The Last of Us Retrospective

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Ooh this looks neat. I'll be sure to check it out tomorrow, as I'm going to bed rn

👍︎︎ 2 👤︎︎ u/Phoenix2211 📅︎︎ Nov 07 2020 🗫︎ replies
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Art is difficult to objectively critique. If  you sit on a new bench and it buckles under   your weight and sends you tumbling to the ground  then it’s a bad bench. If you’ve owned a blender   for years and years and it still chops up food  like it did on day one that’s a great blender.   But how can one go about discerning whether  a work of art whether it be a movie,   piece of music, painting, sculpture, or literary  work is definitively good or bad? You can’t.  There is no objective measure by which one can  state the quality of these kinds of experiences.   So then what’s the point in reviews? Obviously  that’s a hotly debated topic but personally   I’d say the job of a reviewer isn’t to  say that their word is law and everyone   should agree with their tastes, but rather  to say to whom a certain work might appeal.   If they give a rating at the end it can be used  to create a pattern for that particular reviewer   to see if your tastes align with theirs and if so,   you may find their subjective opinion  useful in addition to their critique.  Video games are stuck in a weird middle ground  though. While asking a reviewer to decide on the   entertainment value of a certain mechanic  or storyline will always involve some form   of subjectivity, there are other things  with a less fluid sense of good and bad.   Input delay, graphical glitches, error  codes, they’re all present in games and   much more important to the overall experience  than say, a missed note might be in a song.  So can I objectively say with one hundred  percent confidence that The Last of Us   is one of the greatest games of all time?  Absolutely not, but over the course of the   next hour or so I intend to do my damnedest  to convince you that it is because to me,   The Last of Us is the pinnacle of what video  games could achieve at its time of release.  Incredible storytelling and character  development, beautiful art design with   impressive graphical fidelity to back it up, a  subtle score that perfectly accents every scene,   engaging gameplay with a bevy of options, and the  ability to tie all of these elements together into   a final product that’s so much more than the sum  of these parts- The Last of Us is a masterpiece.  I first played the game back in college when  it released and ever since it’s been one of   my favorites. It’s an incredibly  moving experience and still has me   thinking about how it makes me feel to this day. I’ll be covering the entirety of The Last of Us,   its Left Behind DLC, and touching on the  Factions multiplayer mode in this video,   with another video on the second game coming  soon. I’ll only be spoiling the first game in   this video, but I will be covering everything in  depth so if you haven’t tried it out for yourself   I cannot overstate how much I recommend  doing so before watching this video.  This retrospective is also going to be a bit  different than the others as I plan to critique   the game sequentially, bringing up different  gameplay elements when they’re most relevant.   This just seemed to make the most since given how  intertwined the story and gameplay are in this   series. However, I do still think it’s important  to cover the game’s development history first.  Development of The Last of Us began  shortly after the release of Uncharted 2,   with Naughty Dog’s team splitting up  between the third game and this project,   headed by game director Bruce Straley and creative  director Neil Druckmann. Originally conceived as   a mix of Ico and Night of the Living Dead, with  the player switching perspectives between a cop   and a young girl he’s trying to protect. The game slowly took form over time,   with inspirations from Sin City, Resident  Evil 4, Planet Earth for the infected,   and even input from the character actors Troy  Baker and Ashley Johnson. The game was centered   around the relationship between Joel and Ellie,  with the main themes being Ellie’s coming of age,   how far Joel was willing to go to protect her,  and the overarching mentality that ‘life goes on’.  After 2 years, multiple game engines, new  AI techniques, and multiple user interfaces,   the game was finally shown off at the Spike Game  Awards in 2011 with a trailer showcasing Joel and   Ellie taking out some scavengers before dealing  with infected. It did a good job of setting the   tone, but it was with the E3 2012 gameplay  trailer that the hype really got started.   Joel and Ellie sneak around an apartment building  taking out various enemies while showcasing   features like the melee takedowns, holding enemies  hostage, and stellar graphics for the time.  Some have said this trailer is misleading, with  certain aspects like the cinematic grappling to   steal weapons, AI hiding behind corners to ambush,  and enemies begging for their lives not present in   the final game during dynamic gameplay encounters,  but it’s clear that Naughty Dog likely intended   to add these features, but probably either ran out  of time or were unable to achieve them on the PS3,   with some of them being included in the sequel,  plus it’s a trailer from alpha, so it gets a pass   on having differences from the final product. The game released a year and a half after its   debut on June 14th, 2013. It received  pretty much universal acclaim,   ending at a 95 on Metacritic and getting  its fair share of perfect scores as well.   The visuals, story, music, character  interactions, performances, and more   were lauded by critics and fans alike and it went  on to win a number of awards at various events.  From there the game went on to receive a  DLC prequel, a full documentary covering its   development, a comic with Dark Horse Comics,  a PS4 remaster, a rumored film adaptation,   and a current television adaptation in the  works at HBO. It also inspired future games   such as A Plague Tale, God of War 2018,  and even Naughty Dog’s own Uncharted 4.  However, with time and future releases, come nit  picks and criticisms. With analyses, critiques,   and articles being written for years after the  game’s release calling it out for various reasons.   The gameplay isn’t engaging, the scavenging is  too repetitive, the story uses too many cliches,   when you give a game this much hype and more  people start to play it with their expectations   so high, the flaws and cracks always present  themselves more readily, inevitably leading   to the one word that always comes up- overrated. Obviously you already know how I feel and having   played the game through for a third time  now I’d like to give it an in-depth look   to show exactly why the game is deserving of  so much praise and take a look at which areas   could be improved. So with that, let’s jump in. Upon booting up the game players are presented   with a dark room bathed in sunlight from a dirty  window covered in overgrown foliage. A gentle   breeze occasionally blows the curtains (with the  graphics being quite impressive for the time) and   it’s all accompanied by the sound of light strings  and a gentle yet foreboding guitar. I have never   seen something as simple as a title screen  convey the tone of the game as well as this.   I won’t go full english teacher and over-analyze  everything, but I wanted to point out how much   attention was paid to even the smallest details. The options are really robust as well. While the   audio, control, and display options are pretty  standard, the game also allows players to modify   many aspects of the difficulty settings, with  higher difficulties even taking away options like   the x-ray granted from listen mode or removing the  HUD entirely in addition to modifying enemy AI,   increasing the rarity of supplies,  lowering player health and more.   It’s really obvious that Naughty Dog wanted this  game to be as accessible as possible, even if it   is a bit annoying that they don’t explain the  difficulty options when starting a new game.  Seeing as how I already beat the game before, I  recorded my playthrough at a variety of difficulty   settings, switching between them on the fly  at the start of various encounters. I won’t   go into every difference, but later on I’ll  discuss some of the ways Survivor and Grounded   difficulty can really switch up the experience. The game opens on a young girl sleeping on a couch   when her dad comes home from work. He’s talking  to his brother Tommy on the phone about possibly   losing his job when his daughter wakes up. We  learn their names are Joel and Sarah and she   presents him with a watch as a birthday gift,  joking that she paid for it with drug money.  He teases her by pretending the watch is broken  and later that night carries her up to bed.   I love this cute little interaction because  it perfectly sets up Joel and Sarah’s dynamic.   He’s a hard working single father, a jokester,  and is doing his best to make ends meet and she’s   understanding of that, caring, and playful.  It’s amazing how much character the writers   were able to put into this small intro scene. Sarah wakes up in the middle of the night and   answers the phone to hear her uncle Tommy telling  her to get Joel on the phone before the line dies.   There are a few objects for players to interact  with as they make their way to Joel’s room,   where a large explosion downtown can be  seen from the window or on the live TV.  She makes her way downstairs as Joel bursts  inside, quickly loading his gun before their   crazed neighbor breaks in and Joel shoots him  dead. Sarah’s horrified, but Joel gets her to   head outside where Tommy’s waiting for them. They  make their way out of town, trying to make sense   of the situation with the player able to move  Sarah around the car to see the various bits   of destruction around the environment. Infected  running around, a burning barn, and even a family   looking for help that Joel convinces Tommy to  ignore. It all sets the chaotic scene very well   and really emphasizes the feeling of helplessness  playing the role of a little kid in the backseat,   a feeling I’m sure many can relate to. Traffic blocks their way out of the city   and some infected descend on the trapped cars.  Tommy attempts to go around, but they get t-boned   by a truck as the screen goes black. We wake  up in Joel’s perspective, kicking out a window   before being saved from an infected by Tommy and  picking up an injured Sarah to run from the hoard.  The group reaches a bar where Tommy holds a  door shut to allow Joel and Sarah to escape.   They soon come upon a soldier and  while Joel thinks they’re saved, well…  This is the most incredible opening to a video  game I’ve ever experienced. The instantly   charming characters, ridiculously fast pace, and  heartbreaking tragedy all combine to essentially   be the gaming equivalent of the prologue to  Pixar’s Up. There isn’t a lot to do gameplay-wise,   but it does give players a chance to learn  the very basics of movement before hopping in.   Most importantly, this introduction gives  players two very important pieces of information-   the reason Joel puts up so many walls and  doesn’t trust others and the tone going forward.  As the opening credits roll, we’re  given snippets of radio broadcasts   detailing major events during the outbreak.  The virus spreading quickly around the world,   the US government starting a program  called FEDRA to impose martial law,   and a resistance group called the  fireflies opposing their tyranny.  Cut to 20 years later. Joel’s visibly older,  gizzled, and woken up by a knock at the door.   