REVIEW | The Last of Us Part II
Written by Michael Richardson
Published 10 July 2020
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All trademarks are property of their respective owners.
Opinions expressed in this review are of the reviewer alone.
Game Copyright 2020 Sony Interactive Entertainment LLC.
Game created and developed by Naughty Dog LLC.
PS4 Exclusive
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NOTE: Clicking the link to the Google Docs version (which is provided at the top of any post) provides a version with pictures and captions that enhance the review.
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Fight Night
In the waning hours of The Last of Us, Ellie responds to Joel’s question that the two turn back and cease their search for the Fireflies - a group who could potentially engineer a cure for the Cordyceps virus outbreak that has ravaged the land for two decades - by saying that “It can’t be for nothing”. At the time I heard this in-game, I was a teenager who had no clue what he was doing. I prospered academically, enjoyed socializing, and was living the good life, but I found it difficult not to feel like I was doing nothing with my time. Years later, I can say that I have made a life for myself, but I still do not really know what I am doing. There is no scripture that says I am guaranteed success, nor what dangers tomorrow will bring, but like Ellie, I hope and pray that all the incredible relationships I have forged, and all the sacrifices I have made, will amount to something.
I believe that The Last of Us ended decisively, so I feared a sequel, which could ruin the magic of the original game by saying little. But there I was, sitting in my chair watching the PlayStation Experience Showcase in December 2016, and once that Firefly symbol popped on screen, I was screaming. Against my initial judgement, I trusted that Naughty Dog would create an experience that felt worthy to its predecessor. Three and a half years after that shocking reveal, did the release of The Last of Us Part II amount to nothing? The answer is nowhere near as simple as I had hoped it would be, but nonetheless, Naughty Dog’s latest is an essential addition to Joel and Ellie’s story that expertly blends all of its systems together to create an experience that made me laugh, smile, cry, and grind my teeth just as the characters would in the moment. At the same time, Part II is one of the most conflicting experiences I have had playing a game; its story is incredibly flawed, let down by unexplained plot holes that left an unwavering sour taste in my mouth, yet it's inevitable character revelations are what motivated me through the journey, and I could not get enough of its spectacular stealth gameplay. The Last of Us Part II is a weird game, one with many visible highs and gut-wrenching lows, but for all it does right, it is a necessary addition to any PlayStation fan’s library.
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Twice Per Rotation
It's been over twenty years since a mutated strand of the Cordyceps fungus found its way into humans, resulting in the transformation of thousands upon thousands of people into Infected with the sole purpose of spreading the disease. Following the events of its predecessor, Joel and Ellie are mostly living the good life in the settlement of Jackson, Wyoming. After a vicious event disrupts the life that she has grown to appreciate, Ellie travels 850 miles northwest to Seattle to bring justice to those who have wronged her. What I was most surprised by with Part II is how well it balances its dark themes with those of love, the former was advertised heavily prior to release. Every frame makes it apparent that the world has gone haywire - with nature taking over entire streets and broken, unmaintained sewer systems causing floods to completely devastate vast sections of previously inhabited land - but light is present at several parts of the game. This ebb and flow led me to develop a respect for the major characters, especially with the intimate gameplay moments that prove that Naughty Dog has mastered the interactive medium in ways no other developer can match.
However, while the narrative is definitive and mostly engaging, it is far too ambitious for its own good and ends up feeling like a mess. Nowhere is this more apparent than in the pacing, which tries so desperately to provide context to various encounters while simultaneously stripping the fun, seamless navigation and complex minor characters of the original game. One of the best aspects of the original Last of Us is how you frequently had a view of where you were supposed to go, which provided an incredible and realistic sense of scale. Part II employs a similar design but only at certain points of the adventure, and the flash forwards through pivotal moments felt as though Naughty Dog did not want to create an interconnected world. Literal weeks of traversal are only slightly referenced, and instead of helping move the narrative forward, those revelations only undercut the realism of the story. Afterall, Ellie manages to destroy some places she visits - how was she able to return to certain areas, and more importantly, why should I believe she was able to? In the first game, I understood not wanting to include Joel and Ellie’s adventure through certain states as it would have created a bloated experience. But having Part II take place mostly in Seattle brings with it the expectation of a more fleshed out world, and characters undergo huge developments during those time skips. Consequently, these moments felt undeserved and sucked me away from the game.
