Sunday, July 14, 2013

The Last of Us - A Review

Wow….

It is hard to know how to begin discussing this game because it is entirely unique. Throughout the course of my 15 hour play-through I felt equal parts fear, hope, distress, with just a twinge of frustration (I’ll explain that last part in a bit.) The Last of Us, directed by Bruce Straley and Neil Druckmann, is an emotional rollercoaster from start to finish. It continually pushes back the boundary of how far you the gamer think it will go. This is not a cheery, pulp adventure like Naughty Dog’s previous series Uncharted, even though many of the game mechanics are pulled directly from that series. No, this is a dark and gritty game set in a post-apocalyptic United States in which a fungus named cordyceps has evolved to the point where it can infect humans. It is a game that needs to be played with as little prior knowledge about the story as possible. The Last of Us is nearly perfect; the acting is superb, the gameplay is visceral, and of course the story could not be more haunting.

Joel and Ellie, the two protagonists, go on a journey that is both expertly written and phenomenally acted. Troy Baker and Ashley Johnson give the highest-caliber of performances as Joel and Ellie respectively. This is actually Mr. Baker’s second game this year in which he plays an older gentleman who is forced to escort a young girl through a treacherous world. However, his performance here is magnified by the third person gameplay; both Joel and Ellie’s are. Never have I felt such a distinct connection with two characters in a video game. I would also like to laud Nolan North for his portrayal of David. This is a voice actor that I have heard in many, many games, yet when the credits rolled I was utterly surprised that he had voiced this character. It was a completely different type of role from what I would associate with him, yet he nailed the delivery.

While it is true that the actor’s had a huge part in this by creating two very empathetic characters, I believe the art direction went a long way to creating two real people. They did this by creating an art style that I struggle to explain properly but would almost call a cartoonish reality. Still, at first glance of any screen of this game no one would call this game cartoonish. It is very realistic, but it is not realism. The character’s faces are much more animated. On both heroes, their eyes appear larger and are much more expressive. In this digital medium this actually makes the characters feel more real. It is similar to the early days of cinema when image quality was worse. Actors during that time would use copious amounts of makeup to make their features larger so they would stand out on camera making their expressions easier to read on the grainy film. Video game characters need a similar sort of help. As a counter example, a game like Heavy Rain by David Cage tried and to a certain extent failed to create realism in a video game. Something about the animation in that game seemed lifeless.

In regards to gameplay, this is the first Naughty Dog game I have played in which stealth is a viable option in encounters. When playing as Nathan Drake in Uncharted, I would often attempt to sneak quietly through an area, taking out soldiers one by one. However, it never seemed as though the game designers wanted me to be stealthy because it often seemed I would clear out a room entirely of enemies except for one final guy which there was no way to get behind, so I would take him out with my weapon. As soon as I fired by gun, 10+ other soldiers would appear in places that I had just cleared of enemies requiring me to take them out in a fire fight as well. For the most part The Last of Us avoided that problem. The majority of the encounters had a set number of hunters or infected placed within the “arena”. If the player managed to clear out all of the enemies save one by stealth, no others would appear.  That being said, the gunplay was also fun when I had to resort to it.

Before I discuss the story elements that I found so exhilarating, I want to briefly touch on what I found mildly frustrating about the game itself. When I first started the game, I was asked what difficulty level I wanted to set the game at. There were four options: Easy, Normal, Hard, and Survivor which was grayed out. Having done a little research online, I had read that survivor mode was the optimal way to experience the game. However, I couldn’t choose it, so I instead decided to play it on hard mode thinking that after completing the game, it would be unlocked. I believe that this was a mistake.  Don’t get me wrong, I enjoyed the challenge that hard mode provided; nevertheless, I feel that playing through a narrative heavy game on a mode that causes you to die over and over again detracts from the experience. There were a fair amount of moments throughout my play through that went like this: I would be completely immersed in the world and the story, then I would enter an area where the challenge suddenly skyrocketed causing me to repeat the encounter, and then repeat the encounter, and then repeat the encounter, and then repeat the encounter… You get the idea. One or two continues does not necessarily remove me from the world of the game. However, when I had to start looking at these battles more like a puzzle in a video game, and less like a life or death scenario for Joel, and Ellie I was immediately taken out of the world of the game and placed firmly back on my behind in my room. Of course I could have dropped down the difficulty at any point throughout the game, but I didn’t want to because I as keen on unlocking survivor mode. Unfortunately even after finishing the game the mode still eludes me.

