The Last of Us
Pros:
Outrageously realistic and detailed graphics Outstanding acting; fleshed out and believable characters Some of the best storytelling in video game history |
Cons:
Some minor graphic and sound issues Uneven difficulty in some areas Highly linear game play, not much room for experimentation |
Score: 10/10!editors choice award!Developer: Naughty Dog
Released: 2013 Genre: Third-person, action-adventure, survival horror Official Website: The Last of Us |
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The Last of Us is a third-person survival horror game that is the crown jewel of the PlayStation 3 and the genre as a whole. You play as Joel who, as a character, is deep and complex as he attempts to survive in a world ravaged by an out of control fungal infection, the death of his daughter, and the seemingly futile attempts to protect his young charge Ellie, a child who may hold the answers to controlling the rampant infections. The game takes you on an epic journey that only Naughty Dog Studios has the capacity and resources to deliver; you’ll travel the remains of the United States dodging infected mutants, non-infected but equally brutal groups of humans, and the rare moments of solitude and safety. The superb and believable acting and facial expressions of everyone you meet compliments the outstanding story. As you progress further into the interior of the derelict U.S. you’ll come to care deeply for Joel and Ellie, the ancillary characters you encounter, and even those folks who have succumbed to the infection but who are still present in hidden notes and journals you find scattered about. The Last of Us shows us just how capable the PlayStation 3 is and how much life is still left in a console that has a long and torrid history. It also shows that big budget games are able to convey a deeply emotional experience even though the gaming community loves to rail such large projects. This is a game that weaves a story of survival, compassion, sacrifice, loss, despair, hope and life. If you own a PlayStation 3 you owe it to yourself to become immersed in the gripping and compelling story of The Last of Us. This is game that no one who calls themselves a gamer should miss.
Graphics:
The Last of Us shows us just how powerful the PlayStation 3 really is. And with a little creativity and forethought the team at Naughty Dog, a Sony subsidiary company, has pushed the PlayStation 3 hardware to its absolute limits. An outrageous load time is unfortunately your first experience with the visuals of the game. Once the computer loads up all the data the rest of the game is a seamless experience, transitioning you from one detailed environment to the next with no loading screens or stuttering to interrupt your time. The loading screen is at least pretty to look at as you watch the yellow-green spores of the fungus float somewhat peacefully amid a black backdrop.
Once the game is fully loaded and you begin to explore the remnants of the now destroyed U.S. you’ll find that Naughty Dog took great care to pay attention to every fine detail of this game. Roads are crumbling and cracked from years of neglect but if you look closely you’ll still find some faded “No Parking” signs or highway exit signs that point to destinations that no longer exist but were once full of life. The entire world has a look of decay with overgrown foliage taking hold of suburbs and cities left deserted. You’ll find that most of the game visuals are actually peaceful looking in stark contrast to the chaos and brutality that they unknowingly harbor. The game even has you exploring the woods in the spring where flowers and grass sway in the breeze, or during the winter when the forest is covered in a blanket of pristine snow. You’ll come across areas so consumed by the fungus that it has begun to spore and cover walls and floors with what looks like deep water tube worms. Every aspect of the universe is graphically interpreted and this allows the game world to feel realistic without coming off as forced, uncanny, or fake in any way. You can actually imagine that if we were to be living in the real world with such devastation it would look an awful lot like the world of The Last of Us.
The characters are so well modeled that every inch of detail is at once noticeable but at the same time subtle. Clothes are dirty and wore out and Joel’s backpack, as it becomes increasingly loaded with scavenged goods, is represented in such a way that is so realistic I couldn’t believe my eyes. Gone is the weird invisible inventory; instead, if you pick up a pipe it hangs from a strap on the backpack. The only time you’ll notice any graphical hiccup is when Joel equips a melee weapon. He’ll reach back to grab it but it’ll pop into existence in his hand. I’m sure with even more computing power Naughty Dog would have been able to realistically code his fingers to wrap around the object and pull it out but as it stands it works well enough and after a while you barely notice it. Where the characters really shine though is in their facial features and expressions; you’ll be hard pressed to find another game out there that conveys the sense of human emotion as The Last of Us. You know these are not real people as most evident in Ellie’s face in the fact that her eyes are much too big and her lips too full and pouty, but the way her eyes squint in mistrust or her face drops in sorrow is so outlandishly human that you can’t help but feel the emotional tug. The super realistic way the characters faces and bodies move is so natural and fluid you’ll swear your interacting with a movie rather than a linear and scripted video game.
