Please note, there are no spoilers in
this review.
On Playstation 3 |
The Last of Us represents
the end of an era in many ways. It is one of the last big titles on
the Playstation 3, it represents the culmination to a body of work
from developer Naughty Dog and it embodies a high point to a
particular style of game we've seen many, many times this generation.
Throughout the last ten
years we have seen more and more big budget titles, with blockbuster
presentation values and grandiose stories. Call of Duty, Assassins
Creed, Bioshock and Uncharted are just a few that come to mind. The
Last of Us is the climax to that particular ideology and design
philosophy. It is by far the best amongst them.
One of the main talking
points about The Last of Us is it's story. Set in a post apocalyptic
world destroyed by a cordyceps virus (a spore fungus that
infects the brain and triggers mutation), The Last of Us follows the
journey and relationship of Joel and Ellie. Without giving any
details away, the narrative is gripping, it is tense, it is emotional
and it asks many questions. Key among those: how far would you go
for the last of yours? There are many variants of the “us” within
the game. Separate factions and groups, all who answer that very
question in different ways. Whether that answer may help our
protagonists on their journey or not. More often than not that answer
is also incredibly violent and morally grey.
Joel and Ellie are
wonderfully realised in a manner that is not commonly found in video
games. Both feel real, their relationship feels real and the ups and
downs within that relationship feel real. The performance, through
voice work and motion capture, made me care immensely. Both go on an
emotional journey, both have flaws and are paradoxical, and together
they make you emotionally invest in their story.
Their story is really the
highlight here. Gameplay, while serviceable, is nothing to rant and
rave about and this has become a common theme throughout this
particular style of game. The Last of Us shares the same flaws as
Bioshock Infinite, Max Payne 3 and many others. There is a disconnect
between the gameplay and narrative – however unlike previous
titles, The Last of Us takes significant steps to reduce the
dissonance. Resources are scarce and scavenging becomes both a game
play mechanic and narrative element. The gameplay doesn't award
points for stealth or action, both are what they are and either
choice isn't celebrated or punished. This is a fact of the world The
Last of Us is set in.
It is a violent world and
violence is just tolerated, it is a fact of life. The slow movement
and “tanky” controls help to convey the underlying tension that
runs throughout the narrative as every gun fight becomes a game of
resource management and self preservation – exactly how it would in
a barren wasteland world.
My biggest gripe with the
gameplay is the fact that when you are in control, Ellie cannot be
detected by enemies. It rarely plays a factor but when it does become
obvious that she is essentially invisible to them, it does take you
out of the moment a little. Here is a story based on survival,
survival of this couple and yet her safety is not a factor when you
are in control.
This is where improvement
needs to be made. Talking about character and narrative is fine but
form and craft has to be taken into account. A perfect delivery of
dialogue is both performance from the actor and the crafting of a
director. In this instance the craft needed to be of a higher
standard to keep in line with the high quality narrative. Treating
the narrative and gameplay as two separate entities is a flaw of the
particular design philosophy and ideology The Last of Us exploits to
it's advantage and, at times, disadvantage.
Regardless of the
gameplay slip ups, The Last of Us is still a fantastic game.
It is the best game on Playstation 3 because it tells a story with
conviction, with passion and heart. The big moments are not huge
explosions or fight scenes but quiet, tender moments in a car, with
two characters conversing. The key moments are not the blaring gun
fire but the eerie guitar strum and a lingering camera shot across
the desolate landscape. It steps away from conventional “press X to
be hero and O to be villain” and presents an unflinching and
uncompromising ending that many may not see coming.
The Last of Us
represents, to me, the very reason why I dream to get involved in
such an industry. To be able to lose yourself in such a lovingly
crafted world is the best form of escapism, it has been true for the
longest time with novels and stories. It is the same with this.
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