His friend Tess comes in with a wound saying  she got jumped by thugs sent by a guy named   Robert before beating them up. It turns out  Joel’s become a weapons smuggler living in   the Boston quarantine zone over the past two  decades, trading guns for ration vouchers,   and Robert stole some of those guns. He agrees to go with Tess to hunt Robert down and   as we follow her out of the apartment we see the  dystopian nightmare that is the FEDRA QZ. Anyone   suspected of being infected is executed in the  street, rations are sparse, the city’s completely   run down, and different areas are closed off  without a special reason to travel between them.  Tess gives Joel a pass to get to Robert’s  zone, but just as they’re about to reach the   gate a truck is blown up in a firefly attack,  forcing the two to use a secret underground   passageway to get through. On their way they  learn from others that Marlene, the leader   of the fireflies, is also hunting Robert. They soon encounter some spores and a man   with a broken gas mask trapped under some rubble,  begging to be put down before becoming infected.   It’s a brutal way to get the player to test out  the shooting mechanics, but an effective and   understandable one while also explaining that  these spores are what caused the infection.  Up next is the first encounter with infected.  They’re crazed, hyper-aggressive people with   just enough humanity to be pitiable, but  disfigured enough to be terrifying. The game   tries to get players to grab one from behind in  order to strangle it and have a stealth section,   but the prompt never showed up for me so Joel  just kinda gave the guy a hug before letting   him go and starting a boxing match. Kind  of annoying, but I checked a playthrough   on YouTube and the prompt does normally show  up so I’m betting it was just a small glitch.  Melee combat has a lot of upsides and downsides.  As a plus it saves ammo and looks really cool,   with some brutal finishers that sometimes  even take the environment into account.   On the downside it makes noise that alerts  other enemies and leaves you vulnerable to being   swarmed. It’s always good when a game can balance  out pros and cons like this, even if the combat   can be a bit clunky with some hits going through  characters instead of connecting as you’d expect.  Eventually they reach the  black market where Tess pays   for information on Robert’s whereabouts  before encountering a few of his men.   One threatens her so she kills him,  initiating our first fire fight of the game.   It’s pretty standard- showing how a partner can  cover for you when fighting, providing clear,   useful hiding spots, and only having two  enemies, so it makes for a solid tutorial.  Although I did notice one problem that  tends to pop up every now and again.   See the game has a slight aim assist that  sends the player’s aiming reticle towards   a target if they’re looking at them before  aiming. It’s a common feature in console   third-person shooters to compensate for the lack  of precision that would be present with a mouse.  Unfortunately it can occasionally cause the player  to focus on the wrong target if two are near one   another. It’s a rare problem that can mostly be  avoided when the player becomes more familiar   with the controls, but it did end up causing me  to get a little disoriented every now and again.  They find more of Robert’s men, but this time  the game encourages stealth as opposed to combat.   It also lets the player know that they can drag  grappled opponents for a bit before strangling   them. It can be really helpful, but there  was no reason to use that technique here.   I mean two of these guys just continue their  casual conversation while staring at a wall,   practically begging to be strangled like a  repressed catholic girl on her wedding night so   I’ll just talk about hostages later. The game also introduces the shiv and   melee weapon mechanics. Shivs are single-use items  that can be crafted from collected materials and   used to instantly kill enemies and avoid the  slow strangling animation while pipes, bats,   and wooden planks found around the environment can  be used in melee combat to speed up the process   of killing nearby enemies. Each of them has a  limited number of uses and while I do question   how lead pipes or axes lose their ability to be  used as an effective weapon, it keeps the combat   engaging and tense without ever becoming annoying  since melee combat is usually a last resort.  The next two areas are where The Last of Us  introduces its bread and butter of encounters-   open areas with guards patrolling that need to be  taken out and maneuvered around, with a failure   of stealth causing a fire fight to break out.  The best thing this game has going for it is   that stealth and combat are equally enjoyable. The  shooting mechanics are fantastic and satisfying,   especially when the headshot marker pops up  on the reticle and a motherfucker just… drops.  On the other hand the stealth is just as  fun. Hiding from enemies is nerve-racking   and constantly engaging, forcing players to  make tough decisions on the fly. And there’s   nothing better in this game than taking out  a room full of guards without getting caught,   with the excellent sound design coming in  clutch by warning the player with a low   hum when they’ve almost been spotted while  also being freaky enough to build tension.  More importantly the transition between the  two gameplay styles is where everything comes   together. Resources are scarce, so the proposition  of a shootout is threatening and since enemies are   so aggressive, it makes getting caught this  balls to the wall moment where you instantly   start shooting the place up or bash a guy’s head  in with a wooden plank before finding cover and   either retreating until enemies go back to their  rounds or popping out to give them a taste of   lead. A perfectly balanced back and forth that  only gets more engaging with different scenarios   and an expanded arsenal in the future. After passing through the docks the two   reach Robert who fires at them before running  away. There’s a quick chase sequence showing   off the ability to jump over obstacles and  smash through doors before they catch up   and Tess holds him at gunpoint. He says that he  sold their guns to the fireflies, but offers to   go with them to take out the remaining rebels  and get them back before Tess shoots him dead.  She and Joel discuss how they’re going to convince  the fireflies to give them their guns back   when an injured Marlene shows up out of the  shadows. She refuses to return their guns,   but says she’ll offer them as payment along  with more if they agree to a smuggling job.  They agree and follow Marlene to a rooftop where  we see fireflies blowing up a building. Afterwards   we have another encounter with FEDRA soldiers  where I actually used the hostage ability. After   sneaking up on someone or beating them down, Joel  can grab an enemy to use as a shield until they   break free, allowing him to take out his pistol  and shoot as you see here. In those last ditch   effort moments it can be a great way to take out a  few enemies before finding cover for the shootout.  Marlene leads the smugglers to their package-  a young girl named Ellie, who needs to get to   the state capitol building. They’re hesitant,  but agree to have Joel look after Ellie while   Marlene takes Tess to look at the guns. On  their way to the safe room Ellie tries to   start a conversation, but Joel’s closed off. We  learn that she’s 14 and her parents are dead,   with her finding Marlene by luck. They  reach the shelter and Joel falls asleep.  That night, he wakes up from a nightmare and  Ellie expresses her fascination with leaving   the quarantine zone for the first time.  Tess enters and says they’re good to go,   with Marlene on the road to recovery. After  a jaunt through some more secret tunnels,   the group is ambushed by soldiers who use a  device to check if they’re infected, but just as   they’re about to check Ellie she stabs one in the  knee, allowing the adults to take them both out.  Ellie’s clearly unnerved by this, thinking that  they were just going to capture the soldiers or   knock them out. I love this because it really  shows how Ellie is between those innocent years   of childhood and adolescence, but the stabbing is  indicative of her growing up in such a harsh world   at the military boarding school. It’s little lines  like this that really cement this game’s character   development as some of the best in the industry. Joel and Tess discover that Ellie’s scan came   back as positive for infection, but just before  they turn on her she reveals that she’s immune.   She shows her infection and says it’s three  weeks old, far longer than the maximum two   day incubation period. They don’t have time  to waste as soldiers swarm the area following   the distress call from the attackers and we’re  dropped into a gorge and tasked with avoiding   their line of sight by sticking to the shadows. This is a good time to bring up the game’s   listen mode. By holding R1, Joel can focus on  listening to the area around him and figure out   enemy positions through walls. During this  section it can be really useful because it   allows the player to see when a soldier might  be turning their head before moving their light.  This mechanic is really cool for a ton of  reasons. It allows for more creativity in stealth,   prevents players from being surprised by  an enemy they couldn’t have seen coming,   speeds up the pace of stealth sections, and  is just a genuinely clever way to portray   one of the character’s senses that a player  can’t actually experience for themselves.  But while it’s incredibly useful on a  technical level, it doesn’t always make sense.   Like in this section, why am I able to see the  soldiers’ heads turn in listen mode when they   don’t shift position? Why am I able to see a  full outline of the characters through walls   including the weapon they’re carrying? It’s  not like it’s a huge detriment to immersion,   but the game may have been better off with simple  footsteps or a more general blob shape instead of   revealing the entire character silhouette.  It’s listening after all, not x-ray vision.  There’s also only one enemy in the game  that has any effect on the listen mode,   which is a little disappointing. Maybe if  enemies disappeared through particularly   thick walls or when walking on sand it might  have been a more fleshed out idea, although   I’m nitpicking at this point. It’s still a cool  inclusion, but could’ve been expanded a bit more.  When they escape the soldiers Ellie reveals  that she’s being delivered to the fireflies   to be studied in their efforts to find a cure for  the infection. Joel refuses to buy into the idea,   wanting to turn back, but Tess says she plans  to finish the mission and presses onward.  As they continue the next sequence of events  is a fantastic way to introduce one of the   most important and unique enemies in the series-  the clicker. A five-stage set of encounters gives   the player everything they need to know about  this new and threatening enemy going forward.  First, the group encounters a dead clicker on the  ground and Tess explains that they’re blind, but   use echolocation to see. Next, Joel opens a door  and gets jumped by one before Tess shoots it dead.   Soon after the player gets put into  a few rooms with individual clickers,   allowing them to experiment with  stealth and combat however they like.  They’re an interesting enemy, requiring a  shiv to stealth kill and being able to hear   even crawling players if they move too fast. They  also can’t be punched in combat since getting in   their range without a specific skill results in  instant death. It makes them priority targets for   stealth, but also some of the most difficult  enemies to get rid of, it’s genius design.  So we get a description in safety, then  a few button prompts during an attack,   a real encounter to top things off so  the player has all the tools they need   to understand clickers as a whole, but then  they’re forced into two more encounters that   ensure they know what they’re doing  before being allowed to progress.  