This natural and fluid movement is really what sets The Last of Us apart from other survival horror video games. Ellie is almost always trailing along with you and will not flee from combat. Instead, she’ll move closer to Joel and he’ll protectively cover her when they’re both crouched in hiding. It’s these subtle human moments that are conveyed without pomp and circumstance and that are so tightly woven into the fabric of the game that creates a feeling that this world is real. Granted the “God rays” that stream through the branches of trees or the overall high fidelity veneer painted onto everything in the game are what really make this game graphically prefect; add in some subtle human traits to the character models and they go from empty humanoid objects to almost real people in an instant. The way Joel and Ellie look at each other, the way Ellie will sit on a couch while waiting for Joel to finish exploring a house, the way they touch each other without clipping or their hands unrealistically hovering over each other makes the characters more than just vessels for a story. These are almost real people in a world that is so much like our own that the lines become distinctly blurred.
The models of the different types of infected enemies you encounter also have their own distinct look. Those recently infected still look human though their pallid complexion and wails of agony give them away instantly. They are hunched over and writhing in their suffering, but they are merely pitiful in their appearance compared to those humans unlucky enough to continue to be consumed by the fungus slowly growing in their brain. Clickers are the enemies who are so consumed with the fungus that growths have erupted from their faces and have turned them into distorted and twisted visages of the human form. They are dangerous and highly aggressive and even more bent and warped in their stature. There are also other enemies who are even more advanced in their infected state, but you’ll have to lay your own eyes on them to see just how horrifying the contagion in The Last of Us really is.
Even if the game didn’t portray the ultra-detailed character models so eloquently, you’d still be treated to game visuals that are far beyond average for the industry. The entire look of the game is so detailed but not in any way that’s overbearing or a hindrance. Invisible walls are hidden behind high overgrowth so the player isn’t running into some barrier for no apparent reason. Almost any object in the active playing field can be climbed on top of for a better vantage point and because the scope and scale of the game is so well projected you can subconsciously understand why the top of that bus or balcony is out of reach. If you’ve been exploring outside and suddenly duck into a building you’ll notice the screen dim as your characters eyes adjust to the lower level of lighting. Shadows spray across the walls as you pan your shoulder mounted flashlight across a windowless room. Houses have a lived in but left in a hurry look with computer equipment and books left in their place, beds with rumpled sheets, and kitchens and living rooms decorated with the leftovers of human life. Each environment is so meticulously crafted you’ll find yourself taking the quiet moments of the game just looking around and feeling sorry for whoever used to live in this world. Many times you’ll take a few seconds simply to look at family photos on a wall simply because they’re there and are looking for any kind of connection to this world that you can. For a video game to use visuals to such an emotional effect is a victory unto itself. Every little detail is represented with such natural reaction that your brain is tricked into thinking this is somehow a factual experience. The graphics enjoy another boost as they are so seamlessly integrated with the sound of the game, another important yet overlooked aspect of video games.
The Last of Us shows us just how powerful the PlayStation 3 really is. And with a little creativity and forethought the team at Naughty Dog, a Sony subsidiary company, has pushed the PlayStation 3 hardware to its absolute limits. An outrageous load time is unfortunately your first experience with the visuals of the game. Once the computer loads up all the data the rest of the game is a seamless experience, transitioning you from one detailed environment to the next with no loading screens or stuttering to interrupt your time. The loading screen is at least pretty to look at as you watch the yellow-green spores of the fungus float somewhat peacefully amid a black backdrop.
