The Last of Us (a review in two parts)
Long, because it's me. You've been warned. Enjoy!
Before I begin, I need to dispel a few notions The Last of Us.
It isn't a masterpiece. It isn't perfect. It isn't the definitive game in the survival horror genre. It makes some mistakes in game direction later on that bother me from a mechanics standpoint.
However, The Last of Us is well worth playing through and and has a truly subversive climax which requires a certain degree of emotional objectivity to effectively evaluate the experience. The critical moment of the game challenges the subconscious hero reflex that each of us, as gamers, instinctively possess, and it's easy to miss this key aspect of a narrative that defies our natural tendencies. Spec Ops: The Line is still a better product as it pertains to subverting the role of the protagonist, but The Last of Us is pretty good at asking you to think about its main character and the decisions he makes at the end. There is a very fine blueprint to Joel's psyche here, and Naughty Dog builds on that blueprint with expert precision.
So, let's get the basic stuff out of the way first, shall we?
The Last of Us follows its protagonists, Joel and Ellie, through a post apocalyptic world lost to a virus carried on the air by highly infective spores that, once breathed, turn people into (what else?) flesh eating mutants. There are three forms of mutation, from what I can tell. The first are, basically, your garden variety 'fast zombies' and are the easiest to overcome. The second type are known as 'clickers' and their infection level is so high that it has turned their heads into gruesome fungal protrusions. Because of this, they have no eyes so they only can hunt by hearing. The last type are a giant bloated version of a clicker that can throw spore growths on its body at you like grenades and possess greater stamina which comes at the loss of mobility.
The mutants aren't the only enemies you will face, however. At various points in the game, you will fight the remains of a US government which has taken a turn for the fascist, marauders that kills wanderers (which they refer to as 'tourists') who stray into their domain and, eventually, a rebellion faction known as the Fireflies, who are decidedly anti-government and willing to fight for their beliefs. They aren't a radical faction of zealots, and are more of your standard breed of ragtag freedom fighters. You will also meet a few strange individuals along the way that don't belong to any faction and are living 'apart' for their own various reasons.
The story is about how Joel is hired by the leader of the Fireflies, out of necessity, to transport Ellie safely across the countryside to a facility in the west for 'some reason', which is fairly obvious but that I will not spoil here. Of course, along the way you will travel through a variety of locales, get involved in a number of dangerous situations, stagger through the ruins of civilization, roam the resplendent beauty of unsullied nature and sift through the remains of smaller cells of survivors that thought they could survive on their own but were, of course, so very wrong. There are many harrowing scenarios as Joel and Ellie fight for survival, and there are a few twists and turns that you won't see coming. There are other plot elements that are rather predictable and tread down satisfying, if familiar, survival horror narrative highways.
The gameplay is going to be familiar to people who have played Uncharted. The cover based shooting mechanics, environment navigation, set pieces, puzzle solving, 'treasure' gathering (in the form of left behind mementos, dog tags, notes, diaries, maps, etc.) and controller responsiveness are all lifted part and parcel from that series. I can't say that I like or dislike the decision to go in this direction, as Ive never felt that they were any better at doing this sort of gameplay than anyone else. It's serviceable gameplay, just as it was in Uncharted, and is streamlined enough to give the player all the tools they need to survive or fail. The big difference is that Joel does not have Nathan Drake's arsenal or athleticism, but he makes up for it with ingenuity, an almost Daredevil type of 'sonar' that allows him to hear well enough to 'see' moving and noisy enemies through walls and, if those tools fail him, sheer brute force driven by survival instinct. You can equip up to two sidearms and two 'rifle class' weapons (bow and arrow classify as a sort of poor man's silenced rifle in this game), one melee weapon (which will degrade through use and will eventually have to be replaced) and can hotkey your other tools with the use of the D-pad.
Joel's combat suite is further enhanced by the ability to create a variety of useful weapons, such as smoke bombs and exploding nail grenades, as well as med packs to heal himself, shivs to pick locks or shank enemies with and also to modify his equipped melee weapon (lead pipe, 2 x 4, baseball bat, hatchet and, my personal favorite, machete) to make them more lethal and durable. Shivs, in particular, are important because if you lack a melee weapon and clickers get close to you, these handy little knives are the only way to kill them. Using a shiv breaks it, but you can build more of them, and all your other Macguyvered gear, from scavenged resources found throughout the game's bleak surroundings. You can create these items anywhere, but it's all done in real time so pick safe spots.
You can also level your character up by finding pills among the rubble, and with them you can buy things like greater health, faster crafting time, faster healing time and so forth. Also, you can find work benches in certain environments where you can modify your firearms for greater ammunition capacity, increased accuracy and range and reload speed and other various buffs. As you will find a great variety of firearms throughout the course of the game, you will have to decide whether to put all your eggs in one basket and max out one weapon or spread the enhancements around. As ammunition is not very plentiful, I went with giving key buffs to different weapons to improve general effectiveness of my inventory as a whole. It's very easy to run out of ammo when you want to play with your new super toy.
The melee combat is not as bad as I feared it might be from the demo, but rushing an attentive enemy to beat them to death with a lead pipe is purely last ditch. I rather liked this 'desperation' mechanic in the game-charging an isolated enemy, even if he's shooting at you, and taking him down can buy you a few more minutes of life and the breather you need to reset. There are many points in the game where I was cornered and forced to risk frontal assault. The survival metaphor is served well by this 'high risk-high reward' proposition. And there is no higher reward for a few seconds of risking a fast death than the few seconds of life that can be all the difference in the world.
Avoiding enemies and stealth killing when necessary are going to be your best tools. You can only hope that in the event you are discovered by your enemies, there are substantially less of them when the scrum does break out. Frequent side forays into abandoned buildings, even if they are being searched by your enemies at the time, to quietly gather resources bay be required to advance, and are some of the most tense moments in the game. When you're vastly outnumbered and you need just one nail bomb or health kit to make it through a particular gauntlet, that's when you are in the place The Last of Us wanted to take you.
Not so great, however, are the parts where the player is suddenly stripped of their weapons or finds their health and strength reduced, and the environment and rules of the game change completely. I found myself frustrated at two key segment near the end of the game. Not because they were difficult, but because they were examples of the very worst of storytelling driven games: the narrative dictated the removal of abilities you have used and built to bring you to that point. I understand that in the real world, you may find yourself lacking in some of the things you need to achieve a particular goal, but at some point the developers have to step back and realize that this is a video game. They have made a contract with their players: I will give you these tools, and you will use them to play this game. Stripping the player of these tools and asking them, very late into the proceedings, to 'make do without', is unfair on a developmental level. I am disappointed in Naughty Dog here because they are a capable dev studio, and they should have known better. There is more than one way to skin this particular cat. They chose the second worst way possible to do this. I can already think of three superior methods by which Naughty Dog could have implemented the desperation they were going for, but I won't cite them here to avoid potential spoilers.
The graphics, of course, are fully realized and must be pushing hardware spec. This is as vivid a portrayal of destroyed beauty as I've ever seen in a video game, and is all the more haunted for it. When you look at what is left of these ruins, and how nature is growing over them and reclaiming the land, you will feel civilization's phantom pain. This is whether you're in a once proud metropolis, an abandoned college campus or even a rusted out hydroelectric generator facility for a nearby dam.
(continued in part 2)