Various minor characters only served to further distance myself from the realism of the story. In my experience, the characters who manage to stick are those who are able to form a complex emotional connection, good or bad. This is achieved through a layer of backstory that hopefully serves to justify that character’s future decisions, while leaving room for interpretation along the way. Part II largely fails in this regard, introducing numerous minor characters who are little more than plot devices; their lacking backstories and meager emotional attachment utterly distracted me from believing many of the major plot revelations, alongside questionable character decisions that even Ellie - one of the most well-written protagonists in gaming - is not immune to. I found myself indifferent to the fates of many characters, which is not something I imagined I would say about a Naughty Dog game.
The pacing can’t be any worse, can it? A lack of interesting set pieces makes it so, where more would have helped alleviate parts of the game where going on foot lasts for minutes on end; there are few memorable set pieces on the journey, whereas I can think of the original game and come up with a treasure trove. Furthermore, The Last of Us Part II barely holds itself together through the pacing alone, which struggles from plot holes and few interesting set pieces, but combined with lackluster minor characters, I cannot help but feel that the story needed to be longer to fall in line with Naughty Dog’s ambitions for the sequel. A longer game length would almost certainly have created a more seamless world and fleshed out characters to the point where I actually cared about them.
Nevertheless, I did enjoy the narrative, albeit to a much lesser extent than I hoped. Seattle is a wonder to behold, with breathtaking vistas and a creative design that tells a story at every major park or convenience store reminding you of what life was once like. Plundering for supplies and finding notes left behind by previous inhabitants made it so I never got bored of exploring the city, and even certain side stories exist within those notes that were a joy to puzzle through and a great example of how Part II brilliantly bridges the gap between gameplay and narrative. And do not let yourself be fooled: Ellie is still as badass as ever, with an incredible sense of humor and unflinching resolve that made me yearn for her success. Afterall, anyone who derives pleasure from terrible puns gets an A in my book! Joel is the same incredible character as before, and thankfully, Part II introduces a few major faces that I believe competently stand toe-to-toe with the dynamic duo. Perhaps the biggest compliment I can give this game’s cast is that I never thought for one second that I was watching actors; their motion capture and voice over performances jump off the screen, amplified by unbelievably realistic animations that go as far as to pop out veins when characters are angry or exhausted. All of the actors - regardless of how I feel about their character - are in leagues of their own, and it's a testament to their motivation to see these characters brought to life that the gaming landscape can transcend the screen.
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Wait, I was Missing a Screw?
I always find it remarkable when sequels manage to add gameplay elements that immediately evoke that ‘Oh my gosh, how did I live without this?’ reaction, and The Last of Us Part II is one of those few instances. For the uninitiated, The Last of Us uses a third-person stealth system that differentiates itself from those of the genre through a dynamic cover system that makes it easy to switch between all-out brawls to hiding behind cover in an effort to lure opponents away from your location. To survive in post-apocalyptic America, players must scour for materials - which are understandably scarce - to craft items ranging from molotov cocktails to health kits, all the while keeping an eye on their surroundings as crafting does not pause the action, creating a risk vs. reward system. Unlike its predecessor where Joel was the main playable character, Ellie takes center stage in Part II and brings with her an increased nimbleness compared to Joel that lends combat a much faster locomotion. In fact, Ellie is able to go prone to decrease her visibility to enemies, and shivs, which were a finite resource in the original game, are now unlimited, allowing for Infected to be killed easier. And in a shift to more realistic encounters, hiding in tall grass does not grant Ellie full invisibility.
