The Last of Us™ Part II Remastered

The Last of Us™ Part II Remastered

View Stats:
Multiplayer (PvP) like before
How cool it would be if there could be a PvP mode like there used to be. TDM or FFA.
< >
Showing 1-3 of 3 comments
Apocryphox Apr 5 @ 3:34pm 
Personally, I’m glad that -for once- we're being spared with hacker-infested, tryharder PvP online multiplayer nonsense within these PlayStation-exclusive games. I genuinely never got the hype around the PvP modes in The Last of Us, Uncharted, or similar titles. Let’s be real: these tacked-on multiplayer components were never anything more than awkward gimmicks. What makes these games great is their narrative, atmosphere, and emotional depth, none of which survive the jump to some third-rate PvP arena filled with camping, corner-peeking, and glitch-abusing. And don't even get me started on the community: toxic, cheat-ridden, and obsessed with sweating over meaningless matches like their lives depend on it. A quick look at the Steam forums alone is all it takes to see just how lost most of players really are.

It honestly baffles me how many players pretend this type of multiplayer adds value. If anything, it dilutes what made these games special. Not every game needs to be an esport, and not every online mode deserves to be defended just because it kept a few diehards busy. Sometimes, less really is more and the absence of this PvP nonsense in current PlayStation exclusives is a massive step in the right direction.

I can only speak for myself. This is my personal view, and I understand that many people enjoy multiplayer games. However, for me, they are more frustrating than fun. One of the main reasons I dislike multiplayer is the overwhelming amount of people who take the game way too seriously, what many call “sweating.” Every match feels like a tournament final, and there’s barely any room to breathe or just enjoy the experience casually, no matter which game. This hyper-competitive mindset completely ruins the immersion for me. Instead of getting lost in a game world or enjoying the mechanics, I’m constantly being forced into a high-stress environment by players who seem to treat every round like a life-or-death scenario.

On top of that, there’s the issue of fairness or rather, the lack of it. In almost every multiplayer game, there are players who go out of their way to gain unfair advantages. Whether it’s through actual hacking, exploiting bugs, or abusing external tools and mods, the end result is the same: a playing field that is completely skewed. And it’s not just about losing, it’s about the feeling that no matter how well you play or how much you learn, someone will always be gaming the system in a way that makes your effort meaningless.

The combination of constant pressure, broken immersion, and widespread unfairness makes multiplayer games feel more like a chore than a source of entertainment. I play games to relax, explore, and experience something unique, not to be thrown into a toxic competition where fun often takes a backseat to ego and exploitation. People who want that kind of experience should stick to their competitive PvP games. Not every game needs to waste valuable resources on a PvP mode that, in the end, won’t even be actively played by half of the player base.
Last edited by Apocryphox; Apr 5 @ 3:52pm
i playe first game PVP and i can tell you it is one of best PvPs out there! try it
I liked the ideas in TLOU1's multiplayer, but it was bogged down by everything wrong with multiplayer trends: it was clearly a shoe-horned mode demanded by investors, it had so much pay-to-win and cosmetic DLC ("Pay to unlock the crossbow, the only weapon you will ever need. Oh, and be sure to buy the DLC execution animations because they are faster and leave you less exposed!"), there was effectively no SBMM, you could waste a lot of time grinding to hit a score threshold only to lose everything on a single bad match ("Huh? Missed your threshold by 50 points? Welp, half your meta raid group died and there's no time left to fix it!"), and most of the maps were designed around looking nice rather than actually being functional. Lastly, only one of the three available modes was viable after a certain point; you literally could not earn enough points in either deathmatch mode to maintain your points thresholds for meta progression and so you eventually entered into a 24/7 cycle of Safecracker since it had unlimited kills and a long timer.

When it was working, it was a cool little squad VS squad stealth/cover shooter with interesting outplay potential and resource management; more often, one team spent the entire match decked out in full body armor with DLC heavy weapons pulling one or two shot kills while the other team was running through a respawn simulator.
< >
Showing 1-3 of 3 comments
Per page: 1530 50