The first combines clickers with a bunch of  runners. This is the one two punch of the series,   since the blind clickers ensure players can’t move  too quickly without being noticed and require a   shiv to dispose of, but the runners are able  to spot them if they take too long to get to   a good hiding spot in exchange for being able to  be strangled. Plus the player can’t just distract   all the clickers with a single bottle throw since  the runners may turn around after and see them.   It’s a deadly combo that puts all of  the player’s stealth skills to the test.  And finally we get to level five. Players  are dropped into a dark garage absolutely   swarming with clickers. This is easily the most  difficult challenge players have to face thus far,   since alerting even a single clicker  can send a massive swarm after them.   It’s dark, tense, and difficult- the perfect  way to wrap up this enemy’s welcome party.  Along the way I also found a door that required  a shiv to open, making future decisions to   kill or dodge the clickers altogether much more  difficult since you may want to save your shivs   for these special doors, which leads right into  the crafting system. Over the course of the game,   Joel will find new items that can be crafted  using materials scattered around the environment.   And while these items can be crafted at any  time, the game doesn’t pause while doing so,   adding a risk reward element to the crafting menu. It also makes the shiv ingredients and the shivs   themselves much more important given that they  can be used to upgrade a melee weapon later on,   or create a shiv that can be used to  either kill a clicker or unlock the door.   It makes players think twice about stealth  killing that clicker when a secret room   full of goodies could be right around the corner. Around this time players will also learn to craft   med kits and molotov cocktails, which use the same  ingredients as one another and lead to the classic   dilemma of offense vs defense. A health kit can be  extremely useful when fighting human enemies that   attack from a distance, but throwing a distraction  into a room full of infected and blasting them   with a fire bomb is a fantastic way to minimize  resource waste and extremely satisfying to pull   off. In fact, most ingredients can be used  to craft items useful in either stealth   or combat, meaning supplies are always useful  regardless of a player’s preferred playstyle.  I’ve heard some complaints that the combat in this  game is shallow, but I couldn’t disagree more.   The mechanics are simple, but the options  presented between resource collection,   crafting, stealth, combat, and strategy along  with player input and creativity lead to one   of the most varied combat systems at the time  that still holds up incredibly well to this day.  That said, there is a more valid complaint  that searching through cabinets is boring   when many of them turn up empty. The game  encourages players to either dispose of all   enemies in an area before casually  walking around to find collectibles   or avoid them entirely. And while the stealth  is still fun, if they had put more effort   into forcing players to find supplies while  avoiding enemies or thrown in a few more casual   conversations while scavenging it probably  would have slightly alleviated this issue.  After the clicker introduction there’s this  area I really want to point out. Tess and   Ellie run to the right while you’re following, but  there’s this obvious open door just to the left.   Naturally nearly every player is going to want to  run in to look for supplies, but instead they get   a massive surprise when three runners just so  happen to launch into an attack upon entering.  There’s no warning, and experienced players  should be able to get by them without trouble,   but this is the THIRD time I’ve gotten jumped  by these fuckers since this building is just so   unassuming. It’s a naturally occuring,  well-deserved jump scare that ensures new players   will always be on their toes going forward and  I will need a change of pants before moving on.  After they escape from another hoard,  we find a workbench in the garage.   Whenever these are encountered Joel can use the  various mysterious “parts” found around the game   world to upgrade weapons, with some requiring  special tools to create. Things like clip   capacity, fire rate, power, and even adding  a scope to your rifle can all be done here,   but the supplies are limited so players are  forced to choose which is most important to   them and which apply to their playstyle the most. Overall I like this in theory and at the time it   was pretty great, but it does feel a bit dated by  today’s standards. There are just so many possible   upgrades and ammo for certain weapons is really  rare. I found plenty of handgun and revolver   bullets lying around, but gas for the flamethrower  and arrows for the bow were ridiculously sparse.   I feel bad for players who upgraded those  weapons only to never be able to use them.  I also think locking certain upgrades  behind special tools was unnecessary   since the most powerful ones tend to cost a lot  of parts anyway, so it seems kind of pointless.   At the very least, most upgrades are significant  enough to feel impactful. Going from headshots   being a necessity to being able to unload a  clip into a stubborn clicker is a great feeling.  After, Joel is separated from the girls and is  forced to make his way through a few floors of   infected before finding Tess being attacked.  She shakes off the runner and they head into   the next room to take out a massive incoming  horde. I’m not particularly keen on these   horde segments since it completely relies on  the player’s ability to aim and kind of sucks   all the variety out of the combat, but they  do at least provide a decent change of pace.  With the infected taken care of, the  gang finally reaches the roof and Joel   has a bit of a moment with Ellie during her  first real view of the city outside the QZ,   but an exhausted Tess is in a real hurry all of  a sudden. Unfortunately when they finally reach   the capitol building they find all of the firefly  escorts dead. Joel sees this as a reason to end   the mission and head back, but Tess refuses  to accept that Ellie won’t lead to a cure,   revealing that she’s been infected. Joel and Ellie are distraught,   but there’s no time for grief. She begs Joel  to take Ellie to his brother Tommy’s place,   since he might be able to get her to the fireflies  being a former member himself. She then tells them   to run as FEDRA forces swarm the building and she  holds them off and I just need to pause for a sec.  What amazing character writing. You want a strong  female character in your story? Tess is one of   the best examples I’ve ever seen. She’s strong,  but not superhuman. She’s tough, but empathetic.   Not only does she act of her own volition, but  for the most part, Joel acts like her sidekick.   Letting her do the talking and negotiating  while he just kinda goes along with it.  Plus, while a potential romantic relationship  may have been suggested at some point,   there’s no definitive proof and even if  there was Tess isn’t the type of character   to be defined by such a thing. The reason she’s  the epitome of a strong female representation   isn’t because they took a male character and  just swapped his gender or because she’s all   about girl power and proving she’s just as good  as the boys, but rather because the writers   focused on making a great character first, whose  gender doesn’t define her, but is a part of her.  Not only does this explain her recent  exhaustion and desperate need to hurry along,   but it’s also heartbreaking hearing  Joel’s typically stoic demeanor   instantly break down when he sees the wound,  especially when combined with hearing Tess’s   final screams through the closed door  when she’s gunned down by the soldiers.   A tragic end to a stellar character. Joel fights his way out of the building   and heads down into a spore-filled subway  tunnel, finally accepting Ellie’s immunity   as real when she effortlessly breathes  the spores without the use of a gas mask.  They escape the tunnel by having Joel carry  Ellie across the water on a wooden palette   since she can’t swim and they make it outside.  Ellie tries to talk about what happened,   but Joel gets mad and lays down ground rules- do  as he says, don’t mention her immunity to anyone,   and do not talk about Tess. It’s rough to see  how these two very different characters try to   get through their grief, with Joel ignoring it  and pressing on while Ellie wants to discuss   and come to terms with it, making for an  interesting character dynamic due to their   different world views. Joel plans to take her to  his friend Bill’s place in Lincoln to get a car.  Cut to the duo arriving just outside the town.  I pick up an upgraded melee weapon and learn   how to improve them in the crafting menu. When  a weapon is upgraded, it’s able to take out most   enemies in a single swing for a certain number  of uses before going back to a standard weapon.   It’s a good alternative to shivs for  players who prefer combat to stealth.  Ellie’s amazed by the natural environment, having  never known anything besides the urban quarantine   zone. Joel explains that Bill’s the only person  living here and he keeps the entire area clear,   having traded with him in the past resulting  in Bill owing him a few favors in return.  Taking a turn down one of the alleys has a clicker  run straight into one of Bill’s exploding wire   traps that litter the path forward and can then  be either avoided, blown up with a weapon, or   used defensively when attacked. It’s a neat  gimmick and doesn’t overstay its welcome,   so for the most part it acts as a  great way to add variety to traversal.  There’s also this odd door that sounds like some  infected are banging on it, but when opened it   just leads to an empty stairwell with infected  upstairs. Just a strangely artificial way to call   attention to the door in a game where those kinds  of signals are otherwise pretty well integrated   and avoid breaking immersion as much as possible. Joel is then tasked with grabbing a wooden plank   and carrying it around to use as a platform across  some buildings, so I think it’s time I mention one   of the biggest complaints levied against this  game- the overabundance of traversal obstacles.   Every once in a while players will be tasked with  retrieving a ladder, plank, or some other kind of   random object necessary to continue on their merry  way. These are slow, boring segments that don’t   add much if anything to the overall experience.  Sometimes there will be a minor puzzle element,   but in general these just serve to waste time. I get that it’s probably a way to hide the game   loading the next location, but I think a  small piece of dialogue at these points   would’ve worked just as well without requiring  a bunch of boring traversal if that’s the case.   Either way it can be kind of annoying  (especially on repeat playthroughs),   but it’s not really a major issue since most  of these segments act as some down time between   combat encounters and don’t last all that long. This is also where Joel finds the bow, a useful   weapon in stealth encounters as a silent one-hit  kill on basic enemies and being able to take out   others with a headshot. As mentioned before arrows  are ridiculously rare and usually break after   hitting an enemy, so while it’s a useful tool I do  wish there were more opportunities to utilize it.  Speaking of combat encounters, as they make their  way through the town Joel gets caught up in Bill’s   rope trap and it leads to a super fun and creative  set piece- hanging upside down from the rope and   having to ward off infected as they descend upon  both Joel and Ellie as she tries to cut him down.   