The following review was written by Dominic Burns.
The Last of Us has been getting some high praise since its
debut on the PS3 this month and it’s easy to see why. As a self confessed post
apocalyptic geek and a big fan of the Uncharted series from the same developers
Naughty Dog , I knew from the second I saw the announcement of this game that I
was going to like it, what I underestimated was just how much.
I will try my very best to keep this spoiler free.
The story of The Last of Us revolves around two characters.
Joel, a weary survivor turned smuggler who witnessed the world fall apart
during the first days of an infection that destroyed civilisation by infecting
people with a fungus that turned them into crazy and violent zombie like
creatures and, Ellie, a 14 year old girl born into the world, post infection
who, he is charged with protecting as they journey across the wasteland that
the United States has become.
The introduction to the game very quickly sets the tone, and
it’s bleak... so very bleak, but this is The Last of Us’ strongest point in my
opinion. The first ten minutes of the game are set before the infection, before
the world falls apart. But this changes rapidly. The post apocalyptic geek in
me was grinning with delight once the action started but this was soon replaced
with a sense of terror and an empty feeling once the title sequence begins to
play and as I watched the titles rolling in a style that draws comparison to
Zack Snyders 2004 Dawn of the Dead remake I found myself wondering what this
game was going to throw at me... and needless to say, it impresses.
The game isn’t just about action, about killing the zombie
like creatures that plague the world. It’s very story driven and focuses on
survival and what it takes to survive and also about what has been lost. It draws parallels with The Walking
Dead game, TV series and comic books, in that these too are more focused on the
characters development as survivors and less on the zombies, and it makes for a
much more interesting game.
The two central characters to the story, Joel and Ellie, are
two of my favourite characters in gaming and it’s a joy (tinged with sadness
from the situation) to watch them develop as the game progresses. Joel is a man who has lost everything,
like most people in this game world. He watched his world fall apart and lost
anything and most anyone he loved. And it shows. From his weary attitude to the
world around him, to his aging in the 20 years that pass since the
introduction, he is a man who is broken, but surviving day to day.
Ellie is the mysterious girl he’s escorting across the
States, a 14 year old girl who knows nothing of the world outside the
quarantined zone (QZ) she was born into. I felt a great attachment to the two
of them and cared for their wellbeing on their journey, especially when in
rooms full of multiple enemies.
The development through the game is an interesting one and
as mentioned leaves you as a player becoming more involved in their lives and
their stories; however it is this attachment that can leave a bitter taste in
the mouth with morals being called into question on more than one occasion.
What’s different from most games is that you have no choice in the matter, you
cannot choose the right or wrong path, you are made to watch no matter how you
may feel about the matter. (Apart from one scene early on where you can choose
whether or not to euthanize an injured, recently infected man.)
It is again an
interesting choice, where most games would have you press a button to determine
the actions, but not in The Last of Us you’re made to watch during cutscenes,
(which are crafted with cinematic quality that’s almost eerie in their ability
to capture the emotion and acting talents of those involved. ) and this lends
itself well to the progression (or deterioration depending on how you view their
actions) of the characters when you see how far Joel, a once loving father, is
willing to go to survive and ultimately for what reasons...
Watching the development of Ellie comes from her interaction
with Joel and the world outside the QZ she was born in. Hearing her make
passing comments at forgotten relics as you explore is common and fully
believable of a person who knows nothing of record shops or houses in
neighbourhoods where barbecues and other such family occasions took place, but
perhaps most interesting is her turning from the 14 year old girl who throws
bricks at her enemies, asking a myriad of questions at Joel, rather than to
him, to the character we see in the later game.
It can be quite uncomfortable to see her developing into the
killer that she needs to be to survive in the world she lives in and when Joel
eventually hands her a rifle you can see the internal dilemma he has in entrusting
a weapon to a 14 year old and shattering any form of innocence she may have
clung on to by making her a killer.
I found myself fascinated by the world that Naughty Dog have
created, the crumbled buildings, the abandoned cars littering highways and
suburban streets, all reclaimed by
nature are crafted in such a way that again they are fully believable locales.
From the QZ inhabited by lost souls and over watched by an overzealous
military, to the abandoned cities, quarantine zones that have been lost to the
infected, to small town America surrounded by foliage. They are all realised
beautifully.
