Sony’s Roguelike Expansions Are a Great Addition to Their First-Party Games

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Last of Us and God of War
Credit: Sony

There’s been something interesting going on at Sony's offices over the past few years—how well they handle post-game content without risking too many resources. Sure, there’s still the baffling inclusion of odd live-service titles that rarely hit their mark, but Sony’s first-party games have consistently delivered a great selection of post-game DLCs. These expansions don’t necessarily flesh out the story, but they add significant replayability to their single-player titles.

That’s why I absolutely love how games like God of War Ragnarok’s Valhalla DLC and The Last of Us’ No Return mode integrate into their endgame content.

GoW Ragnarok Screenshot
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Credit: Sony Santa Moniac
Valhalla Fights

They’re not particularly content-heavy, but they represent a bold new approach for Sony’s first-party titles—offering replayable experiences instead of costly, fully loaded expansions that might be better suited as standalone entries or new projects entirely. And the plus side, they’re always free.

These roguelike twists are a time sink for returning players, typically releasing a year or two after launch. They maximize the game’s impressive combat systems, offering hours upon hours of replayable fun.

TLOU No Return Screenshot
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Credit: Naughty Dog
Fighting the Rat King

Take The Last of Us’ No Return mode, for example. It cleverly repurposes assets from both games, transforming them into an endless mix of stealth and action. Even better, players can choose from multiple characters, each equipped with their own variety of skills.

The reused assets aren’t an issue, of course—smashing Clicker heads and diving back into its satisfying gameplay is always a welcome experience. While No Return doesn’t serve a narrative purpose, it perfectly fits the "gaming to turn your brain off" niche, ideal for days when you’re simply craving The Last of Us’ intricate combat.

Meanwhile, God of War Ragnarok’s Valhalla DLC takes a different approach while following a similar roguelike formula. Unlike No Return, however, Sony Santa Monica blends its procedurally generated design with a compelling story.

GoW Ragnarok Screenshot
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Credit: Sony Santa Monica
Perked up!

Valhalla unfolds through a series of progressively challenging levels that push the narrative forward, despite the repetitive structure. While the core loop requires completing multiple runs, the DLC has a definitive ending. But once you’ve made it through, the game mode never ends, allowing you to keep smashing Nordic and Greek monsters to your heart’s content.

This approach was also seen in Ghost of Tsushima’s multiplayer mode, Legends. While it didn’t resonate as strongly with fans due to its online-only nature, it still provided an endless barrage of content centered around the game’s core combat and stealth mechanics—plus, you could play it with friends, which added to its appeal.

TLOU No Return Screenshot
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Credit: Naughty Dog
No Return as Tommy.

Clearly, these additions are Sony’s way of future-proofing their games by injecting high replay value into their endgame content. It’s a smart move—less time-consuming than developing entirely new projects while reducing the risk of losing millions, similar to cases like Concord, the canceled Last of Us online mode, or the upcoming Horizon Live Service game.

Say what you will about these roguelike expansions, but they’re undeniably a great touch for extending Sony’s first-party titles’ longevity.

For more articles like this, take a look at our Features , The Last of Us Part I , and God of War Ragnarok pages.