Saturday, April 5, 2014

The Last of Us Review

      It was a hard battle to keep myself spoiler-free on The Last of Us for the last however-many months, but I mostly did it. And, as usual, that's what I recommend for you too. The Last of Us is talked about in revered tones by many as a stellar achievement in gaming. Did it live up to the hype for me? Keep reading to find out, or skip to the wrap-up at the end.
     The Last of Us is a stealth/action-adventure/zombie game. It takes place in a zombie-style dystopian future where society has broken down in the wake of an infectious disease outbreak that makes people mindless and violent. The source of the outbreak is not something I'd seen done before in zombie fiction. I won't spoil it here, but it's disturbing to note that it has a real-life analog in nature. You play as Joel, a survivor of the initial breakdown of society who now struggles on with his life some time later. At some point he gets tasked and motivated to transport a young girl, Ellie, to a militant group outside of the quarantine zone he lives in. That's about all I'm going to tell you about the story. There's actually a whole lot more to even the set-up of the story, not to mention where it goes from there. But I'll leave it at that. The story is excellent. It's in the top echelons of gaming story-telling. It's very well written and does some things I haven't seen done in video game stories before. It's not my favorite gaming story, but it's very high on the list. It's hard for me not compare this game to The Walking Dead games that I've been playing lately. Fortunately, the games are very different. I will say that I personally think The Walking Dead's story is better.
     The left analog stick moves Joel, the right moves the 3rd person perspective camera. Select opens your backpack, which lets you craft items and use pills to upgrade Joel, as well as look at stuff you have collected. Note that this doesn't pause the game, so you can't do it in the middle of a fire fight. Square is your melee attack. If you have a melee weapon equipped, you'll automatically use that. If not, you'll use your fists. You want to mash it as fast as you can to get your melee combo going. Triangle lets you pick up objects you find. Circle make you crouch down. This makes you much quieter and slower, and lets you use cover during firefights. Cross makes you climb obstacles and ladders. The directional buttons let you equip stuff. Left and right select your guns, up and down select other items, like bombs, bricks and bottles, and health packs.       While you are picking a weapon, you can hold down cross to open up your backpack to pull out another weapon, as you can initially only carry one rifle-size weapon and one sidearm at a time outside of the pack. This also doesn't pause the game, meaning if you run out of ammo in your gun and need to pull another out of your pack, you better hide first.
     L2 causes you to run. R2 activates listen mode, which makes Joel crouch down and move slowly, but he can see enemies through walls if they are making sounds, such as footsteps or talking. This is really cool, as when you are trying to figure out where enemies are you need to use a combination of looking around and listening, just like real life. And finally, L1 makes him aim, and R1 fires. While aiming, you can press R2 to make Joel switch hands. This allows you to get the proper angle around cover if needed. When shooting, the reticle widens and becomes less accurate if you move, and shrinks and becomes more accurate if you hold still.
     If you sneak up on someone from behind, you can grab them by pressing triangle and then strangle them by pressing square (which takes a few seconds) or shiv them if you have a shiv (which is almost instant). You can also hold people as a human shield during a fire fight, which let's you fire your pistol. If you wait too long, however, your prisoner will break free from your grasp.
     So, what is it like to play this game? Well, you typically explore abandoned and destroyed cities and buildings and stuff. A lot of times, you'll run into infected people. Most of these encounters involve an interesting balance of 2 types of infected; runners and clickers. If a runner sees you, it will run at you and attack you. Clickers, on the other hand, are blind (due to the...problems going on with their head area), and hunt you by sound. You can sneak right past them if you crouch down and move slowly. However, if you go too fast or run into something that makes a sound, they go into attack mode, flailing about wildly. If they grab you, they instantly kill you, unless you have the skill that lets you stab them if you have a shiv available. So you have this great tension between enemies you can sneak by and enemies that can spot you and make you have to fight them, thus making a lot of noise and making all the clickers come running at you.