Once the game is fully loaded and you begin to explore the remnants of the now destroyed U.S. you’ll find that Naughty Dog took great care to pay attention to every fine detail of this game. Roads are crumbling and cracked from years of neglect but if you look closely you’ll still find some faded “No Parking” signs or highway exit signs that point to destinations that no longer exist but were once full of life. The entire world has a look of decay with overgrown foliage taking hold of suburbs and cities left deserted. You’ll find that most of the game visuals are actually peaceful looking in stark contrast to the chaos and brutality that they unknowingly harbor. The game even has you exploring the woods in the spring where flowers and grass sway in the breeze, or during the winter when the forest is covered in a blanket of pristine snow. You’ll come across areas so consumed by the fungus that it has begun to spore and cover walls and floors with what looks like deep water tube worms. Every aspect of the universe is graphically interpreted and this allows the game world to feel realistic without coming off as forced, uncanny, or fake in any way. You can actually imagine that if we were to be living in the real world with such devastation it would look an awful lot like the world of The Last of Us.
The characters are so well modeled that every inch of detail is at once noticeable but at the same time subtle. Clothes are dirty and wore out and Joel’s backpack, as it becomes increasingly loaded with scavenged goods, is represented in such a way that is so realistic I couldn’t believe my eyes. Gone is the weird invisible inventory; instead, if you pick up a pipe it hangs from a strap on the backpack. The only time you’ll notice any graphical hiccup is when Joel equips a melee weapon. He’ll reach back to grab it but it’ll pop into existence in his hand. I’m sure with even more computing power Naughty Dog would have been able to realistically code his fingers to wrap around the object and pull it out but as it stands it works well enough and after a while you barely notice it. Where the characters really shine though is in their facial features and expressions; you’ll be hard pressed to find another game out there that conveys the sense of human emotion as The Last of Us. You know these are not real people as most evident in Ellie’s face in the fact that her eyes are much too big and her lips too full and pouty, but the way her eyes squint in mistrust or her face drops in sorrow is so outlandishly human that you can’t help but feel the emotional tug. The super realistic way the characters faces and bodies move is so natural and fluid you’ll swear your interacting with a movie rather than a linear and scripted video game.
This natural and fluid movement is really what sets The Last of Us apart from other survival horror video games. Ellie is almost always trailing along with you and will not flee from combat. Instead, she’ll move closer to Joel and he’ll protectively cover her when they’re both crouched in hiding. It’s these subtle human moments that are conveyed without pomp and circumstance and that are so tightly woven into the fabric of the game that creates a feeling that this world is real. Granted the “God rays” that stream through the branches of trees or the overall high fidelity veneer painted onto everything in the game are what really make this game graphically prefect; add in some subtle human traits to the character models and they go from empty humanoid objects to almost real people in an instant. The way Joel and Ellie look at each other, the way Ellie will sit on a couch while waiting for Joel to finish exploring a house, the way they touch each other without clipping or their hands unrealistically hovering over each other makes the characters more than just vessels for a story. These are almost real people in a world that is so much like our own that the lines become distinctly blurred.
The models of the different types of infected enemies you encounter also have their own distinct look. Those recently infected still look human though their pallid complexion and wails of agony give them away instantly. They are hunched over and writhing in their suffering, but they are merely pitiful in their appearance compared to those humans unlucky enough to continue to be consumed by the fungus slowly growing in their brain. Clickers are the enemies who are so consumed with the fungus that growths have erupted from their faces and have turned them into distorted and twisted visages of the human form. They are dangerous and highly aggressive and even more bent and warped in their stature. There are also other enemies who are even more advanced in their infected state, but you’ll have to lay your own eyes on them to see just how horrifying the contagion in The Last of Us really is.
Even if the game didn’t portray the ultra-detailed character models so eloquently, you’d still be treated to game visuals that are far beyond average for the industry. The entire look of the game is so detailed but not in any way that’s overbearing or a hindrance. Invisible walls are hidden behind high overgrowth so the player isn’t running into some barrier for no apparent reason. Almost any object in the active playing field can be climbed on top of for a better vantage point and because the scope and scale of the game is so well projected you can subconsciously understand why the top of that bus or balcony is out of reach. If you’ve been exploring outside and suddenly duck into a building you’ll notice the screen dim as your characters eyes adjust to the lower level of lighting. Shadows spray across the walls as you pan your shoulder mounted flashlight across a windowless room. Houses have a lived in but left in a hurry look with computer equipment and books left in their place, beds with rumpled sheets, and kitchens and living rooms decorated with the leftovers of human life. Each environment is so meticulously crafted you’ll find yourself taking the quiet moments of the game just looking around and feeling sorry for whoever used to live in this world. Many times you’ll take a few seconds simply to look at family photos on a wall simply because they’re there and are looking for any kind of connection to this world that you can. For a video game to use visuals to such an emotional effect is a victory unto itself. Every little detail is represented with such natural reaction that your brain is tricked into thinking this is somehow a factual experience. The graphics enjoy another boost as they are so seamlessly integrated with the sound of the game, another important yet overlooked aspect of video games.
