The lengthiness of the gameplay sequences are going to have essays written about them for years to come, and I only mean that half-ironically.
I want to get to the story bits; I wish to see the ending. I wish to have my playing be rewarded with story. To have me sit down and think about it, and tear up at, yes, the inevitably emotional characterizations and retrospectively compelling story moments on my chair in my bedroom for no reason like I'm sure ND is planning.
And honestly, this is not how I 'wish' the game had to be.
Whether I am trying to speed through a game or taking my time and soaking in the sights, in this case, the issue is not the approach the player takes with TLOUPII, imo -- it is the game's approach with the player. Human combat is superb, and the traversal and general gameplay mechanics feel great. But are these elements and strengths being used in service to the story, or in service to 'big'-ness, which in turn feels... inconsequential?
For those who are privy, this game will hit hardest after the credits have rolled; once you're able to talk about it and mull over its themes. And oh, it'll dig deep -- it'll elicit quiet power and feeling.
But it'll do that once you're done playing it. Once all the padding is over with. And the fun parts will be great to re-play on their own, but this might be a bit too strenuous for a full re-play for many, even those who liked it.
In other words, as great as this game has been on both a technical and visceral level, it also tends to feel long just for the sake of it sometimes. And the way that narrative momentum is upheld is through gameplay sequences that bridge each cutscene so obligatorily that each story beat, gameplay loop, and mini-setpiece become monotone, because you see so much of the same thing in different variations in contexts that are mobilized by a story that only advances with cutscenes while you are here jumping from point A to point B as if to get to the next one, to the point of losing your suspension of disbelief (or, rather, mine, anyway). While the writing is weaker than in the original TLOU, the cinematic storytelling here beats everyone in the AAA-spsace except for Rockstar after their work on RDRII, and it's one of the game's greatest strengths. But it game-ifies it and pigeonholes it into such a formula that, whether you're taking your time or moving breezily through the thing, it starts to feel like a carrot and stick slog. The actual gameplay has good character building moments, combat, and dialogue -- but the problem is that all things begin to crack when you stretch them out. TLOUPII's writing team just aren't able to give this wider dish the according amount of meat to really get that delicious juicy full-course gobbler down our gullets. Instead, we get a big wide silver platter with some bits of steak and then a holy scrabble-ton of lettuce. Which is fine, and healthy, great for the body. But come on, everybody just wants the steak. (Not literally speaking for everybody here, of course -- I'm aware that plenty of people love the story and both what it does and how it does it.)
Anyway, sorry, just some impromptu two cents. Can't wait to reach the finale, as I am of the belief that it will deliver, and make everything before this worth it. It's just that this could've been narrowed down, and, well -- it still would've been 'worth it', is all. *grungy shrug* I may just change my mind about all of this yet. Who knows, maybe future me is scoffing at that whole paragraph as we speak.