The Last of Us (Spoilers)

Finally finished 2 (24 hours) and I can’t say it was great. However, I’d like to try and dump some positive, constructive thoughts to try and get something out of the experience. Having read some of the broader online criticism I feel like it’s very easy (and enjoyable) to mock the game but that a lot of this criticism doesn’t really lead to many steps on what to improve/keep about this kinda AAA blob of prestige drama.

Mostly Spoilers
  • The game’s length is excessive as has been noted elsewhere and this could be solved by trimming certain parts. The game’s structure, let’s call it Act 1 (Ellie), Act 2 (Abby), Act 3 (Farm/California), seems to want the audience to identify with and empathise with two major characters who hate each other. However, it’s unclear if we really need to spend so much time with each one for this to happen or if this structure is the best way to achieve this. I felt like Act 2 was a dramatic step-up in interest for me since I was seeing characters and situations that the series hadn’t shown before and they were doing a much better job of developing characters and setting because of it. Seeing a major urban colony in the world and the implications of religious belief were pretty cool. They often hamfist it with the character writing but otherwise it’s good gristle for a story. Ellie’s sections in Act 1 felt underdeveloped and tiresome by comparison because the motivations are mostly hidden until the finale and new characters aren’t given much to work with.

  • I often felt like the game was unintentionally bringing up the question: ‘is this the best way to tell this story?’ There are so many bossfights/setpieces and the sheer length of the game starts to reveal seams. The length is an issue in ‘narrative-heavy’ games like this because the seams on an abstract mechanisation of the world tend to become more apparent as time goes on. @Drem spoke to this issue earlier in the thread about being able to predict the game design and the length exacerbates it. This is less an issue in traditionally longform genres like RPGs since ‘film-realistic’ verisimilitude isn’t a goal.

  • The point above can be exemplified by Abby’s trip to the hospital. In order to get Yara’s surgery tools Abby has to sacrifice a day trip to a hospital. The crane climbing setpiece was neat to embody a character with a fear of heights but once she gets to the hospital a ton of drama happens to needlessly delay Abby’s goal. Yes, it’s suspicious that she just shows up and has been out of contact and yes, the hospital was ground zero for the fungus but it just feels like the story has gotten so far from its focus for the sake of extending play time. The ‘rat king’ clicker boss fight felt completely needless. What does it do to help tell this story? How does it reflect the core themes? All this Resident Evil fight seems to do is show that Abby goes to absurd lengths for relative strangers, and that clickers have a bizarre life cycle. And this is just one boss, there are tons of encounters like this that extend game length for little payoff. Multiple ‘sledgehammer’ scars, the scar you fight at the end of the Haven section, stalker sections, bloater sections. You frequently wonder ‘why are we, the player, seeing all this?’. Could Abby have made it to the hospital, said ‘hi’ to Nora and returned to the aquarium? My focus was on resolving the tension of helping Yara and the game just used it as a carrot to drag me through the hospital (after having been dragged up one building and down another). There were many portions I feel could have been replaced by jumpcuts.

  • The framing of Ellie and Abby’s stories could have been more interesting if we saw less of them. I’m tempted to suggest that everything after Ellie and Dina reaching Seattle could have been cut and we could just jump straight to Abby’s perspective and play on from there but interlaced with Ellie’s flashback sequences. It would make it more challenging to identify with Ellie in Act 3 (since we see the result of her actions from an exclusively third person perspective) and would keep the story snappy but contextualised by Ellie’s past with Joel since the first game.

  • Music was a surprising highlight throughout since the game makes pretty interesting use of licensed and folk music. There was a lot of potential for world-building here since the original context and meaning of songs like Take on Me or Little Sadie provides implications for how older and younger generations mix culturally. Interactive guitar sections also provide interesting foreshadowing to Ellie’s later inability to play guitar and losing her connection to Joel in a meaningful way that has little to do with any moralistic questions about either’s behaviour. Losing the ability to play music is dehumanising and was set up pretty well. I dread to think of the labour involved in creating these sections though and it probably didn’t need to be interactive to make the same point.

  • I liked the Sniper section in Act 2. It’s a great way to reveal Tommy but would have been more impactful without the foreshadowing of Act 1 before it. It’s also a genuinely nice bit of gameplay variety which the game is lacking across 20+ hours. It is very silly that Manny happens to be the only WLF there though.

  • Learning about the Scars/Seraphites was neat but we get very little insight into their origins even when visiting their home. I would’ve liked more of this since it’s a concept we didn’t see much of in the original TLOU. Some of the writing for them felt very lazy though and plays into a lot of religious cult tropes. I’m not even sure the Scars can be called a cult given that they operate independently as a culture so I don’t see why they’re framed as backwards lunatics. Settling on an island away from clickers and where agriculture can be extended beyond the limits of a football field seems pretty smart.

  • People, even major characters, are killed quickly and without ceremony which felt right. Only Abby and Ellie are able to escape ridiculous injuries without us fearing for them but this is an old problem. Yara, Isaac, Jesse, and Manny’s deaths weren’t drawn out and I appreciated the restraint. The context of the final flashback makes Joel’s death more interesting because you can’t really guarantee people will be around for a big emotional forgiveness later on when you can get killed pretty easily.

  • Accessibility options in this game should be a gold standard and I anticipate a GDC talk on this.

