Gaming, from a
technical standpoint, has evolved expectedly rapidly over the past
few years. It's still startling to see the results of this progress,
with games managing to create almost uncanny characters and
environments. Sadly, creativity in gaming has not followed suit and
indeed many agree that the reverse is true, with games using this
technology to emulate Hollywood blockbusters along with all that is
wrong with it. But, just like those blockbusters, loads of money is
generated from these shallow and sequential franchises, giving little
incentive for publishers to ask for anything more. Is it possible for
us to have our cake and eat it? The Last of Us proves that it is.
The game is set 20
years after an infection caused by cordyceps
fungus infects most of the human population. Life is drastically
changed, people are forced to live in militant safe zones or try
their luck outside where bandits and infected lurk. Those who are
infected become irrational and violent and seem to have no purpose
other than to infect others. They're not zombies in much the same way
as the Las Plagas in Resident Evil 4 are not zombies. Simply put,
they are zombies.
The player controls
Joel, who in the years following the outbreak has become a gruff and
cynical middle-aged man. He's a rough, hardy type who suffered a
terrible loss during the initial outbreak.
Eventually, he will
meet Ellie and have to travel with her through the dangerous,
post-apocalyptic
country. Ellie is an
inquisitive and surprisingly optimistic young girl, given her
situation. At 14 years old, she was born after the outbreak and is
curious about the outside world, having never seen it herself. It's
clear that despite her age, she was forced to grow up faster than she
would of liked and is quite mature and capable.
The interactions
between her and Joel are memorable and pivotal. Initially Joel is
dismissive and distant while Ellie is constantly talking to him,
often asking about how the world was before. Eventually they become
closer but this a gradual and believable process. The everyday,
routine behaviour and nuances of characters in video games builds up
over time. The Last of Us manages to keep this consistent which adds
to the sense of "knowing" the characters and makes the
player attached to them.
The gameplay is a blend
of stealth, action and survival-horror. Joel (and later Ellie) are
controlled
from a 3rd person view
and can use a variety of guns, melee weapons and explosives to fight
enemies. Guns and limited durability melee weapons can be upgraded
and various explosives can be made using salvage found throughout the
environment. Surprisingly, ammo and supplies aren't that rare and I
found myself hitting the carry limit on them quite easily. This is
largely because I avoided using guns because quite frankly, it's not
easier to use them than it is to just sneak around.
The stealth system is
solid (but not Metal Gear Solid, solid) and elegant.
Characters have the ability to listen for any noises. This allows
precise positioning of where the enemies lie and helps in planning
how to proceed. Silent unarmed takedowns are possible but the bodies
cannot be moved. This means your planning has to account for the
possibility of the bodies being seen. It seems limiting at first but
doesn't prove to be a big problem.
Stealth is generally
the best option and it's very apparent that the game was designed
with that in mind. The enemy patterns are predictable and there are
ways to navigate around them without alerting them. Guns aren't
exactly an easy way out. The gunplay is fairly realistic and being
almost always outnumbered means that you will be outgunned. There's
no regenerating health system and healing requires bandaging yourself
up in real time. The enemies can fire of their guns as quickly as you
can fire off yours. The same is true of melee attacks. You can't
magically throw punches quicker than them or hope to overwhelm them
without them breaking free. This gives the game a remarkable sense of
balance and challenge.
Fighting infected is a
little different. Runners will scream and run at the player. Clickers
and Bloaters are stronger but are blind. It's possible to avoid them
by not making any sound or by throwing bricks or bottles to distract
them. Clickers themselves make a clicking noise in order to "see"
like bats. Sneaking through a room filled with clickers is a
terrifying aural assault. The only way to get through is by listening
to where they are and carefully crawling forward. It helps to have
surround sound in situations like these as it makes it possible to
position where they are. A combination of runners who can see and
make lots of noise and clickers who are strong but blind is a
nerve-wracking experience!
There are a few
unavoidable gunfights, which are all excellent. The pressure of
having limited ammo but still needing to be quick and decisive is as
intense as it is fun. In some ways it reminded me of Resident Evil 4.
A missed shot could be the difference between life and death. A
small but significant touch is the ability to run backwards. This
makes the game feel more natural and gives a better perspective on
the action. It's also possible to do a Resi style 180 turn if you
need to hightail it. There aren't too many of these action set pieces
which is a pity because they are genuinely brilliant. As a package,
it wouldn't make sense to have more of these because it would be
contrary to the nature of the world and the survivors who inhabit it,
but the action freak inside me hankered for more.
On the technical front,
the game is almost perfect. There are some minor AI and graphical
bugs but they do not detract
from the experience. Initially the game looks fairly ordinary but
once you're
outside of the safe
zones things look better. The outbreak has allowed nature to reclaim
its land
with the concrete
jungles of the city being replaced with real ones. There is a sense
of tranquillity
and beauty but also
constant reminders of the tragedy which took place to lead to this.
The visuals don't just serve as eye candy but hammer home the point
of how different the world has become.
Abandoned building and
cars tell a story on their own. Occasionally journals written by (now
deceased) people detail the lives they lead following the outbreak.
These recollections powered by strong visual imagery is a subtle but
powerful means of conveying a sense of perspective and poignancy.
The audio too, is
superb. Naughty Dog are renowned for their graphics, but their
attention to audio is equally thorough. As expected, the game
supports DTS sound and provides options to adjust the dynamic range
so that you can optimize it for your sound system. The ambience
created is magnificent, especially when sneaking past bloaters and
clickers who make a terrifying cacophony of predatory clicks and
tortured groans. The musical score is beautiful and emotional with a
sense of rawness to it that fits in with the world perfectly.
The Last of Us paints a
grim picture of how people and society change in times where survival
is in
its cruellest form - a
matter of life and death. At no point does the game hold back or
skirt around
the realities of this
world. At the same time, the delicate interplay of emotions between
the main
characters is flawless,
consistent and above all, believable.
The Last of Us
successfully combines the video game and cinema mediums, taking the
strengths of both while avoiding their respective pitfalls, creating
an unforgettable experience.
Pros
- Fun combat and
stealth
- Looks great
- Beautiful music and
sound
- Emotional, character
driven story
Cons
- Some minor bugs
- Could do with more
action
Rating: 95%
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