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PlayStation has scrapped a tonne of live-service projects, including Concord after two weeks of release. However, no live-service cancellation hurts as much as Naughty Dog’s Last of Us Online project, based on the brilliant combat of Last of Us Part 2.
In a recent interview, ex-PlayStation Studios boss Shuhei Yoshida revealed that Naughty Dog’s multiplayer game was actually really “great”, but it’s production took too much focus away from its single-player development.
Last of Us Online wasn’t bad
In an interview on Sacred Symbols+, via Push Square, Yoshida revealed that he had played the Last of Us Online spin-off multiple times. In his experience, the game itself was actually “great”, and the team was very invested in its development.
However, after PlayStation’s acquisition of Destiny 2 developer Bungie, the studio was informed how much effort it takes to support a live-service game.
“The idea for The Last of Us Online came from Naughty Dog and they really wanted to make it,” Yoshida revealed. “But Bungie explained [to them] what it takes to make live service games.”
The PlayStation executive explained that this realisation meant that Naughty Dog wouldn’t be able to create the project it really wanted to: the just-revealed sci-fi adventure, Intergalactic: The Heretic Prophet.
“Naughty Dog realised, ‘Oops, we can’t do that! If we do it, we can’t make Intergalactic: The Heretic Prophet.’ So that was a lack of foresight,” the ex-PlayStation boss revealed.
Naughty Dog’s development on The Last of Us Online was spread over a number of years, and it’s cancellation was a shock to many fans. When the title was announced, it was expected to be a basic multiplayer adaptation of the single-player game’s combat, but it seems that Naughty Dog was planning to go a lot bigger than expected with the multiplayer title.