Review Taffer 3/5 · Feb 18, 2025
As a videogame which has become one of the most widely lauded by mainstream outlets and personalities who I have never spoken with and never will, I knew it would be wise to take all of the praise for The Last of Us with a truckload of salt. This decision turned out to be dead on the mark.
When it …
As a videogame which has become one of the most widely lauded by mainstream outlets and personalities who I have never spoken with and never will, I knew it would be wise to take all of the praise for The Last of Us with a truckload of salt. This decision turned out to be dead on the mark.
When it comes to the gameplay —something many would argue to be the single most important aspect of a game, because, after all, if it's not enjoyable to play, why make it a game in the first place?— it tries a few different things, but the thought that persistently kept coming back to me while playing was that just about every one of them could have been done better. It's not bad, but there are plenty of games that came out long before this one that have better stealth, better gunplay and better environmental navigation (and sometimes, these come with the same style of character dynamics as well— ever heard of Ico or Enslaved: Odyssey to the West?). One of the big things this game encourages you to do is explore as much as you can of each map so that you can scavenge as many precious resources as you can find, which will be necessary for giving your melee weapons a limited-uses OHK buff, as well as crafting health kits and some extra weapons which I'm pretty sure I used less times during the game than I've got fingers on one hand (molotovs saw maybe one or two uses, nail and smoke bombs saw zero). You can also craft shivs, which are probably the most useful item in the game, as they can be used for quick takedowns, counterattacks against stronger monsters, and prying open caches of goodies— but the dynamism of this somewhat cool item is thrown out the window for the parts of the game where you play as Ellie, who has an unbreakable pocket knife which is functionally a shiv with infinite uses, something that turns the stealth portions of the game on their head as she is incapable of stealth killing regular humans without alerting everyone in the vicinity, but is perfectly able to ninja shank infected while staying quiet as a mouse, which is more or less the exact opposite of how it works with the character you play as for 80% of the game. This dynamic shift is one of the various aspects which make the Left Behind DLC campaign feel so bizarre and pointless, but more on that in a minute.
The plot itself is a very gossamer-paced and deeply flawed beast, especially at the beginning. I dare say that the several hour long span between the end of the prologue scene and when you leave Bill's town feels like a really sloppily presented narrative slog that I'm surprised I haven't seen more people complain about, and this is a problem that's hard to ignore, because when it comes down to it, the plot —an aspect that, for as long as I can remember, I have valued as the single most important part of any conventional narrative, easily trumping characterization— is really rather basic and underwhelming, and can be summed up as "get from point A to point B, running into all manner of trouble at each stop along the way."
And let's talk for a bit about those stops. As a non-US resident, I am generally very unfamiliar with US geography, landscapes, &c., something I probably would not have mentioned here had I the game not left me with the impression that a lot of its setpieces were meant to appeal to a sense of familiarity or impact that simply did not exist within me, but I also found myself unable to simply brush it off because of how prominently this aspect is presented. Throughout, I found myself entertaining thoughts such as: Are you telling me Pittsburgh isn't supposed to look like that? Am I expected to know whether this university is a real place or not? Or this snowy foresty town? For all I know this is that "Valley Forge" place where Washington spent one of his winters— a tidbit I am only aware of because it was presented as a running gag in Day of the Tentacle. You get the picture.
One other aspect that stuck out to me by the end was the very, very sparse and barebones worldbuilding surrounding the infected; you never get any in-game explanation of how cordyceps functions in real life, which makes its inclusion as a slightly-more-plausible-than-usual origin for a zombie plague feel almost pointless in the long run. Something else that felt like a huge missed opportunity was developing a few more details on just what happened in the leadup to the events of the prologue, which in retrospect really felt like it moved too quickly and didn't necessarily serve as a plausible setup for the rest of the game (the military were clearly on top of what was happening from the beginning, so why didn't they just Raccoon City that shit? For that matter, why was that one soldier off on his own, when that would never happen in real life? And if we're supposed to assume that the same thing was happening all over the country all at once, can we at least get some kind of indication for how that could have been possible? Was the whole nation covered in spooky mushroom spores that were all compelled to turn evil at the same time? Are we playing The Last of Us or Parasite Eve?
The biggest plot blunders though were no doubt the ones that led to the entire premise for the last leg of the game—
But if you've made it this far into the review without being halfway through typing up an angry reply, then rejoice, because the next thing I want to talk about is the part of the game that definitely constituted the highlight for me —and, I must assume, for everyone else—: the character dynamics. The ones that eventually start coming into play, that is, because they take a good few hours to get going in the first place thanks to the aforementioned slow-as-molasses beginning. And though by necessity the flaws in the plot do inevitably have repercussions in this very characterization, once you get out of Bill's town like I said, the relationship between Joel and Ellie comes to the forefront and remains firmly there as the heart of the narrative. It's a slow burn, but a good one, culminating in
Let's not forget about Left Behind, though, which I must force myself to knock out a quick mention of here because I really don't want to write a separate review for it. Its best quality is that it serves as a perfect example of what happens when you excise the aforementioned relationship from the narrative: It leads one to the realization that not only is it the highlight of the experience— it's the sole highlight. The story for Left Behind is an interquel/prequel focusing on Ellie that alternates between
As usual, I will mention my "I don't regret playing it" disclaimer (at least for the main game), but while its massive mainstream appeal forced me to temper my expectations and kept the game from being as big a disappointment as, say, Outer Wilds, a big part of the experience nonetheless amounted to confirmation that no, the experience was far from worthy of every award in existence. TL:DR: Cool game, but Not It™. Not even close. Play it if you're interested, but get it secondhand.
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