All of Part II’s combat mechanics combine to create a masterful ebb and flow. The faster pace of combat brings with it the need to think more strategically and on the fly that I grew to find more enjoyable than the original game. The amount of approaches to any given combat scenario are staggering, and each player is almost certain to have a different experience. I had an encounter where I got noticed by a dog and ran toward the nearest window only to be noticed by a person below me, resulting in a constant barrage of bullets until I gave in and fled for tall grass, only to shortly thereafter be ambushed and place bombs to save my life. All of this was done incredibly seamlessly, through an easy-to-navigate user interface that makes it simple to craft items or swap weapons.
The scarcity of materials and ammunition gives a tangible heft to each decision that added to my enjoyment. While Ellie is incredibly strong, one misguided kill or poorly thrown bottle can have enemies surround her from all directions. Therefore, finding ways to outsmart opponents and eliminate them silently felt the most satisfying, especially considering how smart the AI can be; enemy factions will find ways to flank you and once they have you in their sights, it is extremely difficult - but plausible - to succeed unscathed. Indeed, most encounters can be completed without killing a single soul, which requires a keen memorization of movement patterns and, in the case of Infected, an understanding of how each one behaves. Runners act most similarly to humans but are far more aggressive, Clickers flail towards any sound they hear and instant-kill anyone they cross, and the newly introduced Shamblers are a unique mix that throw acid bombs that deal damage over time. Furthermore, I found the silencer to be my favorite new item, because not only does it create another risk mechanic by using rags, which are required in crafting molotovs and med kits, but they require such precision to be useful that I always felt on my toes.
Part II’s focus on realism is what especially impressed me. Ellie has to struggle whenever she performs a stealth kill, which might take one second in Uncharted or Assassin’s Creed but takes significantly longer here, giving an actual reason not to kill enemies and lending to the survivalist nature of the populace. As Ellie gathers tools throughout the journey to upgrade her weapons at workbenches, the look of her weapons change, and in an appreciated design decision, there are not enough tools and supplements in one playthrough to fully upgrade Ellie, which gave reason to each upgrade. I would have liked to see more open-ended combat areas akin to the one in the E3 2018 demo, as those challenged me the most and truly showcased Part II’s greatest mechanics, but the variety of arenas makes this a minor issue.
Exploration outside of combat proves vital to survival, and with a few exceptions, I thought they nailed this aspect of the gameplay. Looting desolated coffee shops or apartments felt both uplifting and depressing as I grew stronger in preparation for the next combat encounter, but taking in the details of these locals revealed the relative simplicity of pre-outbreak life and made me yearn for those just trying to survive. Downtown Seattle in particular was a wonder to explore, and it would have been nice to see more open-world areas like it, especially since the character interaction in this segment is amazing. And in a quite shocking turn for the worst, some workbenches are way too close to one another, removing the sense of satisfaction upon finding them that was in the first game. It can be jarring to go hours without a single workbench only to find two twenty minutes apart, and removing a workbench in those instances would have increased the satisfaction of discovering them.
Moreover, although I was disappointed by the narrative, Part II’s gameplay seldom underdelivered with worthwhile exploration and an impact to each minor decision that engaged me all the way through. The combat is truly masterful, with various innovations that will make it difficult to return to its predecessor, which was already leagues above its contemporaries. I can only hope other developers prioritize seamlessness in their gameplay as well as Naughty Dog has done in The Last of Us Part II, and I have complete faith that whatever their next project may bring, its gameplay will be similarly spectacular.