It’s tense, frantic, and unforgettably unique. When she finally gets him down, Bill comes in to   save him before the group is forced to run from  the horde. Once they’re safe, he shows his true   paranoid colors and handcuffs Ellie, causing her  to attack him. Their dynamic is really funny, with   Ellie refusing to accept any of Bill’s bullshit  and him disregarding her as a whiny brat. Some of   their interactions are just downright hilarious. Joel tries to convince him to find them a car,   and while Bill immediately refuses, he actually  gets convinced surprisingly easily when   Joel says that doing so will make them  even. They plan to reach a military truck   that crashed in a town a little while back,  but head to Bill’s hideout first to gear up.  On the way there’s a training manual Joel can  pick up. Finding these throughout the game grants   various power ups to Joel’s abilities whether it  be an increase in the molotov’s damage radius,   getting multiple uses out of shivs, or  increasing the effectiveness of health   kits. Nothing game-changing, but  they’re always useful when found.  They’re usually plopped right into mandatory paths  so they don’t usually feel like collectables,   but some are well hidden or tucked inside a  locked door or safe. It’s a bit more rewarding   to get them this way, but as a standard way  to give players upgrades over time it’s fine. The other major upgrades in the game  come from pill bottles. By finding pill   supplements around the environment, Joel can  upgrade his skills like listen mode distance,   max health, and weapon sway among others and these  are some of the most useful tools in the game.   They’re all incredibly helpful and pills  are always a welcome find when exploring.  The group reaches Bill’s basement  where he and Joel discuss the plan   while Bill tells him about his  former partner who left a while back,   clearly hurting Bill despite his tough guy act. He  warns Joel not to get too attached to Ellie before   handing him a shotgun (one of the best tools in  the game for getting rid of powerful enemies up   close) and a nail bomb which is great for taking  out big groups of enemies in a single blow.  Nail bombs also won’t explode until an enemy  walks by them, allowing them to be picked up   if left undetonated. This is a slight nitpick, but  it is hard to believe that all of these scavenged   materials can be used to make a motion-sensitive  bomb that magically doesn’t harm the user. Maybe   it’s just me, but the bombs are fun and useful so  it’s a minor issue at most. Ellie asks for a gun,   but Joel refuses despite her objections. I then head over to the work bench and craft   a weapon holster, which is a great reason to  talk about the weapon selection in this game.   All equipment is selected by using the D-pad  to navigate horizontal and vertical menus.   It’s actually a pretty unique system that I  personally haven’t seen copied in any game since.  Guns are always horizontal, with long guns  on the left and handguns on the right,   but in order to switch to a different gun in that  size, you’ll need to spend extra time looking   through your backpack in a vulnerable state,  something that can be partially alleviated by   crafting a holster that gives each gun type a new  slot to utilize without resorting to the backpack.  Throwables like nail bombs and molotovs are on the  vertical axis with the health kits, giving them   pretty easy access. It’s nothing groundbreaking,  but it does keep the action tense, force players   to think about their weapon choices, and provide  a sleek and simple way to choose weapons that I’m   really surprised hasn’t become more widely used. The group heads towards the truck and encounters   more clickers, prompting me to use a brick  to attract them before nabbing a bunch with   a molotov. Bricks and bottles can be found  around the environment just about anywhere   and can be used to distract enemies, stun enemies  with a quick throw allowing for a one-hit kill,   or even as a melee weapon if equipped. Although I do wonder why bricks and bottles   are the only distraction throwables in the game.  A little more variety could have helped especially   since the only difference between the two  is bricks being better for melee attacks.   Maybe if bottles were required for crafting  molotovs or created a louder noise that attracts   enemies from further away, or if they simply  added a few more options for visual variety   it would’ve fleshed out the mechanic a bit  more, but it works well for its intended purpose   and fits perfectly into the gameplay loop  so overall I’d say it’s a great inclusion.  There’s a horde attack just outside the school  where the truck crashed, but once they get inside   they find that the truck’s battery’s already  been stolen. They decide to sneak through the   school to get away, but this only leads them to  the most powerful enemy in the game- the bloater.  This absolute unit is the toughest of all the  infected, able to throw spore bombs that leave   poison gas in the air and dishing out instant  death within melee range. They’re susceptible to   fire and nail bombs, but when combined with other  infected that rush the player as they try to dodge   spore clouds it’s a serious threat. This first  bloater is tougher than others encountered later,   and after a few runners bust in to help  it out Joel’s able to take it down.  And can I just talk about how well the infected  are designed for a sec? Looking at the concept   art the team really threw everything at the  wall before settling on these monstrosities.   Fungus was such a perfect choice, growing in  dark, damp areas, expanding through the use   of gaseous spores, and being so incredibly  varied in its appearances and functions.  It gave the team plenty of leeway  and each stage of the infection   is both impressively disturbing and  horrifying to imagine going through,   due in large part to their inspiration being  the brain-devouring Ophiocordyceps Unilateralis,   a fungus that infects the minds of ants and  even controls their behavior until they die.   Stellar visual design and a fantastically  unique take on the classic zombie.  The group escapes the school and reaches the  safety of an abandoned home. Joel and Bill   begin to argue, but stop when they encounter the  hanging body of Bill’s former partner Frank. He   got bit while heading out of the town and Bill’s  clearly hurt by the loss despite his angry quips.   They learn that Frank was the one who took  the battery, finding it in a car in the garage   before deciding to push the car while  Ellie starts it up from the driver’s seat.  She misses the clutch on the first attempt and  as the guys push the truck to a position to   try again, they’re forced to fight off incoming  waves of infected. Ellie eventually gets the car   started and Bill chastises her for  her failure before Joel interrupts,   showing that he’s getting more attached. They drop  him off and he says that Joel’s gonna die because   of his connection to Ellie, but Joel just says  he’s sorry for Bill’s loss before parting ways.  On the drive away Ellie reveals that she  stole some of Bill’s stuff including a CD,   a comic, and some gay porn. This is really telling  because Bill being gay doesn’t really change much,   but it does cause players to consider how  their perception of him and his parter   changes on a second playthrough. For 2013 it  was subtle, but welcome LGBT representation,   but more importantly it actually adds a  lot to how you might view his character,   going from a bitter old man who  couldn’t care less about others   to a man pissed off at the world because  the only person he cared about in his life   left him and wound up dead who closes himself  off so he doesn’t have to feel that pain again.  Of course, things can’t go too well for  too long as the duo makes their way to   Pittsburgh where their path is blocked by a  road full of abandoned cars. Joel is wary,   but decides to drive around only to see a man  in the middle of the road limping and begging   for help. He immediately tells Ellie to buckle up  before speeding up and ramming through as the man   pulls out a gun and fires at them and a crowd  of attackers pop out of the surrounding area.  They even toss a bus down a hill causing Joel  to crash the car. Both of them get pulled out   by the attackers before fighting them off in a  shootout. He and Ellie escape to a room full of   chopped up bodies and Joel finds some smoke  bombs lying around. Honestly, these might   be the least useful items in the entire game. They’re grenades that can stun enemies and create   a smoke cloud into which enemies won’t shoot  and won’t be able to see. Even clickers can’t   hear into the smoke for some reason. Still, while  getting away from a gunfight is nice in theory,   the player still has to get to the smoke to be  safe and it alerts all of the enemies nearby   to your location. Plus when sneaking around it  requires close combat to be useful since Joel   can’t see through it to shoot either. It’s  not a bad addition, just a pointless one.  There are a few more encounters and one in a book  shop is particularly difficult due to the sheer   number of enemies present. Unfortunately it also  shows off one of the rare flaws of this game’s   stealth where it really shows its age- alerting  enemies. This is one of those games where alerting   one enemy causes just about every enemy in the  same zip code to come running towards the fight.  They do tend to come in waves to  avoid a completely unfair scenario,   but it’s still pretty frustrating when a bop  on the head or being a second too late to   grapple someone from behind cover sends an  army directly to your location. It’s not a   major flaw and is pretty typical of games from  this time period, being especially rare when   fights are avoided or the enemy group is too  small to really make a significant difference,   but in hindsight it’s probably  this game’s biggest annoyance.  After another quick trip on a palette the two  get into a hotel where I try to move a ladder   to get some items, but Ellie followed me up so  I had to wait a few minutes for her to get down   before the game would allow me to progress. It did  allow me to find a safe, which I was able to open   with a code I found on a collectible upstairs.  It’s odd that they’d add in the safe when just   putting the collectibles in a hidden room would  have worked just as well or maybe allowing players   to blow it open with an explosive, but I got  a lot of cool supplies so I’m not complaining.  They eventually get to the upper floors of  the hotel, where we play through the scene   from the E3 gameplay trailer. There are a few  differences, but honestly, outside of scripted   sequences in the trailer that are more dramatized  than misleading, I’ve got to commend Naughty Dog   for really nailing the feeling that preview gave-  not just here, but throughout the entire game.  Although there was one point that kinda  broke the game’s immersion for me.   I already mentioned how alerting one enemy  instantly alerts everyone else in the encounter,   but systematically bouncing back and forth to  take these guys out as they pop into the room   one at a time makes the entire encounter feel  mechanical and artificial. It’s fine when luring   infected through a door since they’re mindless  monsters, but this just comes off as comical.  That said there’s also a grounded and sobering  story moment where they come across a person   who died of suicide and Ellie remarks that  they took the easy way out before Joel tells   her that it’s not that easy. It’s really sad  because hearing this we know that Joel likely   tried at one point or at least considered  the idea, likely after the loss of Sarah.   Just another one of those small touches  that really adds to the character.  Eventually they get to an elevator where Ellie  safely gets across before it collapses and sends   Joel to a flooded basement. Here we get a Resident  Evil-style sequence where the player is tasked   with exploring this underground area to find a  key card and start up a generator before being   swarmed by enemies and needing to escape.  