The Last of Us,
developed by Naughty Dog of Uncharted,
Jak and Daxter, and Crash Bandicoot fame, has been justly
hailed as a masterpiece by critics and gamers alike. It is a game of crushing
emotional weight and narrative depth rarely seen before in games, though it’s becoming
more common. The gameplay is tight and fun, if occasionally brutally difficult.
It is one of the most beautiful and original games in recent memory. Yet, when
broken down into its constituent parts, everything about it is as stale as can
be. The zombie genre’s been done to death, the kid that needs protecting from
the world trope is old hat, and the gameplay is essentially just toned-down Uncharted with crafting (which itself is
ridiculously ubiquitous and tiresome.) Why is it that this game is so powerful
then? Why are so many hailing it as one of the best cases for video games as
art?

Like the
story, the gameplay could have been tired. It’s a third-person action/shooter
with a heavy emphasis on stealth and resource management. That does not sound
fun. The reason it is fun is because of how well the story is integrated into
the gameplay. As I’ve been saying for years now, the only way that games will
advance as an art form is when game developers realize that they need to
integrate the story and the interaction. Otherwise you’re watching a lame movie
with some puzzles or shooting in between. A lot of the exposition and actual
plot still comes through cinematics, but most of the character development is
in the game. For instance, late in the game, there is a moment where Joel and
Ellie are in yet another broken down building; this time it’s a train station.
Ellie has been through a nasty ordeal, and has been quieter than usual. Joel
tries to cheer her up by chatting cheerfully, but it just isn’t working. She
keeps spacing out, not listening. Finally Joel figures a way to the next floor
of the building: a ladder at the top of a high ledge. After the player presses
triangle, he gets into position to boost Ellie up has he and the player have
done countless times throughout the game. This time, however, Ellie never
comes. Joel sighs and the animation halts. The player must walk over to Ellie
and talk to her before they can continue. This may not sound particularly interesting
on the page, but I found it to be one of the most powerful moments in all of my
days of gaming. It’s subtle and understated. By usurping this repeated action,
Naughty Dog lets us know in a way that dialogue never could that Ellie is
really hurting. It is such a masterfully executed sequence that could only be
in a video game.

The game
has not been without criticism. Philip Kollar of Polygon, for instance,
criticizes the game for its difficult gunplay, some silly AI issues, and use of
waves of enemies. Tom Mc Shea of Gamespot felt that the distance of the
checkpoints didn’t allow the players to feel that they had enough to lose in
dying and that they game, “…refuses to punish failure in a manner befitting the
world.” I couldn’t disagree more with both of them, though in fairness to Mc Shea he still gives it a "Great" rating
. The difficult gunplay, even
later when you are forced to use it more, only adds to the tension. When an
infected person is rushing at you and you just can’t seem to hit them, it is legitimately terrifying. Also, waves are the way zombies work. Again that’s why they’re scary. It is a brutal game that only becomes slightly less brutal the more you upgrade your weapons and Joel. Mc Shea’s complaint about the checkpoints is even more ridiculous. I thought they were usually sufficiently spaced enough to provide punishment for death. More than that, if this game was any more brutal Kollar would have a better argument. I would have thrown this game away in disgust if I had to totally restart a level, which seems to be the only punishment which would “befit” the world. I almost did anyway in my first real fight with the infected. Clickers have a one-hit kill that is so annoying I yelled at the TV, but I got smarter, started avoiding fights, and always made sure to take out the Clickers first if I could. Any real quibbles about the game are either expected (there are glitches in every game, and I’m pretty sure most gamers can ignore them by now) or a matter of opinion such as Kollar and Mc Shea’s.
To be
frank, this is an amazing game. The story is haunting with a nearly perfect
ending, the gameplay is unforgiving but rewarding, and the overall experience
will stick with you long after the game is over. I think that this is direction
single-player games are going and it somewhat ironically gives me a lot of hope for the future. Now if they could make a game this good that isn't morally ambiguous and oppressive, I could die happy.
Oh, and
there’s multiplayer. Apparently it’s fun.