Sound:
The Last of Us compliments its graphic powerhouse with sound that is also believable and genuine. Guns have a nice auditory repertoire that is distinct to each type. Shotguns bellow as they discharge and pistols have a quick staccato as bullets are fired in rapid succession. Terrain lends itself to realistic sound effects; sneakers on tarmac sound different from boots on gravel or grass. The entire sound of the game is as well thought out as the graphics.
Where you’ll find the best representation of sound in the game is in the voice acting. Emotions bleed through even line spoke in such a realistic way it’s nearly scary. Whispers of disappointment and shouts of triumph or desperation or anger are recorded so superbly they draw you deeper into a game you’re, at this point, already deeply involved in. Even the noises made by the infected humans are done in such a way that pulls you in conflicting directions. These infected humans are dangerous, mindless, and their sole purpose in the game is to outright kill the player. But embedded in the grunts, groans, and screams are far more human elements that is first anticipated. The Runners are recently infected and still maintain at least a vestige of their humanity that you can pick up on if you listen closely. They writhe in agony as their bodies are ravaged and mutated by the fungus growing in their brains. They may have only basic survival drives of any living creature, but there may be a human part still left in there somewhere that is scared and in agonizing pain.
The sound you make is also an important part of the game as many environments anticipate you making the stealthy choice as opposed to giving up your position and having a group of enemies rush to your location. Moving slowly while crouched means you move silently, while running full force through an area means you’ll immediately have ten guards point their guns on you. Ultimately you’ll do something to give up your position such as knocking over a chair or bucket or walking over broken glass, or you may attempt to distract your assailants by throwing a bottle or brick to send them searching for a ghost. Either way, you’ll be forced to keep your sound levels in mind as you attempt to navigate through the game. Joel’s “Listen Mode” also comes in handy as you crouch down and pinpoint enemies by the noise they generate. You’ll see the outline of the enemy through walls or other solid objects as they speak or move. It’s an easy way to get a handle on their relative positions but your enemies can also stop making noise and become totally invisible to you. Enemies will react to your presence if they hear or see you so you must constantly be on the move to outmaneuver or outwit them. This is the kind of game that forces you to not only use your eyes to locate your targets but also sound, and with the sound so well executed you won’t mind turning up the volume. Like the graphics, the sound plays a crucial role in helping you survive and you’ll be relying on both senses equally to keep you alive and moving from one scene to the next. Tying it all up in a neat bow is the effortless gameplay and controls that are fluid, easy to execute, and mostly transparent.
The Last of Us compliments its graphic powerhouse with sound that is also believable and genuine. Guns have a nice auditory repertoire that is distinct to each type. Shotguns bellow as they discharge and pistols have a quick staccato as bullets are fired in rapid succession. Terrain lends itself to realistic sound effects; sneakers on tarmac sound different from boots on gravel or grass. The entire sound of the game is as well thought out as the graphics.
Where you’ll find the best representation of sound in the game is in the voice acting. Emotions bleed through even line spoke in such a realistic way it’s nearly scary. Whispers of disappointment and shouts of triumph or desperation or anger are recorded so superbly they draw you deeper into a game you’re, at this point, already deeply involved in. Even the noises made by the infected humans are done in such a way that pulls you in conflicting directions. These infected humans are dangerous, mindless, and their sole purpose in the game is to outright kill the player. But embedded in the grunts, groans, and screams are far more human elements that is first anticipated. The Runners are recently infected and still maintain at least a vestige of their humanity that you can pick up on if you listen closely. They writhe in agony as their bodies are ravaged and mutated by the fungus growing in their brains. They may have only basic survival drives of any living creature, but there may be a human part still left in there somewhere that is scared and in agonizing pain.