It’s tense, intimidating, and pretty fun,   even if I did accidentally trap the bloater  in this little cage before heading out.  Joel heads upstairs and takes out a few more  hunters, but when he tries to climb up a ladder,   he’s attacked and held underwater. Just as he’s  about to drown Ellie bursts in and saves him by   shooting the assailant dead. And look, I know  Joel’s been harsh towards Ellie this whole time,   but this sequence goes a little too far to  the point where it’s almost out of character.  Not only does he refuse to thank Ellie for her  help, he actively insults her by saying he was   more worried that she’d shoot him by mistake.  Like dude, the girl just took a human life for   the first time to save your ass. She’s clearly  upset about the situation and just wants someone   to tell her that she did what she had to to  comfort her about the decision. It makes for a   sweet moment later on, but right now it just  comes off as Joel being pointlessly cruel,   made even more dissonant by his relatively chill  attitude in the dynamic interactions right after.  Speaking of which, they leave the hotel to find  some hunters down below. Joel leaves Ellie with   the rifle, telling her to look out for him if he  gets caught. And just before he hops down he tells   her that she didn’t have a choice to make her feel  a little better and while the analysis part of my   brain wants to point out how artificial this is  thanks to the scene from earlier, it’s performed   and executed so well that I have to admit  that it was still really sweet and endearing.  The encounter isn’t too tough, with Ellie  giving some help after the enemies are alerted,   it’s not too bad if you stay within her line of  sight. It is weird that Joel still has access   to his rifle since I think the lack of access to  it may have made the encounter more interesting,   but still fun. When its done Joel finally  gives Ellie a gun to defend herself.  With that, Ellie becomes an active  participant in combat from now on.   She can stab enemies to death, get them off you in  a grapple, and take a few shots with her handgun.   It’s cool, even if she does get a  little overzealous now and again.  The way this game handles companions is really  cool. When it was first announced, I remember   seeing a lot of comments worried that it’d be a  long, tedious escort mission for the entire run,   but much to the contrary. Allies can take  damage in a fight, but it’s exceedingly rare.   Aside from that they’re a massive help and  never get caught during stealth either,   plus they grant ammo and items every once in a  while. It does occasionally break immersion when   your partner runs right by an enemy without being  noticed, but aside from that they’re a welcome   addition that even adds to the story by making  you miss their help when they’re not around.  As the two make their way around Ellie reveals  that she grew up in a military prep school, which   is another one of those tidbits that expands on  her character and the kind of world they live in   where orphaned children are raised to be soldiers. The next encounter has the duo trying to take out   a few guards while avoiding getting shot  by a gun-mounted military truck outside.   The truck itself is kind of annoyingly  clairvoyant, but I respect that with most of the   arsenal now available the team’s still throwing  out new ideas to keep combat fresh and engaging.  They reach a high rise apartment where Joel gets  attacked before being held up by a kid with a gun.   Ellie stops them all from getting into a fight  and the two introduce themselves as Henry and Sam,   two brothers who’ve been trapped here by  the hunters. Joel and Ellie agree to join   them at a hideout to discuss  their plan to escape the city.  On the way, Sam tries to take a toy from a store  before Henry stops him, saying they only take   what they need to survive. It’s an interesting  philosophy on how to act in the post-apocalypse,   but more importantly it shows that Henry  cares about their survival above all else.  There’s also some dialogue with the characters  getting to know each other, something I haven’t   mentioned yet. Much like in the Uncharted  games, the characters will occasionally start   conversations while exploring. It feels natural  and prevents the artificiality from characters   only speaking to one another in cutscenes present  in other games. It’s neat, although it is a bit   distracting when the two characters are far  apart so you can’t hear what one says and Joel   responds with a normal speaking voice. Still,  a good way to introduce characters naturally.  At the base, Henry explains that they’re  looking for the fireflies, revealing that   the rest of his crew planned to meet at a  radio tower nearby before going to find them.   Joel explains that he’s looking for the fireflies  too and they discuss a plan to get past the guards   at night and reach the tower. Sam and Ellie get  to know one another and start a cute friendship.  That night the group moves forward  with the plan. They dodge some guards,   but when they’re climbing up a ladder to  escape from an armed vehicle it breaks   as Joel’s about to climb, leaving  him separated from the other three.   Henry takes Sam and leaves him behind,  but Ellie jumps down and the two escape.  They get to a bar where a polite group of hunters  lines up at the door to get shotgunned one by one   and upon leaving they’re forced to run from  the truck until finally reaching the bridge,   getting cornered when they realize it’s been  destroyed. Joel desperately tries to think of   a plan to save Ellie, even offering to  use himself as a distraction, but Ellie   decides to jump into the water below, knowing  that he’ll have to follow to keep her afloat.   He manages to get to her, but just as they embrace  they plow into a rock and Joel gets knocked out.  He wakes up on a beach with Ellie, Henry, and Sam,  instantly threatening Henry before Ellie tells him   that he’s the one who saved them. They reach a  sewer full of various noise traps. They never   get used in gameplay which is disappointing, but  they work as a framing device for the encounters.   As they make their way through, Sam and  Joel get stuck together when a door suddenly   shuts behind them, with Ellie and Henry  forced to run from a horde of clickers.  In here we find a couple of clickers along  with some of the scariest enemies in the game-   stalkers. They’re really rare, only appearing  twice in the game, but they’re essentially   runners that can hide their presence from Joel’s  listen mode, use complex tactics when approaching   a target, and are extremely easy to alert.  It’s a shame they don’t show up more often,   but they switch up the flow of stealth  in a really cool way when they’re around.  I also found the shorty down here, a handgun that  shoots shotgun rounds and I’ve gotta say while   this is pretty useful it does kind of drive home  how samey some of the weapons are. The revolver   and pistol are nearly identical in use, with only  minor differences, the shorty is just a handheld   shotgun, and the diablo found later on is just a  rifle with more power. Having the extra weapons is   nice, but the lack of unique mechanics or use  cases between them is a touch underwhelming.  Eventually they find Ellie and Henry and the  adults are forced to fend off a horde while   the kids get a door open. From here they reach a  suburb on the way to the tower. The kids discuss   pre-apocalypse life like it’s a myth and play  some darts. It’s cool to see these characters   acting like real 14 year old kids, just relaxing  in the relative safety of these abandoned homes.  Of course, that was never gonna last long and the  group soon encounters a sniper. Joel’s forced to   sneak around his line of sight, taking out some  enemies before getting to the man himself and   taking his place, which starts a novel mission  where you have to snipe random hunters as they   burst from the surrounding area before they  kill your friends. Then some infected come   out from the bushes and even manage to tackle  Sam and Henry before you save them. It’s weird   that all of these enemies attack from behind  since the group just came from that direction,   but it’s a cool sequence with a lot of tension. They finally reach the radio tower where Joel   and Henry start to bond. Ellie goes to check on  Sam who’s clearly stressed and taking inventory.   He asks Ellie why she isn’t scared of anything  and while she says she’s scared of being alone,   Sam’s terrified of becoming infected, thinking  that they may still have some semblance of their   humanity, but are unable to control themselves.  They discuss the afterlife and she gives him the   toy from the store that she took after his  conversation with Henry. When she leaves he   knocks it over in frustration and we see  that he’s been infected with a claw mark.  The next morning Ellie goes to wake him  up, but he’s already turned and despite   Henry stopping Joel, he winds up killing  Sam himself. He’s destroyed by this,   clearly unravelling and pointing the gun  at Joel while blaming him for Sam’s death   before turning the gun on  himself and pulling the trigger.  This fucking broke me. I mean, even knowing that  Sam was a goner I had no idea that Henry would   kill himself in grief. I’ve seen a lot of scenes  like this in zombie films, but I’ve never seen   one executed quite this well, plus it’s entirely  believable given what we know about his character.   An excellently handled, tragic end to their story. Cut to fall, Ellie and Joel reach Jackson County,   Wyoming. They’ve clearly bonded, as shown from  their dialogue, which makes sense given that this   trip should take a few months on foot, but Joel’s  determined to avoid the subject of Henry and Sam,   still preferring to forget and move on instead  of work through the issue. He mentions that he   and Tommy burnt some bridges a while back, but  he’s hopeful that they’ll be able to get along.  They reach the gate to a hydroelectric power  plant, but they’re held up by the people inside.   Luckily Tommy comes out and gives Joel  a big hug, introducing him to Maria,   his wife and leader of Jackson County. They  get invited in for food and readily accept.  Tommy explains that they’re getting the  generator turned on so they can supply the   town with renewable energy and he and Joel  go to see the crew attempt to turn it on,   something they’ve failed at a few times in the  past. When they get there he tries to give Joel   a picture of Sarah, but Joel, sticking  to that philosophy of moving on instead   of confronting the past, refuses the gift. Tommy explains Jackson’s safety measures,   the plant is brought back to life, and Joel  asks Tommy to finish the mission for him.   Tommy declines violently, saying it would  be wrong to leave his wife and happy life   for that kind of job, but the two don’t have  much time to argue before the base is attacked.  Here I found a new kind of melee weapon- the  hatchet. Hatchets and machetes are unique   in this game in that they’re able to instantly  kill enemies with a single hit without upgrades.   Super useful and satisfying to use. It was kind  of annoying when a guy did a 360 no-scope to fire   at me, but taking him out with the newly acquired  El Diablo handgun that I mentioned earlier   more than made up for it. They shoot their way through   the plant and reach Maria and Ellie, with Tommy  trying to explain the job to Maria soon after.   