• Comments on "The Last Of Us Part 2"

    From Spalls Hurgenson@21:1/5 to All on Thu Jul 6 13:06:19 2023
    So, I'm not including this game in my usual "What Have You Been
    Playing" thread for a variety of reasons. Firstly, because I have been
    playing this on-and-off for several months, so it wouldn't really have
    fit in a single post. Secondly, I don't actually own the game and only
    got to play it on a friend's PS4 whenever I visited (when,
    essentially, I was 'house-sitting' when they were out... and yes, I
    played with their knowledge I was doing so).

    So the whole experience was different enough that I didn't feel it fit
    in with our regular month-end round-ups. Finally, I felt this game
    deserved a lengthy post all of its own where I worked out my own
    feelings about it. Hence this separate post just focused on this
    single title.

    Anyway, on to my thoughts about the game...

    --------------------

    I have such mixed feelings about "The Last of Us Part 2". In pretty
    much every aspect - gameplay mechanics, narrative, setting,
    characters, sound, visuals - it's an outstanding game. So why am I
    left so dissatisfied?

    It's easy to point to the game's strengths. It's production values are absolutely top notch, with some of the most beautiful post-apocalyptic
    (green apocalypse) visuals I've seen. It's not just the high-quality
    textures and modeling; it's their artistic use and variety. Very few
    areas of the game look anything like any of the other parts (there's
    maybe a few too many 'skulking through the train yard scenes). The
    motion capture is extremely well done, with such a wide array of moves
    - and transitions between the moves - that I almost never felt like I
    was watching some canned animations, but rather that everything was
    custom designed for the situation. The sound design is excellent too;
    between the voice-acting, the sound effects, and the random Foley and
    barks, everything feels very real. The music design is less exciting - honestly, I have a hard time remembering if the game even /had/ a
    soundtrack - but that was probably intentional. The music was designed
    to highlight the emotional intensity of the game, rather than push it.
    That makes the soundtrack less memorable, but no less skillfully used.

    Mechanically, the gameplay is quite satisfying too. It's an evolution
    of the preceding game in the franchise; a mixture of light
    platforming, combat and stealth, enhanced with more skills and
    weapons. Traversing the game-world is fun - even if it is still a bit
    too linear for my liking - and the combat remains incredibly intense.
    The two main characters - Ellie and Abbey - have similar play-styles
    and abilities, but while Ellie's levels focus more on exploration and
    stealth, Abby's adventures are more combat focused.

    The narrative is extremely strong too, focused largely on Ellie's
    search for purpose in her life, and the cost of choosing revenge as
    that purpose. It's surprisingly deep and subtle (for a video game, at
    least) and makes for a fairly well told yarn. It's also, sadly, the
    game's biggest failure.

    Look, I love stories in games. I know that a lot of gamers don't care
    for it; "If you want a story, go watch a movie or read a book!" they
    insist. But I think a good narrative only enhances the adventure. It
    gives meaning to my actions beyond the simple challenge of accruing an ever-growing number of kills or points. I totally understand that some
    gamers want to focus only on the mechanics, and that's fine. I'm
    totally in support of games that fill that need - heck, I even play
    some of them myself. But the idea that stories have no place in video
    games at all? No; that's ridiculous. I feel that most of the top-rated
    games earned their spots BECAUSE of their inclusion of strong
    narrative and characters, not despite them.

    But "The Last of Us 2" is an unfortunate example of taking that idea
    too far. Too often the needs of its story overwhelmed the needs of the
    game. As a stand-alone novel or movie, "The Last of Us 2" would
    probably have been much more satisfying, but as a game? It was
    overburdened. And I don't mean simply by its length or too many
    cutscenes; rather, some of the decisions made to support the narrative
    and messaging of that story worked against the needs of the players.
    Because while a book can be written solely to suit the author's
    purpose, an interactive medium like a game must take into account the
    desires of the player too.

