The Last of Us
Release Date: June 14, 2013
Developer: NaughtyDog
Game Type: Third-Person Action-Survivor?
Price Paid: $30
It’s funny because the initial announcement trailer for The Last of Us (LoU) didn’t really blow me away all that much because I just passed it off as just another post-apocalyptic game that NaughtyDog (ND) was wasting their time and talents on. All I really wanted was another Uncharted game. It’s a pretty good thing then that I didn’t have my way. After the announcement though, any further information released just piled on the enormous expectations for the game; it looked so damn good. It almost didn’t seem possible for ND to please everyone. In order to do so, they would have to just about make the perfect game. With little doubt now, ND achieved just that. It’s not perfect, but when you have to dig real deep just to nitpick at it, you know the game turned out as good as advertised, probably even better.
As far as visuals go, ND has pretty much set the standard for games since their universally praised sequel, Uncharted 2. The jump from the first game into the second was so massive, both games that followed them kind of got taken for granted. We have grown accustomed to these beautiful graphics but a lot of the times, I don’t know if people truly appreciate just how good this game looks. From a massive scale, the game is gorgeous. It may not seem like it that would be the term to describe a world that has become rotten, messy, and overrun with infected occupying abandoned cities and towns, but it is. Playing through the game, it immerses you so well, you almost never become accustomed to it. There is always some sort of visual combined with gameplay that makes you feel uncomfortable with what you’re seeing. That why everyone talks about the giraffe scene so much. They did such a great job of showing how upside the world has turned, that when you stumble upon that moment, they want you to get lost in it. I’m sure that has been mentioned in just about every review, but that’s because it’s so damn beautiful and impactful on you as the gamer.
The other impressive thing ND achieved this time around that Uncharted never had was the empty space visuals were just as good as the path chosen. What I mean by this is that what a lot of games tend to do is half ass rooms or areas in the game that only hardcore scavengers would look and didn’t put much time or effect in making them. I’ve always felt they shouldn’t include them if they go with this route, but in the LoU, I can’t recall a single time when I wasn’t impressed by what I saw, and I felt I covered the games territories pretty thoroughly on my first playthrough. Then when you get up close and personal to examine smaller objects, there is detail there. Bioshock Infinite is a shining example of this. All that propaganda spread on the walls and the garbage all around look fine until you actually try and truly look at them. They are really blurry and fuzzy when you get up to them.
In a game full of memorable moments, one thing that has stuck with me is whenever I fired a weapon, just how impactful they felt in my hands. There have been countless shooters I’ve come across where I just go guns a blazin and fire round after round, but here they feel as dangerous as they truly are. The first time I fired the revolver, my ears were ringing and the feelings in my hand caused from the vibration lingered with me for a few seconds after each shot. Since ammo isn’t as attainable in most shooters, the sound, feel, combined with the scare supply give the weapons of the game an authentic feel to them. I can’t remember a game handling weapons with such care. Then again, they seemed to handle everything with care. Funny.
So as the story goes, it’s a real doozy. As you all know, since many have played it already, it just an amazing experience from start to finish. It sucks you in right away with be the game’s most brutal moments and the consequences of that introduction linger with Joel the entire game. What begins as a kind of escort mission weaves itself into a relationship between Joel and Ellie that is the strongest a video game has ever seen. The story is a pretty standard affair. A virus consuming the world and looking for a cure is nothing new or groundbreaking, but that’s not what makes it so incredible, that comes from the bond that you get to form between your character Joel, and the young girl Ellie. The key for me was that I actually got to play through the bond. A lot of games might try and develop this through cutscenes but the fact that I got to experience these moments first hand is why I and apparently everyone else fell in love with Ellie. The interactions between the two are so damn good. When you get to the end, you do what you have always done, and that is survive, at all costs. Some people have mentioned you didn’t have a choice at the end, but you never had a choice the entire game. The entire game you dug deep inside and brutally ended the lives of many to ensure your survival, so why would you want the game to change? It’s a bittersweet ending that I think with time, people will come to really love.
