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?
Let’s start
with the narrative. The game starts with the main protagonist, Joel, and his
daughter as they experience an outbreak of a fungal infection slightly more
worrisome than athlete’s foot. This fungal infection latches itself on to the
brain and drives the infected to become violently insane. While trying to
escape the city something happens to his daughter, and then twenty years pass.
The world has gone to hell. Joel lives in a quarantine zone in Boston and works
as a smuggler. Twenty years of rough living have molded him into a hard-ass
with graying hair and a no-nonsense attitude. After a series of unfortunate
events, Joel is forced to help a fourteen-year-old girl named Ellie across the
country to a medical research center where she may hold the key to curing the
infection. So in the simplest terms, it’s a road narrative. Two people are
forced to travel a distance and learn a little about each other and Life with a
capital L. Again, this has been done countless times. Especially in the United
States, our art is filled with images of the road: Kerouac’s On the Road, McCarthy’s The Road, Frost’s poem “The Road Not
Taken”, Weird Al’s “I Love Rocky Road.” It works though, because road
narratives never get old and the medium was practically built for them. Road
narratives are kinetic by design, as are video games. Most games use the road
structure and message (it’s not the destination but the journey) anyway. Look
at the newest Fallout games, or any
of Bethesda’s open-world games. They are about a hero on the road looking for
adventure and loot, who happens to also affect the lives of millions of people
because they are the chosen one or something. It’s never about the destination,
be it slaying a giant dragon or capturing a dam; it’s about the journey that literally
allows them to grow via experience points. The
Last of Us eschews experience points for the more metaphysical character
development. They use the road narrative structure, as well as many of the
zombie apocalypse tableaus such as the “look at how ridiculous our consumer
culture is” routine, to grow a legitimate affection for our characters. While
we get why Joel’s a mess in the beginning our understanding deepens as he
travels down the road, and we start to root for him to come to terms with what
has happened. While we get that Ellie’s sassy in the beginning, a trait which
could have quickly worn thin, we find out that she’s also resourceful, smart,
and genuinely a pleasure to be around. So essentially, and this is a really
novel concept, the narrative is good because the writing is good. More
specifically, the writers knew what they were writing for. They understood the
medium.
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.
That’s
where the power in this game lies: execution. The voice acting is impeccable.
Both Ellie (Ashley Johnson) and Joel (Troy Baker, who also played Booker in Bioshock: Infinite) are so convincing
and likeable. The story and gameplay are intertwined in interesting and
innovative ways. Even the zombies, the second most tired horror cliché of the
new millennium after creepy ghost girls, are handled in interesting ways. The
fungus which causes the symptoms continues to grow over the years to the point
that the host can no longer see, so they use their increased hearing
capabilities to find their victims. This leads to a clever reversal of the use
of stealth in video games, where players need to stick to the shadows to avoid
being caught. You can shine a light right in their faces and not be found, but
if you walk just a little too loudly they will hunt you down. The lack of ammo
along with the seemingly patternless paths the enemies take add so much tension
to the stealth that it’s suffocating. A friend of mine pointed out that the
bandits and cannibals in the game are referred to as “hunters,” playing on the
idea of survival in the post-apocalypse and forcing the player to question
their own actions. Aren’t they just trying to survive too? The Last of Us is a game that knows what it wants to do and say and,
most importantly, it knows how to do it. That’s what makes it so great.
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.