As an artist, it takes a great deal of courage to tell the stories you want to tell, especially when building off a world that has already been established to your audience. The temptation to fall into familiar patterns will always be present, because they are safe and desired. A bold and daring new direction may creatively fulfill you, but in turn may also alienate a portion of your audience who hoped for more of the same.
The Last of Us Part II is the contemporary face of this. It's emotionally riveting and ambitious. It's not interested in settling for "The Adventures of Joel and Ellie," which would be too easy and predictable, albeit desirable to many. The game is not perfect and there are a handful of aspects that could've been improved upon, but relative to the game's overall narrative achievements, these remain minor points.
Gameplay-wise, it's virtually the same as The Last of Us. A great deal of emphasis is placed on hoarding supplies, stealth, and economic use of your bullets. If you hated The Last of Us' gameplay, then this game will not be for you on that front. You're given skilltrees, handbooks for unlocking and developing new skills, which include upgrades for stealth, hand-to-hand combat and weapon stability. You do find yourself caught in many gunfights, but this is not an action game in the mold of Call of Duty.
The graphics are undeniably incredible and expand upon the world established in the first game. Last of Us Part II includes a more open-world type of setting that is ripe for exploration, with lighting textures that turn the apocalyptic ruins of America into some of the series' most beautiful imagery, while also being able to establish the dilapidated, tense interiors of a world that's been eaten from the inside.
But lets talk about the story. Games like The Last of Us series hang their hat on this story, and in this intense, have the power to provoke strong emotions about whether this game is a success or not. By virtue of my high rating and any superlatives towards to narrative, I anticipate negative sentiments are locked and loaded and ready to go. That's unfortunately the way it's going to go with this game. As someone who chose not to read any spoilers or consumer the opinions of those who did, I aimed to experience the game as intended, with a fresh, clean perspective unaffected by the surrounding noise. I believe my experience was personally better for having done that.
Joel is murdered in brutal fashion by a character named Abby (whom he has a hidden connection to), which sets Ellie off on a quest for revenge against Abby and her affiliates. Ellie is aided by her girlfriend Dina as they search for Abby, as well as Joel's brother Tommy who left Jackson prior to Ellie in search of Abby.
Yes, this is a revenge story, but it's far from one-dimensional. The Last of Us Part II has real interest in its character's inner lives, which is the primary element that drives the narrative forward. There are real-world actions to be taken as Ellie and Dina travel through Seattle, but we're constantly zeroing in on Ellie's emotions as she pushes forward toward her destination. We see her anguish, her guilt and her anger mutate as the story pushes forward, as killing Abby evolves from a mere goal into a pathological infection that changes her as a person. Ellie is aware this change is occurring as much as we are, and exhibits moments of vulnerability as she tries to hold on to the remaining glimmers of light in her life. Is this the same Ellie that we once knew? Has she irrevocably changed for the worse?
This idea is strengthened further when halfway through the game we switch from Ellie's perspective to Abby's. This is another controversial point for a lot of fans, but it's a switch that has thematic resonance that only enriches the story. Abby, up to this point, has been positioned as the game's main villain. From this point on the game takes us into her life and past, showing us why she was so set on killing Joel and what she sacrificed in this pursuit.
This isn't to say that the game is making an excuse for Abby while still painting her as the villain. In fact, the game at this point deliberately sets out to eradicate to notions of who and what makes a hero or a villain. The answer is surprising: it's our perspective. We were arbitrarily assigned the perspective of Ellie and asked to dive deep into her life and emotions, and for this she assumed the role of hero/protagonist, and yet we are asked to question if that's really who Ellie is. And who exactly is Abby? Are the two characters the same in the motivation? In pain? Suffering? Memory? Heartache?
In the same vein, who really was Joel as a character? Likewise our protagonist from the first game and at the beginning of this one, we were also arbitrarily assigned Joel's perspective in that same way. He lost Sara and we felt his pain. We saw his emotions develop over the course of the first game. We could understand his desire to save Ellie, and indeed in the first game it was our goal to do so, but it was ultimately a selfish act that was executed at the cost of many lives. It begs the question, what really does separate someone from being revered or reviled? The answer was us all along.