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When Nature Takes Over
I’ve rambled on and on about The Last of Us Part II’s story and gameplay, yet I am at a loss about what to say about the presentation. I feel like Naughty Dog has spoiled me by this point, because, yes, Part II’s presentation is terrific. How could it not be? Somehow, they have managed to one-up themselves yet again to deliver another gold standard for the industry. The motion capture and voice-over are sublime, Seattle itself is a splendor to behold, and the fluid transitions between cutscenes and gameplay are remarkable, but there are so many tiny details that elevate this game so far above its contemporaries. Just to name a few: notes you pick up and read in water get soaked and need time to dry; some if not all doors close themselves over time, requiring them to be opened again; characters squint when a light is pointed at them; dense foliage sways realistically as Ellie passes through it; Grass recedes as Ellie steps on it; when opening safes, there is an extremely subtle *clinck* when Ellie lands on the correct number, as is the case with many real lock-based mechanisms. And the glass textures. Oh my Bloater, the glass textures; in truth, all of the various shaders and textures are top-of-their line and very impressive. And as one who has dealt with feet of snow for weeks at a time, I feel certified in giving the stamp of approval on Naughty Dog’s snow textures, which perfectly capture the agonizingly slow movement and struggle that I get to deal with every winter (I hate snow). While it would have been nice to see more consistency in regards to material properties, such as when certain windows are unable to be smashed even though they look like they are able to, The Last of Us Part II is undoubtedly one of the greatest looking games out there, with an unmatched art direction and mind-boggling attention to detail that bring Seattle to life. It appears Naughty Dog feels the same, with a fleshed out photo mode that I see a lot of players getting great mileage out of.
In terms of performance, Part II ran at a mostly solid thirty frames per second on my launch PS4 and only struggled in especially demanding areas. There were a few glitches, that while not game-breaking, were irritating such as having Ellie spin in circles for a few seconds after I pressed the interact button. Also, to my knowledge, there is no way to switch between bottles and bricks, which made Part II feel more limiting than its predecessor in regard to controls.
Gustavo Santaolalla returns as composer for Part II, joined by Mac Quayle whom you might know from Mr. Robot and American Horror Story. With the same gorgeous acoustic rhythms and unique mix of instruments, Santaolalla and Quayle have hit it out of the park with themes that perfectly encapsulate their respective moments. There are some spine-chilling tracks in this game that add a palpable poignancy to story beats and complement the incredible cinematography, creating one of the most impressive soundtracks of the generation that serves as the cherry on top to Part II’s incredible production values.
Hand in Hand
I would like to take a minute to commend Naughty Dog on the immaculate care they took in making The Last of Us Part II as accessible as possible. With fully customizable controls, contrast settings, custom difficulty options, the ability to enable text-to-speech, larger HUD sizes, and so, so much more, Naughty Dog has truly gone above and beyond in catering to those of all playstyles. I am a believer that, as Xbox head Phil Spencer would say, “When everyone plays, we all win”, and seeing Part II go all-out in support of making games a more inclusive medium is heartwarming. Naughty Dog has set another standard for the industry but this time in accessibility options, and I only hope that other studios follow suit.
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Verdict
The Last of Us Part II encapsulates why I believe it’s paramount to go into every video game with no expectations, as that is the only way an honest opinion can be formed. As much as I wanted to love the game, I cannot in good conscience say that I did, almost entirely due to one of the most flawed narratives I have ever seen. The story is what pushed me along but it is ultimately too ambitious and made me cringe more times than I can count with plot holes galore and unlikeable side characters. Therefore, Part II needed more time in the oven to flesh out its Cordyceps-ravaged world and improve the pacing. At the same time, Naughty Dog have once again proved that they have a divine control over how to make games tick, with the presentation, gameplay, and narrative all seamlessly converging to the point where no part of the game is complete without the other. The lengths characters go to survive is not only believable but emotional, and I could not help but feel a connection to beautifully written major characters such as Ellie. So while I did not love it, I did really enjoy my time with The Last of Us Part II and view it as a worthy successor to one of the greatest games of all time. Always engaging and incredibly varied, the combat is worth the price of admission alone, and an unrivaled presentation and accessibility features set a new gold standard for the industry. I remain excited for whatever Naughty Dog does next and know full well that they will deliver, but I hope that they learn a valuable lesson from Part II: each structure has a unique foundation that requires certain materials to bring it to life, and objects that work for a loft-style apartment might not bode so well for a twenty story building.

