Compare The Last of Us Part II Remastered vs Resident Evil Requiem

P1 The Last of Us Part II Remastered
P2 Resident Evil Requiem

Comparison Takeaways

The Last of Us Part II Remastered

Where It Has the Edge

  • platform-specific feature support is 5.0 vs 2.0. Platform-specific support was praised for PS5-native upgrades such as load times, DualSense features, and 3D audio.
  • aiming precision is 4.5 vs 2.3. Aiming precision received specific praise on PC, where mouse input gave reviewers strong control for headshots.
  • boss design is 5.0 vs 3.8. Boss design stood out in one PC review, which highlighted major fights as some of Naughty Dog’s best.
  • voice acting is 5.0 vs 4.1. Voice acting earned unanimous praise from scored reviews, especially for the main cast’s performances.

Resident Evil Requiem

Where It Has the Edge

  • map and navigation design is 4.8 vs 2.5. Map and navigation design was praised as a useful tool for tracking rooms and missed resources.
  • bug frequency is 5.0 vs 3.3. Bug frequency was praised by one reviewer who reported no bugs or wall clips.
  • puzzle design is 3.7 vs 2.0. Puzzle design landed unevenly: one review liked the body-part riddles, while another said puzzles lacked focus overall.
  • innovation is 4.6 vs 3.0. Innovation drew praise where reviewers saw Requiem as a step forward or ambitious new baseline for the franchise.
Average score
Product 1: The Last of Us Part...
4.2
Product 2: Resident Evil Requiem
4.4
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: Resident Evil Requiem
4.2

One reviewer praised the way difficulty and accessibility were balanced rather than treating options as a pure checklist.

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: Resident Evil Requiem
No score yet
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: Resident Evil Requiem
4.3

Enemy behavior was often praised as eerie and strategic, though one review found a later stalker overused.

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: Resident Evil Requiem
2.3

Aiming evidence was mixed: Grace’s shaky aim reinforced vulnerability, while Switch 2 gyro aiming was criticized as poor for horizontal aim.

animation quality
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.5

Animation quality received positive evidence through praise for Leon’s reload animations.

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: Resident Evil Requiem
4.9

Art direction was praised for grotesque beauty and an effective old/new visual mix.

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: Resident Evil Requiem
5.0

Atmosphere was a major strength, with tense staging, lighting, audio, and Switch 2 presentation preserving the mood.

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: Resident Evil Requiem
3.8

Boss design split reviewers sharply, from excellent and varied encounters to weak, forgettable, or underwhelming boss fights.

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: Resident Evil Requiem
5.0

Bug frequency was praised by one reviewer who reported no bugs or wall clips.

camera behavior
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.7

Camera behavior was praised for making first- and third-person play feel effective, though the choice also shapes the experience heavily.

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: Resident Evil Requiem
4.7

Character development evidence centered on Grace’s growth and consistency, with reviewers finding her arc effective.

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: Resident Evil Requiem
No score yet
checkpoint system
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
2.2

Checkpointing drew criticism from one reviewer who reported being set back 30 minutes after dying.

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: Resident Evil Requiem
4.7

Combat drew broad praise for weight, weapon handling, Leon’s action toolkit, and entertaining encounters, though one review noted some harassment-style friction.

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: Resident Evil Requiem
4.8

Content variety was praised for breadth, though some wanted the smaller experiences expanded further.

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: Resident Evil Requiem
4.7

Controls were praised as responsive and purpose-built, with reviewers saying characters did what they expected and combat balanced heft with responsiveness.

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: Resident Evil Requiem
No score yet
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: Resident Evil Requiem
4.2

Crafting was generally seen as strategic and interesting, especially the blood/injector system, though one reviewer found it weird.

crash stability
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
5.0

Crash stability was praised in a performance review that reported no hard crashes.

dialogue quality
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
3.3

Dialogue quality was mixed between enjoyable deadpan jokes and criticism that Leon could sound corny or caricatured.

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: Resident Evil Requiem
3.5

Difficulty balance was mixed: some praised flexible challenge, while others felt the game had too much firepower or lacked a hardcore mode.

driving mechanics
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
5.0

The motorcycle action sequence was praised as one of the most fun moments in the series.

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: Resident Evil Requiem
4.5

Resource balance was praised for forcing tactical decisions about injectors, ammo, and room-clearing.

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: Resident Evil Requiem
4.8

Emotional impact was a clear strength for reviewers moved by Grace, Leon, and the story’s legacy themes.

endgame content
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
2.5

Endgame content was a repeated concern, especially the lack of Mercenaries or similarly meaningful side content.

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: Resident Evil Requiem
4.8

Enemy variety was praised through zombies with different retained behaviors and personalities.

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: Resident Evil Requiem
4.8

Environmental detail was praised for corridors and spaces that felt time-worn and secretive.

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: Resident Evil Requiem
4.3

Exploration and backtracking were praised when the layouts made revisiting spaces enjoyable rather than tedious.

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: Resident Evil Requiem
5.0

Facial animations were specifically praised as increasingly impressive later in the game.

faithfulness to franchise
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.7

Faithfulness to franchise was consistently praised as a love letter or culmination that honors Resident Evil’s history.