The sound you make is also an important part of the game as many environments anticipate you making the stealthy choice as opposed to giving up your position and having a group of enemies rush to your location. Moving slowly while crouched means you move silently, while running full force through an area means you’ll immediately have ten guards point their guns on you. Ultimately you’ll do something to give up your position such as knocking over a chair or bucket or walking over broken glass, or you may attempt to distract your assailants by throwing a bottle or brick to send them searching for a ghost. Either way, you’ll be forced to keep your sound levels in mind as you attempt to navigate through the game. Joel’s “Listen Mode” also comes in handy as you crouch down and pinpoint enemies by the noise they generate. You’ll see the outline of the enemy through walls or other solid objects as they speak or move. It’s an easy way to get a handle on their relative positions but your enemies can also stop making noise and become totally invisible to you. Enemies will react to your presence if they hear or see you so you must constantly be on the move to outmaneuver or outwit them. This is the kind of game that forces you to not only use your eyes to locate your targets but also sound, and with the sound so well executed you won’t mind turning up the volume. Like the graphics, the sound plays a crucial role in helping you survive and you’ll be relying on both senses equally to keep you alive and moving from one scene to the next. Tying it all up in a neat bow is the effortless gameplay and controls that are fluid, easy to execute, and mostly transparent.
Gameplay:
The core of the gameplay mechanics are decidedly slim, a conscious decision no doubt implemented to ensure the game is as realistic and immersive as possible. You’ll find no futuristic HUD to rip you out of the experience nor will you find a host of menus to navigate. A simple semicircular display is planted in the lower right hand corner of the screen that simply shows your health, melee weapon condition, and your currently selected weapon and its available ammo. It’s elegant and simple and it displays all the information you need in a quick glance. Interacting with the environment is also simply executed and displayed. You’ll see no huge button icons taking up half the screen when the game allows you to open a door or drawer. Instead a small white circle appears when you are at a distance, and as you approach a tiny triangle icon appears letting you know which button to use to interact. It’s subtle and delicious to see that the environment and your gameplay aren’t distracted with ugly icons or pop up’s.
Even though the set pieces may be huge and littered with the leftovers of humanity, many objects cannot be interacted with unless they serve some purpose to drive the narrative forward. The nearly invisible HUD is complimented by an equally simple crafting and upgrade menu. Open up this menu and you can select from a short list of assistive devices to craft such as smoke bombs and Molotov cocktails. Select the item you wish to craft, and as long as you have the right amount of materials that you have scavenged from your journey, hold down the X button to create it. It’s easy, quick, and can be done while in a combat situation to ensure you’re equipped enough to handle the fight. As long as you have been keeping your eyes open while playing and have taken a few minutes to explore you’ll always have more than enough to create what you need. Most of the game is taken up by narrative and cut scenes, but another large portion is focused on makeshift creations to ensure you survive.
You’re able to upgrade your weapons and gun holsters at predetermined crafting benches you find as you play. Using the upgrade components you find scattered around you can spend them for increased clip sizes, larger areas of effect, or reduced recoil. By having this mechanic set up in this way it forces you to think about survival with your current weapons but also ensures the difficulty stays relatively even as you progress through the game and encounter increasingly more difficult enemies. It is slightly unbelievable how a clump of screws and bolts can upgrade a flamethrower, but thankfully you don’t encounter work benches often and the entire process is over quickly to get you back into the game, a little stronger and better prepared but vulnerable nonetheless.
This is where the game really comes into a fine set of code and instructions. Enemies can see and hear you and most combat revolves around thinning out a group of enemies before taking on those few remaining at gun point. You’ll be forced to remain behind cover out of eye shot and you’ll have to move slowly and deliberately to avoid being detected by excess sound. Enemies can be forced to group together by tossing an empty bottle and they’ll busy themselves searching the landing spot for the source of the noise. Get enough together and you can even toss a shrapnel bomb at them to clear out three or more at a clip. If stealth isn’t really your play style you can expose your position and blow enemies apart with shotguns or a whole host of weapons you find along the way. Combat is generally difficult so unless you’re a sharpshooter you’ll try to stick to the cloak and dagger approach. This game has no auto targeting so you must be quick to line up your reticule for a fatal shot. Anything less than a headshot and your enemy will survive, find cover, and continue to engage you. Human enemies are typically easier to dispatch; you will need to use all the weapons and devices at your disposal when faced with groups of the infected. Runners are swift and usually weak when you’re faced with one or two; Clickers are tougher and will kill you with one bite to the neck. Then there are the boss infected which require steady aim and quick reflexes.