This is an idea that plays out throughout the entirety of this game, with past and present and memory intertwining as our characters figure out who they are from their actions. Are they falling deeper into these intense emotions, or can they eventually rise above it? How long can someone carry the infection of memory and pain with them, and at what point does it cost them everything?
We see this expressed additionally in the battle between rival factions: the WLF and the SCARS, both distant echoes of the Fireflies from the first game. There currently is no hope to restore humanity, and here we see the end result: fighting over a piece of land that in many ways is lost forever. Both factions hate each other intensely, as if any notion of familiarity ceases to exist. This idea is challenged in Abby's campaign, and serves to reemphasize the devolution of humanity through the tribal attitudes of both groups. Their war is intense and bleak, but Abby's evolving relationships offer a glimmer of hope that what we lost as humans can be rediscovered.
This game has a handful of controversies at its back, most of which are not even worth the time to argue over (decent human beings would understand this objection). The major controversy is in regards to Joel's death: was it too early? Should it have happened at all? It's a hard question to answer, as so much depends on how you connected with the game's narrative. Narratively speaking, it makes a lot of sense and serves the story completely, but I'm also someone who enjoyed the story immensely, so consider that before you dive in as it may affect your willingness to follow the story and connect with the characters.
On the whole, I believe The Last of Us Part II to be a remarkable narrative achievement. The narrative is the strength of this game and there features a lot of cut scenes that give the game a cinematic quality to it. It plays like a movie, and in a lot of ways is more affecting and engaging than what other stories could achieve outside of the video game medium.
I believe time will be exceptionally kind to this game. Whether user reviews were intended as a form of protest or an attempt to re-frame people's perception of the game is irrelevant. You can only deny a quality game for so long before its merits shine through.
In short, while the Last of Us Part II isn't a masterpiece, it is a strong, heart-wrenching exploration of pain and lost humanity. It's bold and intense, daring and thoughtful, and the closer you get to its characters, the more it will challenge you.
The Last of Us Part II is the contemporary face of this. It's emotionally riveting and ambitious. It's not interested in settling for "The Adventures of Joel and Ellie," which would be too easy and predictable, albeit desirable to many. The game is not perfect and there are a handful of aspects that could've been improved upon, but relative to the game's overall narrative achievements, these remain minor points.
Gameplay-wise, it's virtually the same as The Last of Us. A great deal of emphasis is placed on hoarding supplies, stealth, and economic use of your bullets. If you hated The Last of Us' gameplay, then this game will not be for you on that front. You're given skilltrees, handbooks for unlocking and developing new skills, which include upgrades for stealth, hand-to-hand combat and weapon stability. You do find yourself caught in many gunfights, but this is not an action game in the mold of Call of Duty.
The graphics are undeniably incredible and expand upon the world established in the first game. Last of Us Part II includes a more open-world type of setting that is ripe for exploration, with lighting textures that turn the apocalyptic ruins of America into some of the series' most beautiful imagery, while also being able to establish the dilapidated, tense interiors of a world that's been eaten from the inside.
But lets talk about the story. Games like The Last of Us series hang their hat on this story, and in this intense, have the power to provoke strong emotions about whether this game is a success or not. By virtue of my high rating and any superlatives towards to narrative, I anticipate negative sentiments are locked and loaded and ready to go. That's unfortunately the way it's going to go with this game. As someone who chose not to read any spoilers or consumer the opinions of those who did, I aimed to experience the game as intended, with a fresh, clean perspective unaffected by the surrounding noise. I believe my experience was personally better for having done that.
Joel is murdered in brutal fashion by a character named Abby (whom he has a hidden connection to), which sets Ellie off on a quest for revenge against Abby and her affiliates. Ellie is aided by her girlfriend Dina as they search for Abby, as well as Joel's brother Tommy who left Jackson prior to Ellie in search of Abby.
