Make sure to buy Luftrausers!
The Last of Us
Its rare that I finish a game, put down the controller and shake my head in despondent disbelief, in a good way. Despite all the hype, all the admiration in and out of the gaming industry, The Last of Us stands as its own entity. Going into the experience so late after the original party I very much expected to be disappointed due to the unbelievably high platform its been put on but aside from 2 very glaring, almost unavoidable, flaws it deserves all the hype and certainly made me praise the Naughty Gods almighty in an odd, feverish manner.
Ill hit these flaws first, since they hit me in the face like a screaming child at two in the morning just after climbing into bed from a big night drinking.
The AI systems are very complex due to the adaptive enemy AI, deep combat system, incredibly fantastic level design and forced companion AI. They nailed everything aside from how to slot the companions into the intense, down and dirty combat scenarios. It leads to the immersion being completely shattered every now and then, until you put it out of your mind as a gameism. Stalking your enemy around the debris only to have a companion wandering into them is more than facepalm worthy while you are falling off the edge of your seat. I know companion AI is hard to get right, incredibly few have done so, but in comparison to the rest of the game it really sticks out like dogs balls until your mind files it away in the its just a game draw and you stop looking at the companions entirely when in combat. Which really sucks because they could have done some amazing stuff there, protecting your companion, Bioshock Infinite went halfway there having your companion provide support in the form of weapons/health/salts/environments.
The other issue is its a AAA game by a big studio who wants to make money. So there is some heavy handed moments to avoid making people feel fucking stupid and hopefully finish the game for once. Narratively it doesnt pop up too much thankfully but the first 2 hours are frustrating with how the level design and combat sequences drag you along while yelling in your ear that this is how you can do things, pretty please dont give up! Once you get past that and venture into the main story of the box art its all peaches and cream. It gets fucking tough early and doesnt let up until you are a fucking god of the apocalypse.
Alright! Onto the good stuff!
This game is long but doesnt feel long. In the end I was a little annoyed I didnt have another 20ish hours to soak up. Its perfectly paced from start to finish, another child of the quiet/loud generation of designers. Last generation huge steps had been made in taking the best parts of other mediums and actually implementing the ideas properly, which has led to better storytelling/direction/camerawork/voiceacting/etc. The game feels crafted by a distinct mind, the ones who also pulled together Uncharted 2 unsurprisingly, it takes the most effective practices of movies and television and pairs them with the components of a video game that gives you the most effectual way to experience the story. Its extremely polished, aside from the aforementioned occasional companion AI issues. It comes out of the blocks hard, aiming for that ole ticker in your chest, before dropping into a very powerful quiet/loud structure that keeps you on edge at all times throughout the game before beating you over the head while dragging you kicking and screaming into the final moments of the game. The second half is without a doubt more powerful than the first but the opening was the most moving for me personally.
The writing is top notch without getting overly dramatic or cliché, this leads to really convincing performances by Troy Baker and Ashley Johnson where you very quickly become interested in their outcome. It goes a few places I expected but in such a fashion to trick me in the other directions it ends up, its hard to impart how strong the writing is without getting into spoilers but the main thing is it ties into the gameplay fantastically. I liked it. Im still thinking about it, not in a Bioshock Infinite what the fuck, how does that tie into that, that doesnt make sense? way, almost like drinking a damn fine beer where you just sit there and take a nice, happy breath and let your mind wander around the recollections. I really hope they make another game in that universe, such a great canvas to splash more stories out on, that post-apoc genre really needs some well told stories.
The gameplay systems actually use 2 almost discarded notions that went out of fashion last generation; non-regenerative health and carrying a shit ton of weapons with you! A huge modifier for these systems is the real-time crafting system where you have to scavenge supplies to make usable items and disposable weapons. Even more delicious is the fact you have to make a choice to either use your cloth & alcohol on a health kit OR a deadly and effective Molotov. Same with the tradeoff between crafting a shiv to use defensively against clickers OR using it to open a locked door for goodies. Choices! Decisions! A console gamer isnt used to this!?! This also leads to the sublime, delicious level design.
Best level design in years. This allows the depth of the combat system to really shine. Along with a ton of fired weapon choices (longbow/pistols/shotgun/rifle/etc) you also can use bombs and molotovs to create trap points, luring enemies using open hostile contact or just throwing a bottle/brick to draw attention. Most levels are open with multiple pathways, allowing you to flank in most combat encounters, although this also means your enemy can do the same. This allows for a lot of frantic, edge of your seat stuff as you put into action an early attack plan before requiring thinking on your feet to avoid getting overwhelmed. Encounters are always really tense and you absolutely feel like you could die at any moment if you waste a bullet and dont out think the enemy AI. You actually feel like you are playing a real game of cat and mouse, rather than fucking whack-a-mole. The AI uses the large open levels brilliantly in this regard, to avoid becoming a stupid whacked mole. Lends quite a bit of replayability and avoids repetitive encounters since you have so many options, most of which are just as valid and effective as the last, if not as efficient on your meagre supplies. Allowing more than 2 weapons mean you can strategise! Experiment! Switch on the fly! Have some fun in an unfun experience!
Dat Nate Wells art direction. Dat outsourced art department. There is a massive list of art contributors for this game and it shows. Insane diversity in textures, with very little reuse compared to most other games on the market. The texture quality isnt as high as I like sometimes, something that will make the PS4 version really worth buying, but I rarely picked up on it. Most of the time I was marveling at the insane amount of unique debris clogging up everywhere, it certainly pulls off post-apocalypse with a high level of attention to detail and some of the best lighting Ive seen on a console. Legit breathtaking at times too.
I feel comfortable in the statement that when I look back upon the Wii/Playstation 3/Xbox 360 generation, I will still deem The Last of Us as the game of the generation for me. The story, direction, gameplay, everything came together in just the best way to keep me believing that video games are just the most awesome way to experience media. I felt things, which was nice.
The best game of 2013 was The Last of Us. The game of the year 2013 was Grand Theft Auto 5 though, without a shadow of a doubt. Ive got some thoughts on that too somewhere.
(played single-player to completion on PS3, 22 hours to complete with 75%ish of collectibles.)