The Last of Us Review


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%

No comments:

Post a Comment