She’s pissed at Joel, but they all find out that  Ellie stole a horse and ran away. Tommy and Joel   hop onto some horses and head out to find her. Riding on horseback takes some getting used to   with slightly stiff controls, but it works well  enough and it’s pretty fun while it lasts. Plus   the casual riding time gives players a chance to  take in the beautiful graphics. Sure, by today’s   standards they’re a little dated, but in 2013  this was easily one of the best looking games ever   made. The animations may be a bit stiff at times  and there’s an odd visual glitch here and there,   but overall the lighting, textures, and character  models along with the fantastic art direction and   environmental design still allow this  game’s visuals to hold up to this day.  Not only that, but it also gives way to some  of the best character acting in games to date.   The facial animations convey so much emotion  in the cutscenes and while there’s definitely   a stark difference between the graphics  in a cutscene and those during gameplay,   the movement animations are also really smooth  without feeling slow, tedious, or unresponsive. So   yeah, realistic graphics will almost always look  old after a certain amount of time has passed,   and there are the occasional hitches here and  there like getting stuck or stopping in front   of an obstacle instead of vaulting, I don’t  think this is a game whose visual style is   appealing enough to stand up to the test of time. After the brothers get attacked and fight their   way to Ellie, they find her in an abandoned  house. She ran away out of anger thinking   Joel wanted to abandon her, but he refuses  to admit that it’s out of fear of losing her.   She tries to bring up Sarah, having been  told by Maria, but, well, just watch:  The facial animations, the voice acting and  motion capture by Ashley Johnson and Troy Baker,   the musical score backing it all up, it’s  just a perfect blend of melodrama without   the slightest hint of cheesiness or going over  the top. Two of the most realistically written   characters in any medium, brought to life  masterfully. This level of game design is   exactly why the Last of Us was so revered at its  time and why its looked at as a classic today.  The house gets ambushed and after fighting off the  hunters and Joel looks guilt ridden on the ride to   Jackson. He asks Tommy about the fireflies and  who tells him that they’re at the University of   Eastern Colorado, prompting Joel to get Ellie on  his horse and send Tommy on his way to the town.   It’s a great character building moment for  Joel, who’s finally confronted his fear of loss   and when the ability to turn down all of  that risk for a safe and happy life in   Jackson sits right in front of him, he chooses to  selflessly continue on his journey for her sake,   Tommy’s sake, and possibly even his own sake. Hard cut some time later and the two arrive at the   school where Joel’s explaining football to Ellie  who, like any sane person, considers the rules   really strange. We ride horseback and walk around  the school while the two have some idle chit chat.   They’ve clearly bonded during the trip, being  more open with each other and discussing things   like how Ellie would have wanted to be  an astronaut in the pre-infection world   and Joel wanted to be a singer. Along the way, Joel grabs his final weapon-   a flamethrower, and we take out some infected to  access a generator and move on. The flamethrower   is pretty cool, but the ammo is severely limited,  meaning it’s best saved for bloaters or maybe   large hordes. It’s pretty niche, but I’d be lying  if I said it wasn’t supremely satisfying to use.  The school appears to be abandoned and swarming  with infected, prompting Ellie to worry that the   fireflies may have left. They make it inside the  school, get a quick jump scare from some monkeys,   and I find a recording that explains  that the monkeys were infected   and when one of the scientists let it out of  its cage, they infected the school in turn.  These little notes are something I haven’t covered  yet. As you explore, there are three major types   of non-gameplay-based collectibles scattered  around the world- Firefly Pendants, Comic Books,   and Artifacts. The pendants are just like dog tags  for fireflies to identify themselves, so it’s not   clear why Joel collects them. The comics are from  a series that Ellie likes, so while it’s a cute   character quirk that Joel collects them for her,  it would’ve been cool if players could read them.  Speaking of which the final collectibles are  artifacts hidden around the world. These can   be items, notes, or recordings. They give a  decent bit of worldbuilding and are often pretty   entertaining, plus Joel usually has something  to say in response to the context of each note.   All of the collectibles are purely there to  act as side goals and rewards for exploration.   It’s not my kind of thing, but I could see finding  them being a fun challenge in repeat playthroughs,   plus finding these, along with  completing other various objectives,   grants players a special currency to unlock  new skins and bonuses in the pause menu.  The pair find a dead scientist holding a recording  that explains how the other fireflies evacuated   to Saint Mary’s Hospital in Salt Lake City, but  as they plan to leave and follow up on this trail,   the school is swarmed by hunters. As they make  their escape, Joel’s tackled off a balcony and   impaled on a loose piece of metal. From there, he  struggles to make it out of the school, with Ellie   doing the majority of the shooting. They reach the  horse and escape, but Joel eventually passes out   on the road as Ellie begs him to stay with her. The game skips to winter where we get a big   surprise and begin to play as Ellie. She hunts a  deer, but as she’s about to collect her prize she   finds it being watched over by a couple of men.  She’s immediately like a little Joel- disarming   them, holding them up and refusing to accept  any of their apparent kindness as genuine.   One man, David, asks if they can trade her  anything for the meat and she asks for penicillin.   He sends the other guy, James, to retrieve the  medicine while he and Ellie wait for his return.  The two go into a small cabin, but despite David’s  attempts at conversation, Ellie remains cold.   Suddenly, a clicker walks into the building  and David uses a hidden handgun to kill it.   He and Ellie then fight off a massive flood  of infected running at their location and   trying to get through the boarded up windows.  They run away and Ellie sneaks through some   clickers to reach another cabin where  the two are attacked by another horde,   this time ending with a bloater. It’s one  of the most challenging parts of the game,   mostly due to the lack of cover and options,  being all about positioning and aim.  With the infected taken care of, they return to  the original cabin where David reveals that the   men at the school were from his group and looking  for food, with only a few returning telling   stories about a crazy man and little girl who  slaughtered the lot of them. Before she can act,   David tells James to lower the gun behind  her, and despite James’s objections,   he gives Ellie the medicine while offering her  a place to stay with his group. Ellie returns to   Joel, applies the medicine, and goes to sleep. She  wakes up later to noises outside, realizing that   David’s men tracked her back to this location. She leaves, heading out on her horse to drive   away the hunters, with some of them shouting  that David said not to kill her before they   start to defy his orders. She makes her way  to their cabin, taking out enemies along   the way before finally reaching the door and  getting found and captured by David himself.  This is one of the chapters where I turned  the difficulty up to Survivor so now’s as   good a time as any to bring it up. As I said  before, survivor and grounded difficulty   remove the player’s ability to use listen  mode. During combat enemies are supposed   to be more aggressive and do double damage, but  honestly I hardly noticed a difference between   the various difficulty modes when in actual  combat. The major difference is with stealth.  The lack of a listen mode completely shifts  player perspective and tactics on how they   approach the game. You can’t see if an enemy is  coming around a corner, so you have to be careful,   but you also can’t see if you’re being flanked,  forcing the player to be assertive as well. It’s a   really cool take on difficulty modes and if you’re  someone who’s played this game before I highly   recommend giving it a shot on survivor or grounded  difficulty for a really different experience.  Plus with weapons and supplies being more rare,  I was less inclined to engage enemies in combat,   which is why the game also allows you to avoid  encounters altogether. While opportunities like   this are a bit rare, it’s absolutely possible to  sneak around opponents entirely without taking   them out, which is especially helpful as Ellie  since her stabbing animation somehow alerts all   of the guards in a way Joel’s never did. She wakes up in a cage and finds David   preparing human bodies to be eaten, which gives  his earlier statement about his men going to the   school to look for food all new meaning, while  also explaining why they blindly shot at Joel   and Ellie on sight. He gives Ellie some deer  and lectures her on how their desperation for   survival makes their cannibalism acceptable. He  continues to be nice to her, but then reveals   why as he starts to flirt, prompting Ellie to  break his fingers in an indescribably satisfying   moment. She tells him her name as a warning, but  he threatens to eat her before leaving the room.  It’s amazing how much this makes sense. David  being a pedophile tracks with his overly   friendly demeanor, trying to get Ellie away from  Joel, and trying his hardest to get to know her.   Later on we even overhear some of his men  talking about her being David’s “new toy”.   It’s horrifying, but makes perfect sense and if  this world full of hunters and infected wasn’t   scary enough already this was definitely  when I was at my most worried for Ellie.  From here we cut back to Joel as he wakes up,  still walking somewhat slow from his injuries.   We take out a few guys and eventually capture  two of them leading to an incredibly brutal   scene where Joel puts them in two different parts  of the room and asks them for Ellie’s location,   saying that he’s going to ask them both separately  and if the answers don’t match up he’ll make them   regret it. It’s a really smart technique for  getting accurate information and when done   he kills them both before heading out. Ellie’s woken up in her cage and dragged   onto the counter to be cleaved, but tells  David she’s infected and can’t be used for   food before grabbing the knife and running  away. From here it’s an escape mission,   getting away from David’s men by sneaking around  in this snow storm. Ellie plays similarly to Joel,   but her arsenal is much more limited and her knife  has infinite uses. Though it is kind of strange   that they had the foresight to remove Joel’s skill  enhancements since she didn’t take the pills,   but all of her weapons still have  the upgrades made at the workbenches   despite picking them up off of dead bodies. She goes through a restaurant where David finds   her yet again and begins to hunt her down in a  boss fight after accidentally starting a fire.   As someone who’s played the game before it wasn’t  too difficult, but to anyone playing the game   for the first time it’s incredibly tense. There’s  broken glass everywhere, something that’s normally   rare in the game, but is able to give away the  player’s position when stepped on. Plus no matter   the difficulty mode, David has the ability to  hide from listen mode when he sneaks around,   a scary proposition for those playing on  Hard or lower. The fight requires players   to either sneak up on or stun David 3  times before having Ellie knife him.  One of the most impressive aspects  of the encounter is its versatility.   No matter where you are when you get to David  the game has an in-game cutscene that dynamically   adjusts to match the obstacles nearby. It’s those  little touches that add so much believability to   the events taking place. Eventually the two get  into a skirmish that leaves them both knocked out.  