     Encounters usually start with you not being seen, so you can try to eliminate some infected by stealth. Runners can be choked out if you sneak up behind them. Clickers cannot be strangled. If you grab them, you have to have a shiv available to kill them (I probably should have mentioned that shivs break after 1 use awhile ago. You can start making better shivs later in the game though). You also can't kill a clicker by punching it, you must use a melee weapon or a gun. So you usually try to take out some runners without them seeing you, cause if they see you you'll have to shoot or beat on them, which will cause all the clickers to charge you, and then you are in trouble. Most of these situations are tense and fun as you try to take out a few infected and then get out of the area before any of them see you. Sometimes you'll get away. Other times you'll take a few out only to have a clicker hear you and attack and then you end up running for a defensible position and fighting off runners and just barely getting away or killing all the infected. Very fun stuff. Straight aggression will usually get you killed in these encounters, you need to have a plan and adapt on the fly to survive. There are a few more specialized types of infected as well, but they are much rarer, and I'll leave them up to you to discover.
     Other encounters are with gun and melee armed humans who are out to get you for one reason or another. Fighting them is quite different than fighting infected, as you might imagine. Often you end up in an area a group of guys is patrolling, and you have to try to take them out secretly before a firefight breaks out. Often you need to wait until people separate and then strangle them one by one. Trying to stealth kill people out of the sight of others is an art form, and you'll have many thrilling close calls trying to pull this off. If a firefight breaks out and you are outnumbered, that's real bad news. Coming out of cover means you will get shot, and you can only get shot a few times before dying. If stealth fails you, your best bet is often to run to a new position so that the enemy doesn't know where you are, and then shoot some of them from your new angle, or wait for them to split up looking for you and take them out. Fighting human enemies is just as thrilling and tense as fighting infected, although things play out totally differently. The differences between these two kinds of encounters and the multitude of locations and situations around these fights keeps the combat fresh throughout the whole game. From claustrophobic office buildings to wide open suburban neighborhoods and everything in between, there is great variety to be had in the tactics you'll have to employ to evade and defeat both crazy infected people and smarter, armed normal people.
     When you're not fighting, you're often scrounging for supplies; rooting through drawers and shelves in abandoned homes and offices. This part of the game has a very Bioshock feel to it, and just like in that game, it's pretty enjoyable. You can find parts that you can use to upgrade your guns at workbenches that you find from time to time and pills that you can use to upgrade Joel, increasing his max health and giving him new skills and making him a better shot. You can also find materials that you can use to make stuff. For example, finding blades and tape lets you make shivs. Oil and rags let you make either molotovs or health kits. Explosives can be combined with blades to make shrapnel bombs, or with sugar to make smoke bombs (protip – molotovs, shrapnel bombs, and smoke bombs are all super effective). Supplies are not in abundance. The world has a feel to it like it's already been combed over several times. You might open several drawers in a row and find nothing. But then, just when you are about to give up on searching, you might find some precious ammo or a cache of parts.
     Speaking of ammo, it's pretty limited. It's in stark comparison to many games where you might have hundreds of bullets at your disposal. Looking at your inventory is pretty pitiful. If you have 5 guns, your ammo counts for them might be, like, 3, 2, 1, 6, 0. That's why you need a plan in your fighting.
     There are many open, large areas in the game, but there are also some that have a linear feel to them. Many times in the larger areas, I didn't know where to go, and would have to explore. This was fun, and really added to the mood of the game, or the desperate feel of being pursued and not knowing where you are. Other times the guiding hand of the design is a bit too obvious. It's frustrating to see many, many stairwells in the game blocked off with furniture. If Joel wanted to go up those stairwells, he could move that furniture very easily.
     When you're not fighting (and also when you are) you'll be talking to Ellie, and whoever else you might be with. The game has conversations running all through it the entire time. They are great too. It's a great story (repeated for emphasis).
