Video games have decidedly come a long way. Once ridiculed as being nothing but a form of entertainment for children (and a waste of time for others) this medium now rightfully stands alongside other portals of entertainment, such as film, television and music. Though some may still prefer the days where gaming was primarily something you did at an arcade with friends or that one home console generation was better than the other, I think it is safe to assume that we are living through the golden age of the medium.
One game that exemplifies the quality and brilliance to be found within the video game industry today is The Last of Us, a post-apocalyptic game with a lot of heart and intelligence and which comes from developer Naughty Dog, the creators of the flagship Uncharted series that graced the Playstation 3. At first glance, The Last of Us may seem to be just another zombie/infected story, but considering the pedigree of the studio and the scant footage they showed of the game prior to release, it actually seemed as much more than just that. After having finished it last week, I’m happy to say it truly is indeed something special.
Story
Note: I’ll keep this section spoiler-free.
The main story of The Last of Us takes place about 20 years following the outbreak of a fungal infection (cordyceps) that has ravaged the United States. As in many post-apocalyptic worlds, martial law has been instated in the few districts that remain and rebellious groups have formed outside of government perimeters to combat the new establishment. This is the case in the game, where the last remnants of the military face off against a powerful group known as the Fireflies, who hope to discover a cure to save humanity regardless of the means necessary to do so. You start off the main course of the game as Joel, a 40 something year old man who has spent the last 20 years recovering from loss and who has resorted to a life of smuggling and murder to survive. Through a series of events, Joel is left in charge of smuggling some very precious “cargo” out of Boston to Salt Lake City: Ellie, a young 14 year old girl. Together, the two trek through a desolated and nature-reclaimed America, all the while combating Hunters (humans who have resorted to robbing and killing the innocent for their own sake) and, worst of all, the infected (more on them later). Joel and Ellie’s journey is of an episodic nature in the game and is at times a harrowing and thrilling experience, as we witness these characters grow closer and closer to each other amidst the violence and unforgiving nature of a world seemingly without hope.
For 16 hours or so, I was entrenched in some of the finest writing that I have ever seen in a videogame. Sure, the story may at times resort to the clichés that we would expect from a post-apocalyptic narrative, but the game does not suffer at all from it due to its superb pacing and incredible attention to human interaction. The script that Neil Druckmann (the game’s creative director) has written isn’t only strong because of it’s ability to include grand set-pieces or moments, but because of it’s attention to human emotion and the importance it relegates onto how significant a relationship can be in a world of pure horror. Similarly to Cormac McCarthy’s The Road, The Last of Us shines in its story-telling because of just how much we care about its characters, Joel and Ellie. It’s an easy compliment to make, but it would be an outright lie if I told you that I didn’t give a damn about their relationship and how it would evolve throughout the game. Joel wasn’t a two dimensional character in my eye; he was an anti-hero, a man who forced me (as a gamer) to follow through on horrible things. However, he was also human; his emotions were tangible and his motives were at times guided by something severely lacking in the game’s universe: heart. As for Ellie, she served as the innocence clothed by the darkness; she was a child forced into becoming an adult. Being 14 in the game, the only world Ellie has known is the apocalyptic nightmare that Joel has struggled to go through and that I, the gamer, know nothing about. Throughout the game she’ll ask Joel how life was prior to the infection, bewildered that there was anything better than the world she knew. In one particular instance, in a desolated household, she holds a girl’s diary and asks if the only concerns girls had once were make-up and boys. Ellie is strong, fierce and she goes through a lot and because of that I cared and grew to love her just as much, if not more, than Joel.
The Last of Us is one of the few games that delivers such a personal story and one of the few, if not only, games that has had me choke up at times and truly reflect on what it was trying to tell me.
Game Design: Single-Player
If there’s one thing that Naughty Dog has been commended for throughout the years, it is their ability to push the most out of the hardware they’re restricted to. Now, I do not know a great deal about video game production or even the insane logistics involved in programming and rendering a game. However, this doesn’t stop me from saying this: The Last of Us is a beautiful, beautiful game. Just like the Uncharted series, Naughty Dog once again blew me away with just how beautiful and detailed of a world they could create. Just seeing cities like Boston or Salt Lake City reclaimed by nature is an incredible sight not only because of how well done it is, visually speaking, but also how these images manage to tug at your emotions when you do see them. Naughty Dog’s Uncharted engine serves them well again as it creates a world of both beauty and horror that we find ourselves, as players, becoming immersed into almost immediately. From the superb character models to the memorabilia scattered throughout (notes, letter, recordings, posters, etc.) the world of The Last of Us is incredibly crafted. This praise can also be transferred to the gameplay. Although, the game does include your typical shooting gallery moments (it has to appeal broadly in some areas, I suppose) there is nonetheless a good amount of freedom given to the player in some instances. During these moments, you can decide to play the game stealthily and evade enemies altogether. At times, when I was out of ammo or low on health, I would skip a horde of enemies entirely or perhaps pick out one or two and bolt towards the exit. With all that said, the games remains a very linear experience, though I found that this did not hamper the experience at all. The most interesting gameplay element of The Last of Us is the fact that scavenging and crafting are integral to surviving. All throughout you’ll be opening doors, lockers or drawers in the hope of finding an old rag, a liquor bottle or even scissors to craft items, such as a shiv or even a makeshift medical pack.