Joel is sometimes cumbersome to control but this leans more towards making the player feel like a human rather than a superhero. Joel is relatively weak, especially in the early game, but grows stronger as the player pushes the story forward. Ellie too is weak, and in the beginning useless as Joel attempts to stifle her efforts at helping in combat. Eventually Joel will concede but even then Ellie is only helpful and is rarely fatal to enemies. She really does rely on Joel for protection although she almost never is in a position of being killed. This is one of very few points of contention I have for the game. Ellie is basically invincible and she is almost never detected by enemies even when she runs right into them. It kills the mood when you encounter these atmosphere-breaking moments but they’re so few they blow over quickly and don’t detract much from the overall experience.
And this is what I define The Last of Us as over simply calling it a video game. The entirety of the game is so perfectly displayed and executed that it’s an experience. You will find yourself caring about Joel and Ellie. These are characters you believe in, that you empathize with, that you understand why they’re feeling and reacting the way they are. Ellie’s character moves from being a tough and smart mouthed kid into a more mature young woman experiencing everything she does with Joel. She starts off brash and almost bratty but as Joel’s relationship grows stronger with her so does the player change his attitude toward her. She is, at first, a burden to Joel but more importantly she is a reminder of his dead daughter and that hits too close to home for him. But as they both survive impossible odds they begin to grow closer eventually learning to love and respect each other. It’s a beautiful story that I don’t want to give away but it is the glue that holds the entire game together. This is not a game that you should breeze through and it’s a shame if you do. You’ll miss one of the most brilliant stories ever to grace the video game industry. While the controls seem awkward and cumbersome at times, and some sound cues fail to play correctly, the game as a whole is so eloquent and perfect you’ll soon forget the minor flaws as you not only play an entertaining game, but are whisked away on its currents and pulled under by its undertow. The story is pure and the narrative so expertly acted and portrayed it elevates The Last of Us into something more than a video game.
The core of the gameplay mechanics are decidedly slim, a conscious decision no doubt implemented to ensure the game is as realistic and immersive as possible. You’ll find no futuristic HUD to rip you out of the experience nor will you find a host of menus to navigate. A simple semicircular display is planted in the lower right hand corner of the screen that simply shows your health, melee weapon condition, and your currently selected weapon and its available ammo. It’s elegant and simple and it displays all the information you need in a quick glance. Interacting with the environment is also simply executed and displayed. You’ll see no huge button icons taking up half the screen when the game allows you to open a door or drawer. Instead a small white circle appears when you are at a distance, and as you approach a tiny triangle icon appears letting you know which button to use to interact. It’s subtle and delicious to see that the environment and your gameplay aren’t distracted with ugly icons or pop up’s.
Even though the set pieces may be huge and littered with the leftovers of humanity, many objects cannot be interacted with unless they serve some purpose to drive the narrative forward. The nearly invisible HUD is complimented by an equally simple crafting and upgrade menu. Open up this menu and you can select from a short list of assistive devices to craft such as smoke bombs and Molotov cocktails. Select the item you wish to craft, and as long as you have the right amount of materials that you have scavenged from your journey, hold down the X button to create it. It’s easy, quick, and can be done while in a combat situation to ensure you’re equipped enough to handle the fight. As long as you have been keeping your eyes open while playing and have taken a few minutes to explore you’ll always have more than enough to create what you need. Most of the game is taken up by narrative and cut scenes, but another large portion is focused on makeshift creations to ensure you survive.
You’re able to upgrade your weapons and gun holsters at predetermined crafting benches you find as you play. Using the upgrade components you find scattered around you can spend them for increased clip sizes, larger areas of effect, or reduced recoil. By having this mechanic set up in this way it forces you to think about survival with your current weapons but also ensures the difficulty stays relatively even as you progress through the game and encounter increasingly more difficult enemies. It is slightly unbelievable how a clump of screws and bolts can upgrade a flamethrower, but thankfully you don’t encounter work benches often and the entire process is over quickly to get you back into the game, a little stronger and better prepared but vulnerable nonetheless.