    (note: from here on there will be spoilers)

    Let's start with a simple example: the death of Joel early in the
    game. The main character of the original game, players spent dozens of
    hours with him, struggling together with the character as he fought
    his way against incredible odds as he battled his way across a
    destroyed America. He was a beautifully realized character and -
    seeing the world through his eyes - players came to empathize with
    him, understanding both his cruelties and kindness. So his sudden
    death at the start of the game felt like something of a betrayal.

    Now, narratively, this serves a purpose in the game. It gives Ellie
    the reason for her own adventure and - more importantly - serves as a
    reminder of how terrible and sudden death can be in the
    post-apocalyptic setting of the world. And killing off the main
    character of a previous game isn't unique to "The Last of Us 2"; other
    games have done similar, and it can be a useful gut punch to players,
    informing them that 'shit just got real'. And by itself, Joel's death
    isn't a bad idea. But such acts need to be handled tactfully, or you
    alienate your players.

    Having watched her adopted father get brutally murdered in front of
    her, main character Ellie then proceeds to go off on a mission of
    revenge, to find and kill the murderous gang who broke into her
    peaceful community with the sole goal of beating Joel to death.
    Superficially, this is a bog-standard video-game power-fantasy, but
    there's a twist. Ellie is an extremely unlikable character: too
    focused on retribution, too quick to anger, too manipulative of
    others. There is reason for this, as we discover over the course of
    the game. Having learned that Joel, in the previous game, prevented
    the Fireflies from killing her to develop a cure to the
    zombie-disease, Ellie feels her life no longer has purpose. She's
    angry at Joel, angry at the world, and drifting aimlessly, unable to
    forge meaningful relationships. She only feels alive again after Joel
    is killed, because she finally has a reason to keep going: revenge.
    But the narrative's message is quite clear that revenge is an
    extremely unhealthy goal, and the damage Ellie's quest does to
    herself, her friends and the hundreds of people who cross her path
    only reinforces this message.

    Which is all well and good... except as a player, as the player who is vicariously living through and controlling Ellie - and, by nature of
    the video game's mechanics, unable to do anything except what the
    narrative dictates - it's incredibly disturbing to take on the role of
    a psychopath. Even if I understand Ellie's motivations, she is very
    much an unlikable character, and I don't enjoy walking in her shoes
    for twenty or thirty hours. For all his faults, Joel's story in the
    first game was much more redemptive, even if his actions were very
    similar to Ellie's, which made it much easier to play his part. But
    the narrative demands I act the asshole, so that's what I'm forced to
    do.

    Are you starting to see what I'm trying to say? There's no regard for
    the player's feelings in this game. This is more forgivable in a book,
    because you aren't being forced to act out the role of the psychopath;
    there's a notable distance between the words on the page and the
    reader. But everything is much more intimate in the game. You also
    tend to spend more time with a game than you do with a book.

    Eventually, Ellie encounters Abby, the woman who swung the killing
    blow on Joel... at which point the game's viewpoint suddenly shifts
    and we are playing as Abby. The game rewinds several weeks and we get
    to experience Abby's side of the story; who she is, why she killed
    Joel, and how she reacts to the horrors around her. This is another
    sudden gut punch as we realize that Abby is actually a far more
    sympathetic character and puts Ellie's - and, vicariously, the
    player's - sadism into sharp contrast. Abby's adventures are almost inconsequential to the main plot - fortunately, we as players aren't
    forced to act out Joel's brutal murder - and, in fact, Abby doesn't
    even realize Ellie's involvement until near the end of the game.

    Narratively, Abby's chapters are incredibly interesting but from a
    gameplay perspective? They feel like a lot of filler, designed to make
    an already too-long game even longer. Although there are some tweaks
    to the gameplay - Abby is a physically larger character, able to dish
    out and take more damage, so she can be more 'in your face' in combat, resulting in less stealth and more drawn out battles against more
    enemies - it isn't significantly different from Ellie's gameplay. The developers stated Abby's chapters were included to make the character sympathetic to players and as a counterpoint to the "Ellie" levels in
    the original "Last of Us" game; a goal they definitely succeeded at.
    But they didn't have to be anywhere near as long and involved as they
    were and the whole game feels bloated as consequence.

