Over the last few years, there’s been an intriguing development at Sony’s workplaces – their skillful management of additional content for games post-release without overstretching resources. Despite some perplexing choices like live-service games that often miss the mark, Sony’s in-house productions have consistently offered a wealth of excellent DLCs following their primary single-player titles. These add-ons might not always deepen the narrative, but they significantly boost the game’s replay value.
I adore the manner in which games such as God of War Ragnarok’s Valhalla expansion and The Last of Us’ No Return feature seamlessly complement their post-game material.
These games aren’t overloaded with content, but they present a fresh, daring direction for Sony’s exclusive titles. Instead of expensive, comprehensive expansions, they focus on providing repeatable experiences. It’s possible that these expansive add-ons could work better as standalone games or new projects altogether. And the best part? They are always available at no cost.
For veteran gamers, these roguelike elements can be quite engrossing, often introduced several years post-launch. These twists effectively utilize the game’s sophisticated combat mechanics, providing numerous hours of enjoyable repeat play.

For instance, consider the way The Last of Us’ No Return mode reuses assets from both games, blending them to create a continuous experience that encompasses both stealth and action. What’s more, it offers a selection of different characters, each possessing unique abilities.
Using the assets again isn’t a problem at all – smashing Clicker heads and returning to the enjoyable gameplay is always a pleasant surprise. Although No Return doesn’t contribute much to the story, it perfectly fits into the “gaming for relaxation” category, perfect for times when you just want to unwind with The Last of Us’ engaging combat.
In a unique twist compared to No Return, but still adhering to the roguelike format, God of War Ragnarok’s Valhalla DLC employs a distinctive approach by combining procedurally generated design with an engaging narrative provided by Sony Santa Monica.

Valhalla advances by presenting increasingly difficult stages that propel the story, although its structure may feel repetitive at times. The main loop demands numerous playthroughs, but the DLC provides a conclusive ending. Once you’ve conquered it, however, the game mode carries on indefinitely, giving you endless opportunities to slay Norse and Greek beasts as much as your desire allows.
In a similar fashion, the multiplayer mode titled Legends in Ghost of Tsushima offered a continuous stream of content. Although some players found it less appealing because it was exclusively online-based, it emphasized the game’s primary combat and stealth elements extensively. Moreover, the ability to play with friends made it even more attractive.

It’s evident that these additions serve Sony’s strategy for making their games more appealing in the long term by enhancing their post-game experiences. This approach is strategic because it saves development time compared to starting fresh projects and minimizes potential financial losses like those experienced with abandoned projects such as Concord (the canceled online mode of The Last of Us) or the upcoming Horizon Live Service game.
As a dedicated gamer, I’ve got to admit that those roguelike expansions are nothing short of fantastic when it comes to beefing up the lifespan of Sony’s exclusive games.
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2025-03-21 18:44