This is where the game really comes into a fine set of code and instructions. Enemies can see and hear you and most combat revolves around thinning out a group of enemies before taking on those few remaining at gun point. You’ll be forced to remain behind cover out of eye shot and you’ll have to move slowly and deliberately to avoid being detected by excess sound. Enemies can be forced to group together by tossing an empty bottle and they’ll busy themselves searching the landing spot for the source of the noise. Get enough together and you can even toss a shrapnel bomb at them to clear out three or more at a clip. If stealth isn’t really your play style you can expose your position and blow enemies apart with shotguns or a whole host of weapons you find along the way. Combat is generally difficult so unless you’re a sharpshooter you’ll try to stick to the cloak and dagger approach. This game has no auto targeting so you must be quick to line up your reticule for a fatal shot. Anything less than a headshot and your enemy will survive, find cover, and continue to engage you. Human enemies are typically easier to dispatch; you will need to use all the weapons and devices at your disposal when faced with groups of the infected. Runners are swift and usually weak when you’re faced with one or two; Clickers are tougher and will kill you with one bite to the neck. Then there are the boss infected which require steady aim and quick reflexes.
Joel is sometimes cumbersome to control but this leans more towards making the player feel like a human rather than a superhero. Joel is relatively weak, especially in the early game, but grows stronger as the player pushes the story forward. Ellie too is weak, and in the beginning useless as Joel attempts to stifle her efforts at helping in combat. Eventually Joel will concede but even then Ellie is only helpful and is rarely fatal to enemies. She really does rely on Joel for protection although she almost never is in a position of being killed. This is one of very few points of contention I have for the game. Ellie is basically invincible and she is almost never detected by enemies even when she runs right into them. It kills the mood when you encounter these atmosphere-breaking moments but they’re so few they blow over quickly and don’t detract much from the overall experience.
And this is what I define The Last of Us as over simply calling it a video game. The entirety of the game is so perfectly displayed and executed that it’s an experience. You will find yourself caring about Joel and Ellie. These are characters you believe in, that you empathize with, that you understand why they’re feeling and reacting the way they are. Ellie’s character moves from being a tough and smart mouthed kid into a more mature young woman experiencing everything she does with Joel. She starts off brash and almost bratty but as Joel’s relationship grows stronger with her so does the player change his attitude toward her. She is, at first, a burden to Joel but more importantly she is a reminder of his dead daughter and that hits too close to home for him. But as they both survive impossible odds they begin to grow closer eventually learning to love and respect each other. It’s a beautiful story that I don’t want to give away but it is the glue that holds the entire game together. This is not a game that you should breeze through and it’s a shame if you do. You’ll miss one of the most brilliant stories ever to grace the video game industry. While the controls seem awkward and cumbersome at times, and some sound cues fail to play correctly, the game as a whole is so eloquent and perfect you’ll soon forget the minor flaws as you not only play an entertaining game, but are whisked away on its currents and pulled under by its undertow. The story is pure and the narrative so expertly acted and portrayed it elevates The Last of Us into something more than a video game.
Final Thoughts:
The Last of Us was filled with so much hype I was skeptical of its success as a game. Even though the Naughty Dog pedigree nearly ensured perfection, I was keenly aware of my thoughts of this being the Uncharted series with zombies. And on the surface it basically is, down even to the controls being mapped to the same buttons. But The Last of Us is more than Uncharted with a zombie patina. The world is unique and detailed in ways that are captivating and breathtaking. The story is so much more than two people surviving the collapse of humanity. Even the world itself defies the tropes we are so familiar with in the post-apocalyptic zombie theme. In this world humanity has been ravaged by a fungal outbreak based on a real life fungus as opposed to some exotic virus that was probably developed by the government and either accidentally or willingly unleashed on the population. This world is far from dead and lifeless as most parts of nature remain unscathed. Even horses can still be found and used as transportation, something most zombie games seem to forget. The world isn’t just about humans, it’s about all of us trying to survive watching as one species perishes and another flourishes in the wake. And in this case nature is relatively unfazed by human society falling apart. The plants and animals continue on and are finally able to reclaim land that was formerly reserved for humans only.
