The Last of Us Part II Review

John Sweeney, Art Director at Naughty Dog

For this review, I am going to delve into the entire plot of The Last of Us Part II. I want to fully discuss this game’s narrative, themes, and how they are explored through mechanics and design. Don’t worry, this will be here when you finish the game.

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Part III: Uncharted 4: A Thief’s End

Welcome to Part III of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode is all about the non-stop development of Uncharted 4: A Thief’s End. I also dig into how the team designed Nathan Drake’s final game. I hope you enjoy.

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Part II: The Last of Us

Welcome to Part II of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode discusses how Naughty Dog managed developing for two console generations, as well as how much of an impact The Last of Us had for the studio. I hope you enjoy.

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Part I: Naughty Dog by the Numbers

Welcome to Part I of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode explores the genesis of this project and the scope of Naughty Dog’s work from 2013-2020. I hope you enjoy.

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How Chasing the Stick was Made

This project expanded so fast that I think it never would have seen the light of day if I had planned out all this scope from the get go. What started out as an idea to just chronicle the history of one game turned into the history of four. I wish I had kept track of the time I spent on Chasing the Stick. I replayed Uncharted 2 through The Lost Legacy. I earned the platinum trophy in both The Lost Legacy and The Last of Us. All of the gameplay alone has to be around 100 hours. If playing games doesn’t really count in your book, then I know I spent months waking up early to work on the story before having to go to work. Researching articles, listening to interviews, watching documentaries, writing, rewriting, reading drafts out loud, editing, creating assets. I have easily spent hundreds of hours making this project come to life. I don’t say all this to brag: I think it is just super rad.

I wanted to share a behind-the-scenes post about the making of Chasing the Stick. I share all the apps I used, the locations I worked in, the tools I used, and creative decisions I made to make it a reality. Hopefully it answers any questions you may have.

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