Despite this obsession with crafting and the belief that ammo is scarce throughout, I have to say that I never went through the game feeling as if I was limited or short-handed. Of course, this criticism may be attributable to the chosen difficulty of the game, as I have only played it on Normal (Survival is the hardest difficulty).
The strongest aspect of the game -apart from its story-telling- is its voice-acting. Without a doubt, The Last of Us contains some of the most heart-felt and believable voice work that I’ve heard in any game that I’ve played. This praise is especially deserving to the actors behind the two main characters: Troy Baker, who is practically unrecognizable (that’s a good thing) as Joel and Ashley Johnson, of Growing Pains fame, who perfectly encapsulates the spirit and tenacity of 14 year old Ellie. Throughout the game, these two characters interact together realistically and provide an actually believable father-daughter bond. For example, at times Ellie will wander off here and there and ask Joel about things he’s scavenged or even about things that she’s remarked on her own. In one instance she muses in a record store about how sad it is that all of these abandoned records will never be listened to. In other moments, she’ll read a few jokes from a book she’s found laying around and try to lighten the mood. All of these examples, complimented by the solid voice work, again cement how wonderfully presented the relationship between these characters is.
Speaking of characters, it goes without saying that if I’m going to write about this game, then I have to discuss the most horrifying element of it: the infected. You see, apart from battling apathetic humans throughout America, The Last of Us also has its cast of characters face off against infected humans. Because the main course of the game plays out 20 years after the initial outbreak of the cordyceps on humanity, the infected can be broken into three distinct varieties: the “runners” who are humans that have just recently ceded their humanity to the infection; the “clickers” who are sight-less humans that have been completely ravaged (physically and mentally) by the fungus and the “bloaters” who are the most advanced of the infected, as their bodies have been completely consumed by the fungus. Strangely enough, though I did fear the incoming sounds of these creatures in-game, the one thing that I felt the most while trying to get away or while killing the infected was sadness. Though I do have to fend myself from these creatures to escape with my life in the game, I’m horrified by the fact that the notion that the infected were once people as well. Seeing a woman or a man completely disfigured and transformed into something as repugnant as a “clicker” is truly horrifying, once you think about it. It’s typical for a zombie/infected movie to debate whether the individual that has turned is still existent or if he/she has truly disappeared, but despite this question being prevalent in works such as these, Naughty Dog still manages to convey an emotion that almost felt novel while playing the game. A perfect example of this is the sounds that the newly infected “runners” make. As you approach them in the game, you can sometimes hear them wailing and screaming and in those moments you can almost hear, horrifyingly, a person entrapped in a fungus corrupted body, without any control. It’s in those moments that you start not only to fear death in the game but also, in a sense, fear what would theoretically come after that for the characters.
With all of that said, the world of The Last of Us comes together beautifully due to another brilliant aspect of the game: its sound design. According to a video profile from SoundWorks, the team at Naughty Dog approached the sound design of the game with the mantra that “less is more.” Indeed, throughout the The Last of Us, you can feel the desolate nature of the world around you; every sound you hear is therefore important and has significance behind it. A clear example of this, is the sound of the “clickers” in the game, which use some form of echo-location to attack their prey. As talked about in the SoundWorks video, this sound (which is horrifying, may I add) becomes an aide to the tense moments found throughout the single-player; hearing it while crouched in the darkness is something that, at times, is more horrifying than being actually face to face with them. Another great element of the sound of The Last of Us, is its musical score composed by two time Academy Award winner Gustavo Santaolalla (he did Brokeback Mountain and Babel). Heart-wrenching and beautiful, the score feels bitter-sweet at the listen and provides the game with tension, thrill and sorrow. I’ll even admit that I’ve fallen in love with the main theme of the game…
Game Design: Multiplayer
Surprisingly, The Last of Us offers an excellent multiplayer component to its already stellar single-player. Though some may want to only play around with the New Game Plus option and re-live those moments between Joel and Ellie, the multiplayer turns out to be a fun and competitive addition. The core elements of the single-player (tension, sparse ammo, crafting and limited health) remain in the design and thus help produce matches that are, yes, slower than you average third person shooter but rewarding and encouraging of team-play. Now, there are two modes in the game: Supply Raid, which is a standard team death match where two teams of four compete against each other until one team’s reinforcements have been depleted; and Survivors, a more tense game-type in which two teams of four compete in multiple rounds, where in each all of the players of an opposing side have to be eliminated (there is no respawning). In addition, the multi-player includes a clan aspect, in which you are the leader of a fictional group of survivors. You are given goals that you must accomplish to insure the safety and health of your group through challenges completed in multiplayer matches. Overall, the multiplayer experience in the The Last of Us feels refreshing at times, as it blends competitive online play with the mechanics of the single-player. However, it definitely does feel secondary to the campaign.
Verdict
As the title of this post sums it up, The Last of Us is truly an incredible experience that helps not only set the bar higher for developers within the industry, but also exemplifies the fact that video games are a medium that can produce emotional and thought-provoking experiences. As a gamer, I’d recommend it without question to anybody who owns a Playstation 3. Hell, even if you’re not a gamer per se, you should pick this up or at least watch someone play it. It’s that good and you won’t regret it.
Cyncial Score: 10/10
The Cynical Scribe