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: Resident Evil Requiem
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: Resident Evil Requiem
4.2

Frame rate stability was praised on Switch 2 for a mostly consistent 60 fps with minor dips.

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: Resident Evil Requiem
4.8

Fun factor was very strong overall, with reviewers repeatedly describing the game as exciting, entertaining, and highly enjoyable.

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: Resident Evil Requiem
4.7

Gameplay mechanics were usually praised for combining survival horror and action cleanly, with Grace’s sections singled out as especially strong.

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: Resident Evil Requiem
4.9

Graphics quality was consistently praised across platforms, from PS5 presentation to Switch 2 fidelity.

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: Resident Evil Requiem
4.8

Handheld suitability was praised because the Switch 2 version looked and ran well both docked and handheld.

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: Resident Evil Requiem
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: Resident Evil Requiem
4.7

Horror tension was broadly praised, especially Grace’s early sections, though some reviews found the scares frontloaded or less intense than past entries.

immersion
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.8

Immersion was praised through Grace’s vulnerability and how strongly it affected player behavior.

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: Resident Evil Requiem
4.6

Innovation drew praise where reviewers saw Requiem as a step forward or ambitious new baseline for the franchise.

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: Resident Evil Requiem
4.9

Level design was a major strength, especially the care center’s loops, agency, and interconnected mansion-like structure.

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: Resident Evil Requiem
5.0

Load times received strong praise for being nearly nonexistent.

lore depth
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.2

Lore depth was praised for giving long-time fans a lot to sift through.

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: Resident Evil Requiem
4.8

Map and navigation design was praised as a useful tool for tracking rooms and missed resources.

microtransaction impact
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
5.0

Microtransaction impact was praised indirectly through the absence of greedy monetization practices.

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: Resident Evil Requiem
No score yet
monetization fairness
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
5.0

Monetization fairness was praised because the game was described as free of greedy practices.

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: Resident Evil Requiem
3.7

Narrative quality was polarized, with some calling the story strong or captivating and others finding it disappointing, messy, or thin.

onboarding experience
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
4.5

Onboarding was praised for easing players into story and lore without demanding deep series knowledge immediately.

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: Resident Evil Requiem
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: Resident Evil Requiem
3.2

Originality was mixed: reviewers liked the structure and perspective split, but several felt the game was safe, familiar, or too referential.

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: Resident Evil Requiem
4.3

Pacing was the most discussed tradeoff: many praised the action-horror balance, while others found the character split lopsided or jarring.

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: Resident Evil Requiem
4.6

Performance optimization was generally strong, with multiple reviewers calling performance solid or flawless.

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: Resident Evil Requiem
2.0

Platform-specific support was criticized on Switch 2 for not meaningfully using mouse, touchscreen, or useful gyro features.

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: Resident Evil Requiem
4.7

Polish was praised in reviews that saw Requiem as a polished, confident fusion of old and new Resident Evil.

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: Resident Evil Requiem
4.0

Leon’s progression system was viewed positively as a fairly fleshed-out way to build out his arsenal.

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: Resident Evil Requiem
5.0

Protagonist appeal was strong where reviewers called Grace the standout lead.

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: Resident Evil Requiem
3.7

Puzzle design landed unevenly: one review liked the body-part riddles, while another said puzzles lacked focus overall.

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: Resident Evil Requiem
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: Resident Evil Requiem
3.7

Replay value was mixed: several reviewers liked unlocks and repeat runs, while others lamented thin post-game offerings or weaker second playthroughs.

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: Resident Evil Requiem
No score yet
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: Resident Evil Requiem
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: Resident Evil Requiem
5.0

Sound design was repeatedly praised as a major driver of fear and atmosphere.

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

The soundtrack was praised as atmospheric and emotionally effective.

Product 2: Resident Evil Requiem
4.5

Soundtrack quality was praised for tracks that complemented Leon’s action-heavy sequences.

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: Resident Evil Requiem
3.8

Stealth was mostly praised for making Grace’s routes tense and tactical, though one reviewer found stealth options limited.

upgrade system
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
3.4

The upgrade system received positive evidence for its weapon-upgrade structure and replay incentive.

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: Resident Evil Requiem
No score yet
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: Resident Evil Requiem
5.0

Value for money received direct positive evidence from a reviewer who called the game super worth it.

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: Resident Evil Requiem
5.0

Visual effects quality was praised through the game’s extreme gore and violent presentation.

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: Resident Evil Requiem
4.1

Voice acting was mostly praised, especially Grace’s performance, but one review found her delivery manufactured.

weapon balance
Product 1: The Last of Us Part...
No score yet
Product 2: Resident Evil Requiem
5.0

Weapon balance was praised because different weapons had clear uses and opportunities to shine.

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: Resident Evil Requiem
4.8

World-building was praised for making the setting feel grotesquely alive.

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: Resident Evil Requiem
4.8

Writing quality drew strong praise from reviewers who felt Requiem delivered some of the series’ better character work.