    The last few chapters switch us back to Ellie's viewpoint, where she
    first gets the beat-down she brutally deserves, then after several
    'epilogue' chapters - it's revealed she hasn't learned a god damned
    thing, and she resumes her chase after Abby. Again, Ellie remains an
    unlikable character. At the very end, she relents and lets Abby live,
    whereupon she returns home to find that her long quest has left her
    friendless and abandoned. Iris out, game over.

    Piecemeal, the game is a masterpiece, and I can see why it garnered so
    much acclaim. But taken together, the game is something of a mess:
    overly long, lacking empathy towards the needs and desires of the
    player, right down to its unsatisfying ending... so I can also
    understand why so many players disliked it. In almost any other
    format, I think the story would have worked better, but games require
    the engagement of the player and it often felt like "The Last of Us
    Part 2" was purposefully working against that. None of its individual
    faults were all that serious but in combination? It was all too much,
    and it made the game feel top-heavy and ponderous. It's not a bad
    game... but it is frustrating in how it had all the pieces to make a
    great game, and still missed the target.

    --- SoupGate-Win32 v1.05
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  • From rms@21:1/5 to All on Thu Jul 6 13:43:00 2023
    Nice! I have played the older TLOU1 remaster, and while I enjoyed it can't
    say it wowed me emotionally as seems to be common among players. I also
    began watching the recent tv show but petered out about halfway through, I think because I was too familiar with the story beats -- I'll have to get
    back to it before starting the sequel

    rms

    --- SoupGate-Win32 v1.05
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  • From Justisaur@21:1/5 to rms on Fri Jul 7 15:03:39 2023
    On Thursday, July 6, 2023 at 12:43:05 PM UTC-7, rms wrote:
    Nice! I have played the older TLOU1 remaster, and while I enjoyed it can't say it wowed me emotionally as seems to be common among players. I also began watching the recent tv show but petered out about halfway through, I think because I was too familiar with the story beats -- I'll have to get back to it before starting the sequel

    I enjoyed the show. It started out very strong but felt it kept getting overall
    less interesting as it went on. Haven't played the game, not really my cuppa.

    - Justisaur

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to justisaur@gmail.com on Sat Jul 8 09:19:29 2023
    On Fri, 7 Jul 2023 15:03:39 -0700 (PDT), Justisaur
    <justisaur@gmail.com> wrote:

    On Thursday, July 6, 2023 at 12:43:05?PM UTC-7, rms wrote:
    Nice! I have played the older TLOU1 remaster, and while I enjoyed it can't >> say it wowed me emotionally as seems to be common among players. I also
    began watching the recent tv show but petered out about halfway through, I >> think because I was too familiar with the story beats -- I'll have to get
    back to it before starting the sequel

    I enjoyed the show. It started out very strong but felt it kept getting overall
    less interesting as it went on. Haven't played the game, not really my cuppa.

    The first few episodes were carbon-copies of the game; many shot as scene-for-scene duplicates. As the series progressed, it started to
    differ from the game. It still followed the game in broad strokes -
    and still replicated a number of scenes from the game - but the
    messaging of the two differed, and so the cinematagraphy needed to be different. The game was all about Joel's redemptive arc, turning him
    from a selfish nihilist into somebody who would do anything to protect
    his adopted daughter. The TV show was more about contrasting how
    different groups faced the apocalypse, both in deed and viewpoint.

    The former made for a better paced, more easily grokked narrative but
    I found the latter interesting, if only as a contrast to the game
    itself. That said, had I /not/ played the game (and thus lacked one
    side of that comparison) I probably wouldn't have enjoyed the TV show
    as much.

    --- SoupGate-Win32 v1.05
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