In creating the characters for this game, ND really went above and beyond in creating two living character that I dare someone to say they didn’t end up loving by the end. Joel is a kind of asshole, but with one little sequence, you understand his approach to the matter. One of the best things about him is the fact that he isn’t a good guy. We get to see him come to care and protect Ellie, but it’s mentioned and demonstrated throughout the game that he is a selfish, lonely and miserable man. You can bet there was a sigh of disappointment every time he awakened in the morning, knowing there was another full day ahead for him. That is until he met Ellie, the young girl who managed to find the crack in his wall and made him feel something again. Her innocent view on things changed Joel. I laughed and smiled at so many of the things she said and did while in the middle of the game. It’s the best use of AI in a game yet. When she winds up going through the horrors the game throws at her, you feel terrified for her. This bond they form feels so real and authentic, you never feel cheated. They take you step-by-step through it all, and the game achieves a level of success with that. Everything great that the game accomplishes doesn’t even matter when compared to the game’s greatest achievement.
The game plays out exactly the way you’d expect Resident Evil would want to play as. I played on the hardest option at launch, so my experience may differ from yours, but it was difficult in many areas. The idea of stealth is key for this game. You can try and go guns out, but there just isn’t enough ammo laying around for that kind of playthrough. You will have to sneak around, that is unless you want to keep dying. To help route your plan, the game offers a splinter-cell tactic with what they call extreme hearing. When you zone in and hone that ability, you can spot enemies through walls. It’s kind of an unrealistic part of the game, but it’s done so well and necessary, I enjoyed it. You can use bottles and bricks to distract enemies through noise, or even use them as a weapon. I found myself using these three things far more than any gun. It was a real nice change in approach for me. As a type of inventory, you carry around a backpack that is your lifesaver. You use it to upgrade your abilities through pills that you find. You can use the other supplies you find to build your standard melee/throwable weapons such as smoke bombs, molotovs, and health packs. It’s nice to see a game go back to health packs after the respawnable health has been flooded in so many of our games. My one big complaint with the gameplay is just how easy the melee combat was. Even on hard I found that if I tapped the hell out of the punch button I could take out a whole group of runners without having to worry about dying. For such a brutal game, that felt a little overpowered. While the load time to boot up the game is terribly long, the transition from death is so quick, it almost feels like they rip the fear of death out of you because when you do its places you at the start of the checkpoint within seconds and your only seconds away from where you died. Dying was no big deal for this game. That’s some of the nitpicks I had with the game. They aren’t big at all, but there has to be some things that aren’t perfect. Lol.
The game had a multiplayer that seemed to be headed to throwaway because it took them so long to reveal. I feel confident in judging the online portion fairly because I’ve actually put almost 15 hours into it and played in all the manners possible. As a quick guide, you essentially play Team Deathmatch with rounds up the best of 5, or you play standard Team Deathmatch with respawns. Both are fun but respawns rewards you more for your time. If you don’t have at least another person playing with you, the enjoyment of it can dwindle pretty quickly. You need to work together to mark targets, heal, revive, and gang up on the enemy. Without it, you may have some good games, but more times than not your going to gather fewer supplies and with fewer supplies, your population could die off fast. A few bad games in a row can set up back so far, certain unlockables cannot be achieved because you need X amount of survivors by the end of your 12 week run. Everytime I’ve played up against a group of 4 I’ve struggled to be successful. This isn’t groundbreaking multiplayer, but it’s a lot of fun and a deviation from all the others. You can’t just run around and sprint with your head down, you take it slow and together just like the single player. For me personally, it’s the most fun I’ve had in a long time.
It’s kind of amusing to see the new consoles revealed and heading toward the public, yet in the same year, arguably the best game of the current consoles comes out. It’s a masterpiece that earned the right to be called that. It’s the total package. I wonder how long it will take for the new consoles to release a game as good, but I have a feeling that wait is going to be long. This feels like it’s one of those rare games that people will be talking about years and years from now. If they do decide to revisit this universe, regardless of what they come up with, it’s going to be impossible to duplicate the success they had here. Thank you ND. I had an absolute blast with your game.
Hours Played: 30 (14 Single Player)
Game Difficulty: 8/10
Trophy Difficulty: 9/10 (very time consuming)
Right to the point:
+ Amazing Authentic Characters placed into a breath-taking universe
+ An epic journey
+ Great, fun, multiplayer
- Bootup Load Time
- Casual infected difficulty
- It has to end
Final Score: A+