Yes, this is a revenge story, but it's far from one-dimensional. The Last of Us Part II has real interest in its character's inner lives, which is the primary element that drives the narrative forward. There are real-world actions to be taken as Ellie and Dina travel through Seattle, but we're constantly zeroing in on Ellie's emotions as she pushes forward toward her destination. We see her anguish, her guilt and her anger mutate as the story pushes forward, as killing Abby evolves from a mere goal into a pathological infection that changes her as a person. Ellie is aware this change is occurring as much as we are, and exhibits moments of vulnerability as she tries to hold on to the remaining glimmers of light in her life. Is this the same Ellie that we once knew? Has she irrevocably changed for the worse?
This idea is strengthened further when halfway through the game we switch from Ellie's perspective to Abby's. This is another controversial point for a lot of fans, but it's a switch that has thematic resonance that only enriches the story. Abby, up to this point, has been positioned as the game's main villain. From this point on the game takes us into her life and past, showing us why she was so set on killing Joel and what she sacrificed in this pursuit.
This isn't to say that the game is making an excuse for Abby while still painting her as the villain. In fact, the game at this point deliberately sets out to eradicate to notions of who and what makes a hero or a villain. The answer is surprising: it's our perspective. We were arbitrarily assigned the perspective of Ellie and asked to dive deep into her life and emotions, and for this she assumed the role of hero/protagonist, and yet we are asked to question if that's really who Ellie is. And who exactly is Abby? Are the two characters the same in the motivation? In pain? Suffering? Memory? Heartache?
In the same vein, who really was Joel as a character? Likewise our protagonist from the first game and at the beginning of this one, we were also arbitrarily assigned Joel's perspective in that same way. He lost Sara and we felt his pain. We saw his emotions develop over the course of the first game. We could understand his desire to save Ellie, and indeed in the first game it was our goal to do so, but it was ultimately a selfish act that was executed at the cost of many lives. It begs the question, what really does separate someone from being revered or reviled? The answer was us all along.
This is an idea that plays out throughout the entirety of this game, with past and present and memory intertwining as our characters figure out who they are from their actions. Are they falling deeper into these intense emotions, or can they eventually rise above it? How long can someone carry the infection of memory and pain with them, and at what point does it cost them everything?
We see this expressed additionally in the battle between rival factions: the WLF and the SCARS, both distant echoes of the Fireflies from the first game. There currently is no hope to restore humanity, and here we see the end result: fighting over a piece of land that in many ways is lost forever. Both factions hate each other intensely, as if any notion of familiarity ceases to exist. This idea is challenged in Abby's campaign, and serves to reemphasize the devolution of humanity through the tribal attitudes of both groups. Their war is intense and bleak, but Abby's evolving relationships offer a glimmer of hope that what we lost as humans can be rediscovered.
This game has a handful of controversies at its back, most of which are not even worth the time to argue over (decent human beings would understand this objection). The major controversy is in regards to Joel's death: was it too early? Should it have happened at all? It's a hard question to answer, as so much depends on how you connected with the game's narrative. Narratively speaking, it makes a lot of sense and serves the story completely, but I'm also someone who enjoyed the story immensely, so consider that before you dive in as it may affect your willingness to follow the story and connect with the characters.
On the whole, I believe The Last of Us Part II to be a remarkable narrative achievement. The narrative is the strength of this game and there features a lot of cut scenes that give the game a cinematic quality to it. It plays like a movie, and in a lot of ways is more affecting and engaging than what other stories could achieve outside of the video game medium.
I believe time will be exceptionally kind to this game. Whether user reviews were intended as a form of protest or an attempt to re-frame people's perception of the game is irrelevant. You can only deny a quality game for so long before its merits shine through.
In short, while the Last of Us Part II isn't a masterpiece, it is a strong, heart-wrenching exploration of pain and lost humanity. It's bold and intense, daring and thoughtful, and the closer you get to its characters, the more it will challenge you.
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