These locations are of course inhabited by the infected, who
roam them either with the vile movements inflicted by the parasitic fungus Ophiocordyceps unilateralis (a real,
disturbing, fungus that infects insects) that’s taken control, who will spot
you and run at you without a single regard for their safety, known as runners,
to the more heavily infected known as clickers. These are a form of human that
are so far infected the fungus has sprouted from the skulls and distorted them
to the point that they are now blind and rely on echo locating clicks to listen
out for and hunt their prey. The latter, truly are a terrifying enemy and ramp
up the tension during the stealth sections, which is a necessity when faced
with a building full of them.
Ammunition in this game is scarce at best and tends to make
an awful lot of noise if used too, and one misjudged use of weaponry, be it
firearms or melee will result in a quick death from these creatures. (complete
with a graphic depiction of a characters death.)
Throughout the world in typical post apocalyptic gaming
fashion, you will find notes from other survivors, diary entries, notes to
family or friends, suicide notes and goodbyes, but unlike any other game, I
found myself becoming invested in these two, spending good portions of my time
playing, scouting out abandoned houses, hoping to find some clues as to what
happened to their former residents, as well as finding essential supplies.
One in particular still plays on my mind, you follow one
mans journey from abandoning his small boat, to setting up a refuge for fellow
survivors in a sewer complex. You find notes from him and other survivors
scattered around this area and I found that I cared deeply for this character
through what he’d achieved and his thoughts scribbled on paper. I cared for a
character in a game that I never got to meet or even see, and that to me was
something special that Naughty Dog achieved.
The stealth required doesn’t feel as forced as it can do in
other games, holding down R2 will focus Joels hearing, so you can pinpoint
enemy locations so long as they’re moving, and will make him move more
cautiously in a crouched position. It lends itself well to the style of game
play. Ammunition is hard to come by and you find yourself reluctant to use your
firearms. Every shot counts, a point that is hammered home when each missed
shot could choose your fate.
Joel is a far cry from the one man army of Nathan Drake
found in the Uncharted games. He doesn’t take 50 bullets only to return them
all to sender, he doesn’t leap great distances and scale ancient ruins, he’s a
Texan everyman, he’s a father and so combat in this game is far more realistic.
Melee weapons come in the form of bats, pipes, machetes, but are limited in
their use. They can be upgraded with nails and the like but are still limited.
So every swing of your weapon, every pull of the trigger is a measured one.
Supplies, like health kits and Molotov cocktails and even
weapon upgrades are crafted by Joel using items found in the game world, and,
whilst creating these vital items the game does not pause, leaving you
vulnerable for precious seconds, so that health kit you’re making, could cost
Joel his life. This really adds to the atmosphere of the game when you have to
run from a gunfight, or dispatch a clicker silently, then craft a med kit
hoping you don’t get discovered.
My one
criticism is of the often illusion shattering ineptitude of the none playable
characters AI in stealth. You’ll often see them running around like headless
chickens in front of enemies you’re hiding from trying to find cover,
thankfully they won’t be noticed, only you can alert enemies to your presence,
but it still ruins the moment to see them crouched down at an enemies foot, or
to have Joel say “keep quiet” only for you to hear every footstep and movement
they are making.
But back to the positive.
The graphics in this game are second to none and the detail
with which they have captured the faces of the actors playing their roles
during cut scenes is quite eerie. During the introduction you see a range of
emotions playing across their faces, from laughter to tears, they are all
recreated brilliantly. It is quite an odd sensation being able to look into
game characters eyes and see tears forming, from the drops welling up, to them
falling down the face.
The conveyance of emotion this carries with it is stunning
when you consider this is a game and
shows just how much they are evolving. Combine this with the compelling story
of The Last of Us, the relationship between the characters and the world in
which this all resides and you have a serious art form that deserves all the
praise it is receiving. Even the
soundtrack is brilliant, and sets the mood perfectly with oft single
instruments wistfully playing a sorrowful melody as you scavenge long abandoned
homes, that complements the setting perfectly.
The Last of Us truly is a brilliant game, and if you are a
Playstation owner, you will do yourself a disservice if you do not buy this
game.
Go out, pick up, and bring it home. Take care of Joel and
Ellie.
Make every shot
count...