We cut back to Joel and fight our way through a  few encounters before finding Ellie’s backpack,   a room full of dead bodies, and finally, the  burning restaurant. Inside, Ellie wakes up (in   a different location than where she got  knocked out so fuck me for praising the   dynamic cutscenes I guess) and David begins to  kick her from above. He gets on top of her and   holds her down as she reaches for his machete. So those of you who haven’t played the game might   be expecting the typical finale where David  gets rid of the knife and is just about to   rape Ellie when Joel bursts in and saves her,  but instead we get one of the most badass and   satisfying endings possible- Ellie reaches  the knife and just obliterates David’s face,   just in time for Joel to enter and  embrace her to let her know she’s alright.  Now look, just because a game subverted story  expectations doesn’t mean it’s good. Just because   Ellie was almost raped and managed to fend off her  attacker doesn’t automatically make this a quote   unquote “good” representation of an assault  victim, especially since scenarios like this   don’t usually end this well for the victims. In  fact, while I personally see it as empowering   I’m sure some others might see it as roundabout  victim blaming, saying that those who don’t resist   as hard as Ellie or manage to fend off their  attackers simply weren’t trying hard enough.   I can’t say for sure, as I’m not an expert on  the topic and even if I was, I’m sure there’d   be plenty of room for debate on the subject.  However, what I’ll absolutely stand by is   that the moment that follows is one of the most  impressive character building scenes ever crafted.  This whole time Ellie’s been brave, determined,  defiant, and strong, but after Joel reaches her   she just breaks. She’s still just a fourteen year  old kid, one who’s been forced to take care of   Joel, kill numerous people, and just faced the  very real possibility of being raped, murdered,   and eaten. She’s not some hardened killer  willing to do anything to survive like Joel,   she’s just been acting like one for both of  their sakes, so when she knows that he’s there   to comfort her she finally lets her facade slip  away and it’s heartbreaking as she begins to cry.  The game cuts forward to spring, with Ellie  and Joel being near the hospital at long   last. Ellie’s a little distant, but Joel tries to  reach out, promising to give her swimming lessons   and teach her guitar when they return from the  trip. She runs off ahead after spotting something,   eventually coming to what is probably  the most well-known scene in the game.  The two find giraffes wandering the  grounds and even get to pet one.   They reach the rooftop and watch them walk  away and just relax for a little while.   It’s not mind-blowing, but this little reprieve  from all the darkness is certainly welcome,   especially considering what’s to come. Joel asks Ellie if she wants to turn back,   perhaps knowing there’s a possibility  that creating the vaccine could kill her,   perhaps just worried that the fireflies will  want to separate them, but Ellie says that   they can’t because their journey can’t be for  nothing. As they press further into the Salt   Lake City quarantine zone, we can actively  see how much stronger their bond has become   with Ellie asking Joel about Sarah and consoling  him for his loss, and him actually confronting   his own sadness and thanking her. She even gives  him Tommy’s picture that she stole from Maria.  There’s one final encounter with  infected in a tunnel under a bridge, but   it’s honestly not that tough despite the litany  of clickers, runners, and even a few bloaters.   In fact the biggest issue I had was when I  hopped over a railing and died from a glitch   trapping me between a palette and the wall. Afterwards, they try to jump across a bus,   but it collapses and fills with water. Ellie even  hops on, risking drowning once again to save Joel.   He then saves her, but they encounter soldiers  who knock him out while he’s performing CPR.  Joel wakes up inside the hospital. Marlene is  in the room, saying she travelled there with   a large group, losing most along the way.  She says they saved Ellie and congratulates   him on getting her to the facility, but then  says that the operation to create the vaccine   will kill her. They argue over the ethics  and who would be hurt more by Ellie’s death,   but Joel doesn’t have a choice with the soldiers  preventing him from stopping the procedure.  Marlene leaves to check on the preparations, but  Joel soon sees his backpack while being escorted   and manages to kill his escort after learning  Ellie’s location. This leads into the final   sequence in the game- a no-holds-barred,  tough as nails mission to reach the top   floor of the hospital and stop the operation. This section is difficult, but manageable,   and even gives the player a machine gun to use if  they choose to take one off of the dead fireflies.   A great way to wrap things up, with Joel  reaching the operating room just in time,   killing the surgeon, and making a  mad dash to the elevator to escape.  He finds Marlene in the parking garage, who  tells him that Ellie’s better off dying in   a world as cruel as theirs, pleading with Joel  to turn back before the game instantly cuts to   later on with Joel driving the car away as Ellie  wakes up. She asks what happened and Joel tells   her that the fireflies actually managed to find  dozens of immune people, but nothing ever worked   out so they stopped looking for a cure. Cut back  to the garage and Joel kills Marlene, remarking   that she’d come after Ellie if left alive. There’s a final epilogue scene where Joel and   Ellie arrive back at Jackson County. They hike  towards their destination, with Joel remarking   that he thinks Ellie and Sarah would have been  good friends. At this point, he’s pretty much   become her surrogate father. Ellie stops him and  admits that she wasn’t alone when she was bit,   but was with her friend Riley who she watched  turn. She’s frustrated, having hoped that their   journey would lead to a cure, stopping anyone  from feeling that kind of loss again like she   had with Sam, Tess, and Riley. She demands  that he swear to her that everything he said   about the fireflies was true. He does and she  responds with a simple, “Okay”. Roll credits.  There’s a lot to unpack here. First off, I  consider this one of the greatest endings to   any media I’ve personally seen. It cements  the theme of the game, completes the story   arc of our main character, and leaves off  on a tone that’s simultaneously ambiguous   and satisfying. Every decision made makes sense  for the characters, every moment is captivating,   and it perfectly tows the line between feeling  like a badass and feeling like a monster.  Let’s start with this: I’ve heard a lot of people  say that this is when Joel becomes the villain,   killing a bunch of people to save one little girl,  completely eliminating the chance for a vaccine   in the future, but that’s simply not the case.  To start, Ellie’s immunity is likely genetic,   meaning they’d be better off letting her  live, have children, and then do the operation   later when they can. It’ll take longer, but  that way they’re more likely to have other   potential subjects and they aren’t killing  a young girl without asking for her consent.  That small bit of logic aside, there was  no guarantee that the operation would   have resulted in a cure or a vaccine. Yes,  Ellie was their best chance at the time,   but it’s entirely possible that there are  plenty of other immune people out in the world.   Plus who’s to say that this lead surgeon isn’t  like the engineers from the Jackson County power   plant? Saying that this will absolutely work and  treating it like a sure thing while potentially   missing something or just being too optimistic? Of course, none of this is to say that what Joel   did was right, only that the question of right and  wrong is entirely morally gray. Personally I think   the most ethical thing to do would have been to  ask Ellie with Joel in the room. I think we can   all agree that she’d have instantly agreed to the  operation and giving Joel a chance to say goodbye   may have made all the difference. It’s one of  those situations where no one was in the right,   even if taking an utilitarian approach  clearly puts Joel in the role of the villain.  Secondly, the epilogue. We know Ellie is  suspicious of the situation and to her, the   entire story is a tragedy. The two of them went  across the entire country, with people like Tess,   Henry, and Sam dying in ways that might  not have happened if not for her and Joel,   and it was all for nothing. Not only were  there other immune people, but all of the   people she knew who were infected are what drove  her the entire way, all for the hope that such a   thing wouldn’t happen to anyone else, only  for all hope to be lost at the very end.  When she asks Joel to swear on his word at the end  it’s the final step in getting over her denial.   She desperately wants to believe that her immunity  means something, that there’s some other hope for   a vaccine, and that she can make a difference,  but it’s also possible that a part of her wants to   believe Joel- that she can go on living a normal  life without the weight of an infection-free world   bearing down on her shoulders. She’s looking  to Joel to absolutely confirm in her mind   that this situation was out of her control  and she can move on without survivor’s guilt.  She turns to the one person she trusts more than  anyone else in the world and he lies to her face   without giving it a second thought. Her “Okay” at  the end leaves us wondering whether she believed   him or not because she herself probably wasn’t  entirely sure. It’s tragic, but hopeful at the   same time. And if you ask me, it’s the perfect  ending to one of the greatest games ever made.  And that’s where the story of The Last of Us  wraps up, but of course there’s more to discuss.   For one, players can replay the game in new game  plus, starting off with all of their unlocks like   skills and weapon upgrades. Plus, as they make  their way through the game they can accomplish   various goals to unlock things like concept art,  gameplay filters, and various costumes in the   bonuses menu. It’s neat, and a solid reward  for accomplishing these little challenges.  There’s also the Factions multiplayer mode.  Now look, I know this mode has its fans, but   I just don’t see it. Don’t get me wrong,  it can be pretty fun playing as either a   firefly or hunter and achieving various goals  to win different matches, but in reality it’s   just a typical competitive third-person shooter  with the addition of listen mode and crafting,   and while being able to find materials around  the map to craft weapons is certainly unique and   something I’d welcome in other games, I personally  think the listen mode lessens the experience.  See, while going around the map, players  have the ability to use their listen mode   to see anyone else that moves, with it being  restricted by a meter that depletes as it’s   used and restores over time. The issue is that it  basically turns the matches into a guessing game,   moving up and hoping your opponents aren’t  listening for your movement at that very moment.   If it had been a perk for a specific  loadout I think it would have been fine,   with some players acting as scouts and  being able to warn their teammates,   but as it stands I think it makes many matches  more about luck than skill or strategy.  There are 3 game modes- Supply  Raid, which is like team deathmatch,   Survivors, which is just search and destroy, and  Interrogation, which is similar to Call of Duty’s   kill confirmed mode where players need to get  to a downed enemy and interrogate them before   scoring any points to unlock the location  of a lockbox that must then be opened up.  