The game does not take its outstanding graphics for granted. It augments itself simply by having gorgeous visuals. It does not revolve itself solely around its auditory components either. Every aspect of a video game seems dissected, analyzed, pondered over, and implemented with scientific precision in the overall package of The Last of Us. Gone are characters that are flat, boring, and ultimately disposable. Joel and Ellie, while fictional, carry the presence of reality with them always as do the ancillary characters they encounter along the way. They are not forced or pigeonholed into one character type. They are as dynamic as real people with subtle facial expressions that are at once a technological marvel but also undeniably human that we can’t help but be drawn to them for such. The Last of Us is the sum of all its parts, every gear and cog working together, that lifts it above a simple video game and elevates it to something much greater. It is more than just a story wrapped up in a package of pretty visuals, working audio, and player controls; it’s an experience unlike any other in the video game industry.
The Last of Us is basically video game perfection. While the controls may feel stiff and the minor graphical and auditory glitches remind you very much that you’re playing a video game and not passively watching a movie, you’ll quickly forget everything you’ve known previously about video games. The Last of Us is such an innovation to the video game industry as a whole that I hope developers use the game as a template for how to implement the disparate mechanics of gaming together. The controls work seamlessly, the graphics and sound are woven right into the experience as opposed to feeling tacked on or, worse, developed by different companies who don’t regularly communicate with each other, and the cut scenes are fully integrated so as not to rip the player out of the immersion. The Last of Us is one of those rare moments in video game history that show exactly how influential and relevant video games actually are. This is one video game that you absolutely must not miss and you owe it to yourself to play slowly and deliberately so as not to miss anything as you explore the depths of humanity and our will to survive.
The Last of Us was filled with so much hype I was skeptical of its success as a game. Even though the Naughty Dog pedigree nearly ensured perfection, I was keenly aware of my thoughts of this being the Uncharted series with zombies. And on the surface it basically is, down even to the controls being mapped to the same buttons. But The Last of Us is more than Uncharted with a zombie patina. The world is unique and detailed in ways that are captivating and breathtaking. The story is so much more than two people surviving the collapse of humanity. Even the world itself defies the tropes we are so familiar with in the post-apocalyptic zombie theme. In this world humanity has been ravaged by a fungal outbreak based on a real life fungus as opposed to some exotic virus that was probably developed by the government and either accidentally or willingly unleashed on the population. This world is far from dead and lifeless as most parts of nature remain unscathed. Even horses can still be found and used as transportation, something most zombie games seem to forget. The world isn’t just about humans, it’s about all of us trying to survive watching as one species perishes and another flourishes in the wake. And in this case nature is relatively unfazed by human society falling apart. The plants and animals continue on and are finally able to reclaim land that was formerly reserved for humans only.
The game does not take its outstanding graphics for granted. It augments itself simply by having gorgeous visuals. It does not revolve itself solely around its auditory components either. Every aspect of a video game seems dissected, analyzed, pondered over, and implemented with scientific precision in the overall package of The Last of Us. Gone are characters that are flat, boring, and ultimately disposable. Joel and Ellie, while fictional, carry the presence of reality with them always as do the ancillary characters they encounter along the way. They are not forced or pigeonholed into one character type. They are as dynamic as real people with subtle facial expressions that are at once a technological marvel but also undeniably human that we can’t help but be drawn to them for such. The Last of Us is the sum of all its parts, every gear and cog working together, that lifts it above a simple video game and elevates it to something much greater. It is more than just a story wrapped up in a package of pretty visuals, working audio, and player controls; it’s an experience unlike any other in the video game industry.
The Last of Us is basically video game perfection. While the controls may feel stiff and the minor graphical and auditory glitches remind you very much that you’re playing a video game and not passively watching a movie, you’ll quickly forget everything you’ve known previously about video games. The Last of Us is such an innovation to the video game industry as a whole that I hope developers use the game as a template for how to implement the disparate mechanics of gaming together. The controls work seamlessly, the graphics and sound are woven right into the experience as opposed to feeling tacked on or, worse, developed by different companies who don’t regularly communicate with each other, and the cut scenes are fully integrated so as not to rip the player out of the immersion. The Last of Us is one of those rare moments in video game history that show exactly how influential and relevant video games actually are. This is one video game that you absolutely must not miss and you owe it to yourself to play slowly and deliberately so as not to miss anything as you explore the depths of humanity and our will to survive.