I'm tired and didn't expect to finish this tonight so I'm going to stay terse. naughty dog is obsessed with filmic avenues for games as art. game design is entirely secondary and liberally cribbed from contemporaries. consider literally any jak game (standard collectathon for first game, same engine grafted to eyebrow-raising drab GTA world for second game) or uncharted (bog-standard cover shooter + ico-lite platforming + half-hearted turn towards horror in the back quarter). naughty dog only believes in conglomerates of design. interwoven webs of market-proven mechanics where the connective tissue is the graphical fidelity and storytelling.

this is not what I like in games. I like games that create internal logics that interact with each other in novel ways. this doesn't have to be complex. arcade-style games form tiny cores of necessary mechanics and grow their universes from exploring the facets of each element in further and further detail. surprisingly, the last of us is naughty dog's attempt at making such a game. it is meant to be a rich tapestry of survival, horror, grounded shooter, et cetera. its individual elements are evidently meant to pulsate and reprise in waves across the experience. approaches to encounters are meant to run the gamut of stealth, guns blazing, trap-oriented, and any combination of these you can conceive.

naughty dog is not a studio that has the design chops to make such a game though. instead, the end product is The third-person shooter. the third-person shooter monolith if you will. a pastiche of nearly a decade of design patterns evolving shoved into a single casserole. when in tightly constrained areas, cover is conspicuously placed for you to camp behind while you clear the room. other areas feature hidden routes to quietly crouch-walk through under the auspicious of "tense" play. others feature onslaughts of infected waves meant to be gunned down. these are discrete and easy to recognize. what makes it interconnected is that the options are bare enough to make transitioning styles required. getting caught during stealth just makes the game a cover shooter. running away from clickers far enough transitions back into stealth. remaining in cover long enough will eventually force the enemies to push and let you react aggressively. no one system ever has enough juice to invigorate the experience on its own. walking up behind someone to shiv them rarely changes outcomes over just shooting them with an arrow or walking past. shotguns sometimes barely stagger opponents so what pleasure do I attain from experimenting with the weapon when a point-blank headshot doesn't even cause them to explode into gibs. I could just use any of the multiple other weapons that have the same effect.

all you're doing at the end of the day is eliminating individual enemies with one of the options off of the a la carte weapons menu. no need to manipulate their search AI or clump them into groups or anything beyond just rotating weapons and picking off every enemy one by one. only thing that changes is if you're supposed to be playing gears-style cover tactics or far cry-style "clear the base by pressing the takedown button behind everyone" or resident evil-style horde extermination. which is potentially enough to satisfy anyone who wanted a third-person shooter buffet. none of the styles are really entertaining enough on their own to justify the whole. the universe the game design resides in is disjointed.

the rest is pushed forward by walking forward through pretty corridors pressing triangle whenever the game asks you to. none of the aforementioned mechanics lend themselves to puzzle-solving, so virtually every instance of one in the world is just moving a ladder or letting ellie float on a wood pallet. in keeping with the crash bandicoot crate methodology ie provide minute interaction between the actual tests of competancy, the game litters materials all throughout the world for you to mindlessly pick up. any semblence of creating fragments of life in these environments is shattered by this. joel and ellie's banter is mumbled as backdrop for me rumaging through lockers and piles of trash for extra bandages or ammo. representations of life pre-apocalypse decaying are bastardized as I sift through drawers looking for those telltale item symbols to pop up for me to view. this is not an insignificant portion of the game mind you. some of these segments of nothingness reach the 15-20 minute range. if they were so concerned with letting me appreciate the views, maybe they wouldn't have felt the need to breadcrumb trail me around, pointing my camera at the ground constantly in the process. which does not even begin to highlight the inauthenticity of every supposed residential area with conviently placed rubble or cars or such to create cover-based combat arenas.

with this said, its adaptability is its greatest strength as much as it is its downfall. the general workbench design and locked doors are lifted from dead space and rendered more enjoyable here thanks to a streamlined tech tree and relatively-common shivs being used as keys rather than expensive power nodes. the actual gunplay is medicore since it never matches one modality, but at the same time it is at least a better murder sim than uncharted and its sanitized pg-13 firefights. enemy AI is not exactly robust and is easy to exploit thanks to the overeemphasived distraction item mechanic (bricks and bottles are yet another endlessly available item to collect), but it is complex enough to surprise the player and force more reactive play.

there's a particular moment I really liked. in the basement of the hotel there's waterlogged storage rooms with an elevator to reach the main floors that is disabled. enabling this requires turning on a generator located on the opposite side of the area, which will attract many waves of infected along with a dangerous bloater enemy. there are many approaches to this section, including simply beelining to the exit with the keycard for the elevator, setting traps in places where the spawns become most congested, or simply fighting it out amongst the onslaught of opponents. this is identical to the style-switching I discussed earlier. however, this particular encounter is totally open-ended in a way where a particular approach isn't necessarily prescribed. in my first attempt I played cat and mouse with the bloater before I knew the keycard location because I had unwittingly turned the generator on upon seeing it. my second attempt I tried to fight back more proactively, and on my third attempt I laid down traps and planned an escape route beforehand. none of these were intended strategies to the extent that the developers felt pressed to include copious hints towards one style or another (blatant cover, passageways to crouch-walk through, etc.). the area is relatively large as well, and thus the actual tactical evaluation feels less limiting. if only more encounters in the game had attempted something higher-level like this instead of pulling from canned ideas.