The first two modes are pretty standard, but  Interrogation is unique and while I appreciate   the attempt, the inclusion of listen mode makes  the experience an exercise in frustration.   Since lock boxes are inside the enemy base,  they only need two players to stay behind and   protect it since they can see when enemies  are approaching, which also allows them to   interrogate you in return. It’s all fine,  but there’s nothing here that would really   keep me playing for more than an hour or two. Of course, it’s something that could definitely   be refined in the second game when it  eventually drops its multiplayer mode,   but as far as this game goes, it’s pretty old  and definitely lacking in players and eventually   the servers will be shut down, making this entire  part of the video pointless so I’ll just say it’s   a welcome addition to the game, but not really  something that vastly adds to the experience.  Lastly, the Left Behind DLC. This is a prequel and  mid-quel simultaneously covering the events with   Ellie and Riley before the game and Ellie’s  efforts in caring for Joel after his injury   at the college. It’s only a few hours long, so  I’ll just go through nice and quick. If you’re   wondering if it’s worth playing, I’d say so, just  don’t go in expecting a three hour masterpiece.  The story begins at the last scene after the  school with Ellie getting Joel out of the building   and begging him to wake up after falling off their  horse. We cut to a dorm room where Ellie’s friend   Riley wakes her up. There’s some expository  dialogue where Ellie asks Riley why she’s there   after having freaked out at her before abandoning  the school and Riley reveals that she left to hunt   a firefly before being introduced to Marlene  and joining their ranks. She convinces Ellie   to get dressed and come with her to talk. Cut back to future Ellie searching through   drawers in a mall for medical supplies she can  use to stitch Joel’s wound. When she doesn’t   find anything she promises him that she’ll  return with supplies before leaving the store,   closing the metal door, and heading  out, prompting a title drop.  She padlocks the door shut and begins to explore  the abandoned mall. There’s some moments of   stealth and a funny scene where she begs a clicker  not to come to life as she grabs a key off its   body. She encounters a living clicker soon after,  with her only weapon being a handgun with no ammo   and the bricks or bottles found lying around along  with her trusty knife. The pharmacy didn’t have   any supplies, but she spots a crashed military  helicopter and decides to inspect it for a med   kit. After a bit more exploration, she hops  over a railing and we go back to the past.  The two girls have some cute bonding  moments around a mall in the QZ.   Ellie’s slow to forgive Riley for  leaving, but tries to be understanding.   She even alludes to Riley being her only friend  at the academy, which further amplifies our   understanding of Riley’s importance to her  as well as the pain she felt when she left.  They explore for a while, trying on masks  and joking around in a halloween store,   having a race to be the first to destroy  all of the windows on a car with bricks,   and eventually reaching their destination- a  power switch. Riley says that the military turned   off power to different parts of the city, but by  flipping this breaker they can bring power back to   the mall. They turn the power on and just before  heading out, Ellie forgives Riley for leaving and   Riley apologizes for her words beforehand. Cut back to future Ellie, who makes her way   through flooded hallways and eventually finds  a generator. She tries to get some gas for it,   but this causes a horde of stalkers to come  after her. With supplies and weaponry being   extremely limited, this fight is really  tense, but once it’s done she’s able to   make her way across some support beams and avoid  an electrified floor below before having a couple   of stealth encounters with infected and eventually  reaching the helicopter and finding a med kit.  We cut back to the past where Ellie and  Riley continue their journey through   the now-powered up mall. They ride a carousel  together, take pictures in the picture booth,   and despite the arcade machines being broken,  Riley describes the game to Ellie as she closes   her eyes and mimics playing it. It’s really  cute and goes to showcase a little bit of that   childlike imagination and hope that Ellie still  has inside her, with the game’s UI showcasing   what Ellie imagines the game to be like. Unfortunately Riley explains that she   brought Ellie to the mall to tell her that the  fireflies plan to send her to another base,   so she won’t be able to see her again for a while.  And Ellie can’t join the fireflies because of a   promise Marlene made to her parents. They’re both  clearly hurt, with Ellie knowing that Riley’s   passion is to help the fireflies, but not wanting  to lose her, callously telling her to leave.  Riley runs off and Ellie gives  chase and when she catches up,   Riley explains that she did all of this and  risked her life just to see Ellie before she left,   revealing that she got water guns for the two to  play with, something Ellie’s always wanted. Ellie   agrees to have a fight and then discuss after. There’s a quick shootout with the squirt guns   before the two decide to have a game of search and  destroy. It’s honestly really tough and I lost,   but afterwards Ellie accepts Riley’s decision  and despite not wanting to lose her best friend,   she tells Riley she if she wants to she should  go. Riley goes over to a speaker system and   hooks up a walkman to play some music and  as the two dance on the display counter,   Riley removes her firefly pendant having realized  that she’d rather be with Ellie than join them and   we get the big moment- Ellie gives Riley a kiss. Now, I’m not going to say this automatically gives   Ellie a whole new dynamic as a character. In  fact, I’d say the opposite- it changes nothing   about her character aside from maybe making her  relationship with Riley a little more tragic   and giving some new context to their previous  interactions, but I’d say that’s just as good   as any other kind of representation. Much  like with Bill, the team have a gay character   in a time where that was incredibly rare, and  they made her an excellently written character   whose entire personality wasn’t about their  sexual orientation. In other words it’s not really   something to commend Naughty Dog for, but it makes  for a cute relationship between the characters.  Just then the store gets swarmed by a group  of runners and before the girls begin to run   we cut back to modern day. Ellie escapes from  the teetering helicopter and encounters some   straggling hunters and more infected.  It’s actually really cool because with a   well-placed brick you can set the two groups  against each other, lowering their numbers.   It’s easily the most memorable gameplay mechanic  out of this DLC. She encounters a few more hunters   in large numbers, with one attempting to bust  the lock and reach Joel. This puts the entire   encounter on a time limit, which is a great way  to shake things up. Part way through the sequence,   more infected swarm the place and with their help,  Ellie eventually reaches Joel with the supplies.  We cut back to Ellie and Riley as they run from  the horde. Just as they’re about to escape,   a ladder breaks and Riley jumps  down to protect Ellie from a runner.   She then gets attacked before Ellie saves her  and the two realize they’ve both been infected.  There’s a quick cut back to future Ellie  as she prepares to stitch up Joel’s wound,   then we switch back as the girls discuss their  options, either suicide or waiting until they turn   together. They agree to spend their final  moments together as we get a montage of   Ellie fixing up Joel and dragging him out of  the mall from the horse and the credits roll.  Now compared to the main game the DLC isn’t much  to write home about. Riley and Ellie have a cute   relationship and it does fill a gap in the  main story, but given that we already knew   the ending of both parts, the story lacked a bit  of that tension present in the main game. The new   backstory for Ellie is neat and even explains some  of her survivor’s guilt since Riley probably would   have been fine if Ellie hadn’t fallen from the  ladder. As I said earlier it’s worth playing and I   like the characters and some of the new mechanics,  but it doesn’t really stand out in its own right.  But with that my analysis of The Last of Us  comes to an end. As stated in the beginning,   I can’t objectively say this game  is one of the best games ever made.   It has some dated elements, combat encounters  that feel less natural and more obligatory,   really cliche story beats, and some bugs and  glitches that occasionally combine with slightly   clunky mechanics to make things more frustrating  than they need to be. Most of these are either   minor nitpicks or extremely rare occurrences,  but they are genuine criticisms of the game.  No game is perfect, but I do genuinely  think this is one title that damn near   anyone who’s interested in video games  should play. Nearly every fault I just   listed is completely buried under everything  that the game does right. And above all else   I’ll always hold it up as a prime example of why  video games should be treated as works of art.  Story-wise, this is a game about  relationships. It’s a game that   asks the player a simple question: how far are  you willing to go for the people that you love?   Yes, the framing of the story is cliche,  especially for the time it was released,   but what it does within that framework is  completely original and masterfully executed.  It builds these characters so well over the course  of its runtime that many have been debating what   they’d do in Joel’s position ever since. It’s a  game that stays with you and manages to be fun,   engaging, consistently impressive  and surprising throughout.  And while the story is definitely the part of  the game that most people tend to focus on,   I think many forget how much fun the game is to  play and how well that gameplay manages to both   enhance the story being told and be fun  in its own right. The two form a symbiotic   relationship and build upon one another to  make both integral to the game’s success.  The back and forth of combat and stealth is  emphasized by the back and forth of story   and gameplay. It feels like anything can happen  at any time, but the game does a fantastic job   of making players forget about the tension  with the casual conversations in between,   preventing players from growing numb to it over  time while combining additional story details with   downtime, which is a brilliant way to ensure the  game is always engaging, which is why to me, The   Last of Us is a classic, an absolute masterpiece,  and one of my favorite games ever made.  And with that I’d like to thank you all for  watching. I really hope you enjoyed the video   and I’d love to hear your take on what I’ve  said and your opinion on this new sequential   retrospective style in the comments down below.  I’ll be covering The Last of Us Part 2 in my next   video in a few weeks so be sure to keep an eye out  for that. Trust me, I have a lot to say on what   is easily the most controversial game released  in years. That said, be sure to subscribe to   see more videos, thanks again for watching and  I hope you all have a mighty nifty day today!
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Channel: MightyNifty
Views: 8,520
Rating: undefined out of 5
Keywords: mightynifty, mighty nifty, the last of us review, the last of us retrospective, tlou, the last of us 2, the last of us part 2
Id: JOxiy_1NB50
Channel Id: undefined
Length: 87min 3sec (5223 seconds)
Published: Mon Oct 26 2020
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