     One interesting choice is the way Ellie and your other companions behave during enemy encounters and the way enemies react to them. Namely, unless you are seen, enemies can't see and won't react to your companions. This is good, because your companions are very dumb when you are being stealthy, and will do stuff like run into clickers for no reason. Obviously the ideal thing would be if your companions had good enough AI to hide and be stealthy themselves, but this system actually works alright since it means your companions won't ruin your stealth plans. You just have to get over them doing obnoxious and stupid stuff and watching enemies totally ignore them. It's a shame and takes you out of the mood, but you get used to it, and at least it avoids the pitfall of your friends ruining every stealth sequence, which would be really broken. Fortunately, your friends do well when the non-stealth fighting starts to go down. They assist you and kill enemies on their own. It's pretty amazing when they actually save you from dying in a dramatic way that is often relegated to cutscenes, like jumping on the back of someone who is about to kill you, or smashing someone over the head with a bottle right when they get the drop on you.
     The game is long. It's longer than you probably think it is. I won't say how long, 'cause that's kind of a spoiler. It doesn't get old though, and the length really adds to the feel of the games.
     In the category of realistic graphics, it's the best looking game on PS3. The in-game graphics are great. Faces are expressive and environments look real good. There are some glitches in the environment, such as plants that move strangely when you touch them (plant-life glitches, just like The Walking Dead!). There are also pre-rendered cutscenes that feature some really realistic people. Ellie, Joel, and almost all of the other main characters actually look real in these scenes. 10 years from now, we might laugh at these renders, but right now my brain is fooled into thinking I'm looking at real people about 50% of the time.
     The music is mostly understated, adding a little mood hear and there. There isn't much in the way of epic scores highlighting a climatic scene, and that's a good thing for the feel of this game. Some acoustic guitar parts highlight the rustic feel of many of the locales and their denizens.
     The game is a really great experience on your first play-through. There are some genuine problems in re-playing the game though. First, the trophies set you up to play the game three times, which is one too many in a game this long and linear. First, you should just play it on whatever difficulty setting you want (I went with hard first). Then, you'll want to play it on survivor, the hardest setting. But there is a trophy for beating new game + mode. You won't want to play survivor on new game + mode as the whole point of survivor is to have it be hard, and new game + mode makes it easier. Survivor is probably too hard for your 1st play-through, so if you want all those trophies, you're looking at 3 play-throughs (at least if you follow my philosophies). Also, new game + is totally inappropriate for this game. There is only basic character growth and weapon modification in the game, which is fine. It's just that there is absolutely no point in carrying over that growth into another game. New game + is for games that have a lot of new content in their re-plays, such as new character growth, areas, and challenges. It's a great feature in many games with robust post-game content, but is pointless here.
     Second, about half-way through my 2nd play-though I discovered a game breaking fact about the game that makes it much less fun. I won't say what it is here because it is forbidden knowledge that will ruin your fun. After figuring out this... trick... the game became super-easy and a whole element of it was removed from the picture entirely. I was playing on survivor mode, which isn't that hard to begin with. It was disappointing that survivor mode wasn't as hard as it could be, and then to figure out this...idea... made it laughable as a challenging experience. I'd heard so much about the great challenge of survivor difiiculty, but unfortunately it is a joke.
     And even though I adored my first play-through of the game, re-playing a game is a big part of the experience for me, so it pains me to say that the game went down in my esteem quite a bit due to my lackluster experience with its supposedly hardest mode. I'll have a spoiler post up soon that goes over what exactly I am alluding too, but please don't read it until you're done with the game.

     Despite this disappointment in the post-game, The Last of Us is a stellar game. It's a compelling and different story that is extremely well-written and well acted. It draws some obvious inspiration from The Road, but I actually like it's resolution better than the end of The Road (I'm talking about the book, I haven't seen the movie). This story is coupled with a convincing world and a very fun stealth/action gameplay system that is a blast to play through the whole adventure. If you've heard that The Last of Us is very realistic, you might be surprised at some of the abstractions present, such as the generic parts and pills you use to upgrade weapons and Joel. But if you view these abstractions as tools to give you a feel for what's going on, the desperate, realistic theme shines through. It's a Great Game, tier 2.  


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