The Last of Us Part 2 Remastered serves as a commendable remaster, with its most notable feature being the roguelike No Return mode. This mode offers considerable depth and presents a daunting challenge, especially on higher difficulty levels.
Gambits introduce terrifying modifiers, intensifying the already formidable gameplay. Daily Runs further elevate the challenge, pushing players to their limits. While players can tailor the difficulty to their preference, the ease of access raises questions about its impact on competitive leaderboards.
The Accessibility Dilemma
Exceptional Accessibility Options
The accessibility options in The Last of Us Part 2 Remastered encompass various aspects of gameplay, including combat. These options include:
- Hostages Don't Escape
- Allies Don't Get Grabbed
- Enemies Don't Flank
- Reduced Enemy Perception
- Reduced Enemy Accuracy
- Enhanced Dodge
- Invisible While Prone
- Weapon Sway
- Slow Motion
- Tinnitus Sound
These options offer invaluable support for players facing difficulties, reflecting the developer's commitment to inclusivity. However, concerns arise when these options are used to make runs easier, potentially undermining the integrity of the game's challenges.
Impact on Daily Run Leaderboards
While accessibility options are available to all players, using them in Daily Runs can create disparities. Despite the inherent difficulty, leveraging these options can lead to a divergence between players with and without accessibility settings, impacting the fairness of the leaderboards.
This issue sparks a debate about the authenticity of player skill representation and the relevance of leaderboards in a mode where accessibility settings can significantly influence outcomes.