all of this is in service of delivering the story. I would call it a children of men rip-off if I had ever actually watched that movie. I appreciate that joel is the anti-nathan drake. the deluge of quips is replaced by generic gruff guy behavior (not to mention ellie handles most quip duties when appropriate), but at the very least the game does a better job presenting him as a total psychopath and justifies the insane bodycount he racks up. the ending in particular I enjoyed; the "actually he did all this terrible shit because he's a terrible person!" throughline is not novel nor was it in 2013, but I rarely see a game attempt such a purposeful lack of closure. the rest is marginal. various character sketches dedicated in each chapter with predictably dour results for each. the repeated "people do terrible things under pressure" motif is wrung far too dry. makes each character's arc slight since the outcome is always known in advance. perhaps this is why I liked the ending: did not necessarily expect it given most games' predilection for riding off into a sunset.

the latter section is sort of damning because I actually played the majority of this game while dogsitting for my girlfriend months ago, and finally finished today to add another game to the halloween roster. I frankly don't remember much about the story other than the broad strokes. I at least remember more than a dozen or so particular enemy encounters, which is pretty great for a game that runs about 15 hours. what's less reassuring is how scattered my responses to said encounters were: I often remember routes I took but what guns or tactics I favored are completely absent from my memory.

a smorgasbord of opportunites for you to throw a brick somewhere and make everyone around you go "huh? what was that" and allow you to walk behind them. speaking of which: the clickers. the perfect synthesis of "scary enemy that actually is so trivial to circumvent that it's not scary" and "scary enemy that awkwardly OHKOs you and becomes more frustrating than scary". having your primary horror encounters be based around an enemy that cannot see you renders virtually every situation with them one that rewards just walking really slowly. that is when you don't have a brick, which you nearly always will because they're generously located near all clickers. finally building up the firepower to kill them more efficiently would be great if not for the OHKO, and so just walking around them still feels like the dominant strategy up through the final area. other than using the flamethrower that is, which I frankly underused outside of the final areas. also this review is more terse than my usual shit which thankfully meant I knocked it out in about an hour but still is way too long. oh well. better than my original draft from when I was more actively playing it that tried to wade into the lukewarm "games as art" discourse.

Reviewed on Oct 25, 2022


7 Comments


I have a mixed relationship with this game. I resent it somewhat for popularizing what I’m calling the “oscar bait” genre of games that seem to now dominate Sony’s exclusive lineup, yet I think it’s a better take on that type of game purely because it doesn’t suffer from the same ludonarrative dissonance most of those other games suffer from.

1 year ago

I don't think Jak should be grouped with Unfarted and The Last of Desert Bus like that. I mean, Jak 2 has a skateboard! That's as video-gamey as you can get.

In all seriousness, I don't think those games have the same sort-of ambitions as Naughty Dog's later work. I'm pretty sure the founders of the company left right after working on Jak and I think that's when the studio shifted focus. I'm not gonna sit here and say that Crash is as ingenious as Mario 64 but they are legitimate competitors in a lot of ways, and I struggle to say that Mario 64 is some cinematic walky-talky emotional rollercoaster game. That same general attitude and goal also applies to Jak, at least I think.

Or maybe I'm missing the point I don't know

1 year ago

@TylertheTigrex quantifying the ludonarrative dissonance is hard because I think it's present in virtually everything and it affects everyone differently. for those aspects cropped up for me frequently here thanks to the need to rummage for supplies constantly while supposedly having heart-felt conversations and such. I also haven't really played many modern sony exclusives in that vein tho outside of spider-man so the worst that "genre" has to offer is probably not something I've seen.

@HylianBran what I meant is that the design methodology is exactly the same. "interwoven webs of market-proven mechanics where the connective tissue is the graphical fidelity and storytelling." jak 2 certainly doesn't have a cinematic aim but it is nakedly trend-chasing and design-wise reflects this fragmentation between open-world TPS/platformer; hell, jak 1 is designed similarly with the benefit of drawing upon the best of the collecathon genre after it had already creasted. both of these are also vehicles to display the studio's innovative data-streaming (aka seamless loading) systems + highly articulate animation. crash 1 is in the same boat in terms of technical prowess but is sort of an odd duck in terms of design style... it's basically something like donkey kong country with a limited third axis. it stands apart from its contemporaries because sm64 set the playbook and virtually everything else copied that, but at the same time it's still wed to a 16-bit conception of platforming fundamentals. the cinematic part isn't really the operative element here, it's more the lack of cohesive design and inability of the company to come up with novel ideas. I think tlou is their attempt to conquer the former issue but it's totally unable to approach the latter.

1 year ago

Boy, you wanna talk about ludonarrative dissonance, how about the incredibly ill-advised MGS3-wannabe moment where you're expected to pull the trigger yourself on the doctor at the end. Snapped the game cleanly in half for me, singlehandledly

1 year ago

@DJS i had to ask my girlfriend just now about that and she showed me the scalpel-stabbing prompt you can perform there. I skipped it by just spraying the whole room with the flamethrower LOL. any game with a "look at how much of a sick fuck you are" schtick is too funny to me. like hello, i didn't design the game to make it fun to kill people, y'all did! the gravitas of that scene is somewhat lessened by that fact.

1 year ago

I just walked in and didn't do anything and stopped playing the game, haha. If you're going to give me the choice of what to do here, it's not gonna be this!!

1 year ago

@DJS totally makes sense, and it's literally the end of the game anyway so you didn't miss anything at all