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https://steamcommunity.com/app/2561580/discussions/0/4634860616374298103/
This is incorrect as developers have full control over achievements unlocks as well as unlock removals (which some game's debug modes actually allows the player to do).
In practice, all that's required of developers to implement this sort of functionality is:
1. When loading a save file, the game goes through and checks whether the save in question have actually fulfilled any of the requirements of the achievements.
2. The game then calls ISteamUserStats::SetAchievement with the relevant achievement ID.
That said, I'd personally prefer it if this kind of functionality is gated behind a prompt or a toggle as I myself prefer achievements not to carry over for games I like replaying (such as this one).
Achievement transfer on save import should have been implemented when they designed the remaster to import the complete edition saves... we should not be resorting to that... moreover it will not pop the trophies for you.
Adding a retroactive achievement check and unlock is definitely possible... its just down to Nixxes to implement that check on save load.
I definitely am not replaying the game from scratch... I imported my 100% save and I just roamed around areas to see the changes in visuals.
It worked (on the ps5) for "the last of us part 2 remastered" too...
+1
Thank you for the explanation and accurate info @Aemony. I also prefer achievements not to carry over in this case.
Not necessarily. For example, I finished HZD's original port long ago but never tried an NG+ playthrough, and I want to get the achievements again. Now, with the remaster, I decided to start an NG+ playthrough, so I had to load/import my previous end-game SAVE. I don't want to start a regular new game.