  • Reloading felt good. It never stopped being satisfying to take stock and inventory through interactive animations that click, chink, and shuck.

  • I completely missed Lev being trans since a lot of the dialogue I was meant to hear got drowned out by combat or background noise in Haven. The issue of hearing it isn’t quite the game’s fault, it’s likely just bad luck on my part, but having read it back it does feel pretty slapdash. When the Scars yell Lev’s dead name (Lily?) I assumed it was another bit of clunky Scar slang insulting Lev rather than his dead name. I guess it’s on me for not picking it up but, again, it doesn’t really support the other themes in the game. I guess the Scars are transphobic and shouldn’t be? I’m not sure what they were going for here other than attempted brownie points. Druckmann seemed to want to frame it as religious interpretation mixed with personal identity but Lev doesn’t really get enough screen time to properly hash out this ‘fresh perspective’:

It’s not diversity for the sake of it - like, OK, let’s have a trans character just so we can like check that off the box - no, that actually became a really interesting thing to explore within a religion. Here’s someone that is hunted by people that are following this religion, and he’s still religious, spiritual, he just interprets the material differently. That’s what diversity gets us, a fresh perspective. It’s a new way to look at a story.

A spoiler-heavy interview with The Last of Us Part 2 director Neil Druckmann | Eurogamer.net

  • I liked playing as a jacked woman, and as someone with altophobia. I suppose this is one area where the dueling campaigns helps really sell the idea of playing as different people. Ability felt very distinct in a subtle way.

  • It was kind of uncanny to see Ellie as a CPU boss. Watching her put down traps genuinely weirded me out because no other NPC does this. She also seems to have the powers of a player character. ‘Don’t attack Ellie head on’

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i think i posted something along these lines earlier, but a game structured close to this would be so much tighter and interesting

Ah apologies if I missed the post. I’ve been weaving in and out of this thread trying to avoid spoilers. It’s a perfect example of less is more and I think it’d make the game feel so much less of a slog.

Too Long To Die Young

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Too Old to Die Young was a lot better than this game

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I can’t help thinking of Django Reinhardt or Tony Iommi, but they probably wouldn’t get the same point across if she didn’t “let go”/took his guitar.

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Yeah, for sure you can realistically adapt to it but, giving them the benefit of the doubt, I think it was symbolically coherent. Playing music won’t be the same for Ellie after that. Joel gave it to her and she took it away without meaning to.

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I can’t stop thinking about it as this big, wild show of our times and I’m very excited for Maniac Cop.

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The chain of retaliation is what truly binds this world together

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Finishing the game, I am certain that I want people to stop giving Troy Baker a guitar. Besides that, I am feeling very reactionary about the whole game still, and don’t trust myself yet to offer any other solid criticisms (and that IS a solid crit).

I got nothin.
but Bulletpoints is running a month long issue on TLOU2 and I really loved this piece on the division between rural and urban environments in the game, and the fantasy of the American homestead against the multi-ethnic hellscape of the liberal cities.
https://bulletpointsmonthly.com/2020/07/08/their-world-last-of-us-part-ii

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sounds like the makers of tlou2 either need to read more fred jameson or watch more alan pakula movies

What if UK LeGuin wrote Last of Us 3

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No – the best fit is Octavia Butler/Parable of the Sower

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Shocking how little they’ve actually grown or learned in the time between this and the first one. It plays exactly the same, which is to say poorly. No design growth demonstrated at all.

I actually like the combat most of all in TLOU. It’s like an extremely slowed down and sometimes frantic Gears of War when it works right, and it’s worked right enough for me in the past. In fact, the one thing I’d say that’s improved on in this game is player mobility in combat and the general design of the combat encounters.

It’s startling to get crept up on by a bandit, and it’s pretty fun to violently flee out of cover to clobber someone over the head and then vanish with a smoke grenade.

Ellie’s notable not because she’s got immunity to fungal zombiedom, but because she can turn literal nuts and bolts into machine-pressed weapon modifications with her bare hands and somehow isn’t dead from all the unmarked medication she chugs down, scavenged from filthy restrooms or dirty sinks in weather-beaten homes.

For a game that so wants to sell itself on gnarly verisimilitude, it shoots itself in the foot repeatedly, whether it’s how readily the animations clash with actions taken or the mood of scenes they’re going for, or how incompetent the human behaviours are. This is just a graphic overhaul with some rope physics and absolutely nothing else.

I’m still baffled they still haven’t figured out how to build things to scale either.

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i also come down on generally liking tlou on a moment-to-moment level chunk basis, and i can fuzz over scavenging gears as metaphor for finding stuff, but it’s true that tlou2 could almost completely just be a tlou1 dlc mechanically

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It normally wouldn’t grate but this is a game so invested in being a cinematic experience vested with humanity and a sense of consequentialism that it borders on laziness they didn’t even attempt to conceive of anything more elegant or scrap that silliness entirely. Same deal with enemies unloading magazines at you but then only having a couple bullets at most on their person when you loot them. Their sister series Uncharted doesn’t bother with stats buffing and crafting nonsense.

Another absurd oversight: grabbing hold of an enemy and Ellie mouthing a “shut the fuck up” through gnarled teeth or urging them to shush, but the only reason you’ve grabbed them in the first place is to immediately follow with a knife through the neck, so you come off as plainly ridiculous.

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She just doesn’t want to hear her squealing victims as she gores them. It’s annoying. I can relate

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