer who felt unlocks mostly reduced earlier friction rather than adding exciting new capabilities.

protagonist appeal
Product 1: The Last of Us Part...
4.0

Protagonist appeal was mixed: Ellie was praised as carrying the sequel by some, while one reviewer found her harder to relate to.

Product 2: The Alters
3.7

Jan’s appeal was mixed: some found him more complete, plausible, and sympathetic, while one reviewer found him unpleasant.

puzzle design
Product 1: The Last of Us Part...
2.0

Puzzle design was a weak point in one review, which complained that environmental puzzles were too few and underdeveloped.

Product 2: The Alters
3.5

Puzzle evidence was mixed: environmental puzzles earned praise, but the probe-based resource puzzle was criticized as fiddly and low-value.

remake/remaster quality
Product 1: The Last of Us Part...
4.5

Remaster quality was generally praised as a definitive or worthwhile edition, though the visual upgrade was often called modest and content-focused.

Product 2: The Alters
No score yet
replay value
Product 1: The Last of Us Part...
4.4

Replay value was one of the strongest remaster arguments, driven mainly by No Return, daily/custom runs, unlocks, and added extras.

Product 2: The Alters
4.3

Replay value was widely praised because alternate Alters, choices, endings, and remembered dialogue paths encourage repeat runs, though a few reviewers saw replay fatigue.

sandbox freedom
Product 1: The Last of Us Part...
4.0

No Return’s sandbox-like setup was praised as a fun way to experiment outside the campaign’s narrative constraints.

Product 2: The Alters
No score yet
save system reliability
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
3.0

Save reliability was mixed: one reviewer lost progress due to daily saves and crashes, while another appreciated nightly/location auto-saves.

side character depth
Product 1: The Last of Us Part...
No score yet
Product 2: The Alters
5.0

Side character depth was praised in the reviews that addressed it, with the Alters described as distinct and fully realized.

skill tree depth
Product 1: The Last of Us Part...
3.5

Skill systems were split: one reviewer liked the upgrade satisfaction, while another felt No Return upgrades did not meaningfully change play enough.

Product 2: The Alters
No score yet
sound design
Product 1: The Last of Us Part...
4.8

Sound design was praised for 3D audio, directionality, anxiety, and stealth-tension cues.

Product 2: The Alters
5.0

Sound design evidence was strongly positive, emphasizing exceptional audio, tension-building environmental sound, and fantastic sound design.

soundtrack quality
Product 1: The Last of Us Part...
5.0

The soundtrack was praised as atmospheric and emotionally effective.

Product 2: The Alters
4.5

Soundtrack quality was praised for its synth mood, Piotr Musial’s work, and enjoyable/chill music.

stealth mechanics
Product 1: The Last of Us Part...
4.7

Stealth mechanics were widely praised as tense, flexible, and improved, especially when No Return encouraged new approaches.

Product 2: The Alters
No score yet
user interface design
Product 1: The Last of Us Part...
2.5

User interface design had one PC-specific criticism, where mouse-related UI elements could hurt frame rate.

Product 2: The Alters
4.2

UI design was mostly praised as clean, tactile, and not intrusive, with some interface quirks noted.

value for money
Product 1: The Last of Us Part...
4.3

Value for money was strongly positive for the $10 upgrade, with more mixed views for first-time or double-dip buyers at full price.

Product 2: The Alters
4.9

Value for money was praised, especially around the $35 price and replayable mid-sized scope.

visual effects quality
Product 1: The Last of Us Part...
3.5

Visual effects were mostly strong, but one PC review noted distracting upscaling artifacts around transparencies.

Product 2: The Alters
3.0

Visual effects evidence was mixed-to-negative in one review because close-up scenes sometimes became pixelated.

voice acting
Product 1: The Last of Us Part...
5.0

Voice acting earned unanimous praise from scored reviews, especially for the main cast’s performances.

Product 2: The Alters
4.8

Voice acting was strongly praised across many reviews, especially Alex Jordan’s work differentiating the many Jans, with only one mild delivery caveat.

world-building
Product 1: The Last of Us Part...
4.8

World-building was praised for Seattle’s detail, environmental storytelling, and the way the sequel frames grief and factions.

Product 2: The Alters
4.5

World-building was praised for its strange sci-fi setting, cultural detail, and labor/corporate themes.

writing quality
Product 1: The Last of Us Part...
4.1

Writing quality was polarized: several reviewers praised the ambitious, intentional storytelling, while one criticized the script as unsubtle.

Product 2: The Alters
4.0

Writing was mostly praised as authentic, human, or excellent, though one negative review called it shallow and another noted occasional creaking.