So, in a small way the game’s story falters because it is a game and not a movie, but don’t quote me out of context in saying that because the benefits of this being an interactive piece of art far outweigh this one negative. I’m going to begin to discuss the story now, so skip to the final paragraph if you don’t want to read any SPOILERS. When the game starts, the player gets a glimpse at life before the world goes to hell. The opening shot is a close up of a young blond girl sleeping. At first thought one might assume this is Ellie, but a quick glance at the box art would prove otherwise. This girl is Sarah, our main character Joel’s daughter. It’s Joel’s birthday and Sarah was waiting up for him to give him his present: A watch that she had been saving up for. As this all happens in a cinematic, the viewer can see that the relationship between these two is incredibly strong. Shortly after, Joel carries his daughter to bed. When the game becomes playable, the gamer is in control of Sarah after she was awoken by the phone ringing. This blew my mind. Having watched a zombie movie or two in my time, and knowing that this was a prologue, I had already surmised that this character was not going to last the night. Knowing this made it hard to go forward with the game. Also, by not allowing me to control Joel until he is forced to carry his wounded daughter through streets filled with infected people, I felt the helplessness Joel was feeling all the stronger. There was nothing that could have been done to prevent what happens to his/my daughter. It’s inevitable.

A few other times throughout the game the player finds himself in control of a different character. One of my favorite such moments, and to be honest my favorite moment of the game, comes at the start of winter.  It begins with a cut-scene of Ellie hunting a rabbit. Now prior to this the last thing the gamer saw was a mortally wounded Joel fall off of a horse. Seeing Ellie alone and with the same horse makes the player wonder if that truly was the end of Joel. The gameplay helps to support this because now the player is in control of the previously non-playable Ellie. It’s one of the few quiet moments in the game. There are no infected, and no humans trying to kill the player. Ellie is stalking a deer. There’s no music playing, it’s just the girl and the deer in the snow-covered woods. This silence and loneliness drove home the doubts in my mind that, “Yes, Joel is gone. The rest of this game will just be me and Ellie.” It was unnerving. Shortly after felling the deer, Ellie runs into two men. What follows is a cinematic that establishes two important details for upcoming events: These two men come from a settlement with many other people, and Ellie is willing to trade the food for medicine hinting Joel is indeed still alive. Still, as short-lived as it may have been, that moment when I became that young girl all alone in that repulsive and terrifying world stands as a pinnacle of interactive story-telling.

I could continue to gush about the quality of this game for pages and pages, but what I have to say about it isn’t important right now. What is important is that you find a way to play this game. People have been clamoring for a game that truly represents why games are a truly unique and worthwhile type of art. This is that game. It is a game in which the violence is neither justified nor criminalized; it just is. Characters are neither heroic nor evil; they just survive. There is no black and white in the The Last of Us; everything is grey. The ending perfectly sums up that sentiment. I will not spoil that here, but I want to finish this with one question. At the very end of the game, do you feel that what the man does is justified? Please let me know as I’m extremely curious to find out other people’s opinions. One last time, I entreat you to remain as ignorant of the game as possible, find a PlayStation 3, and play this game.

The Last of Us

Gameplay – 4.5/5 The gameplay is fun and the progression of Joel and his weapons feels great, however, the constant restarting at continues removed me from the story and the game slightly.
Visuals – 5/5 Beautiful vistas and characters that feel real.
Sound – 5/5 Sound design that makes you cringe every time you have to bash someone’s skull in or strangle them but also includes beautifully captured sounds of nature that greets the player in the quieter moments.
Music – 5/5 Gustavo Santaolalla’s score blends twangy guitar with some of the most disturbing string music to perfectly fit this apocalyptic frontier.
Story – 5/5 Dark and brooding. An amazing compliment to Naughty Dog’s previous games.
Overall – 5/5 

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