This review contains spoilers

The Last of Us Part 2 is undeniably beautiful, expansive, ambitious, and epic. I basically hated it, unfortunately.

The gameplay is identical to the original with some minor changes. Each of the two characters you play as has slightly different abilities and a different suite of weapons, but the variety allows you to play either of them basically however you want to. All of the UI and control complexity remains from the first with all of the same negatives. There is a bit more to the melee combat (dodges and counter attacks) but it feels very sluggish and targeting is off a lot of the time. The melee combat basically plays like an extremely bad version of Bloodborne.
On the upside, using shivs to get through doors is no longer a thing!

Narratively, the game is a train wreck. It has a ton of content that is irrelevant to what seems to be the theme of the story, a ton of mixed messaging around how you are meant to feel, and the narrative itself is fairly rote and predictable.
The game begins with an extended introduction where Joel and Ellie's current situation is laid out and Abby kills Joel (I actually don't think this is a bad narrative choice). You then play as Ellie in Seattle over three days up until your revenge quest leads you to a confrontation with Abby. Now it is Abby's turn over those three days until you meet up with Ellie. Then, after a non-resolution, you play through a low-key farm scene, followed by Ellie continuing her pursuit of revenge in Santa Barbara and the finale of the game. This is all punctuated with flashbacks, showing you the history of the various characters in the game as they relate to Abby and Ellie as well as why Abby killed Joel to begin with.
So. I think it is supposed to be a tale of revenge and cycles of violence in a world driven almost entirely by violence culminating in two people paying dearly for that cycle and deciding to end it. This sounds fine, but the execution here is incredibly poorly done.

Most of Abby's section is unrelated to this theme (she already got her revenge and doesn't even know Ellie is around for 75% of her playtime) and seems to exist purely to make you identify with Abby and her friends, presumably in order to feel worse about having killed them all as Ellie (but... I guess I should only feel bad for killing the people who have backstories? not the nameless masses I chew through otherwise? So is the theme that only targeted violence is bad?). Even at points where the stories should obviously affect each other (when Abby is in the basement of the hospital while Ellie is killing Nora upstairs) they just don't.
New factions (The Seraphites) and characters (Lev and Yara) are introduced that don't have anything to do with the theme other than I guess to further motivate that Abby doesn't deserve death?
Abby's story could have been about how her revenge didn't solve her problems or something, dealing with fallout from going rogue or the trauma of what her group did, giving you some insight into Ellie's possible future that would actually add to the game's theme, but it just doesn't and ends up feeling too long, kills the pacing, and is completely vestigial.

There seems to be an attempt to humanize the WLF (Abby's group) and make you feel like Ellie shouldn't just kill them, but they are a group that indiscriminately kills anyone coming into their territory and leaves corpses around as warnings. They also ruthlessly kill any of their own members who show any mercy towards the Seraphites, who they are at war with. The game is written as though the WLF is redeemed by the fact that they have names, joke with each other, and some of them are pregnant. The fact that the game seems to want you to feel bad for killing them as Ellie but also to feel justified killing them as Abby when they turn on her is completely mind boggling.

Flashbacks in media normally serve to re-contextualize something, giving the viewer a different perspective on a character or event. Almost all of the copious flashbacks only seem to show that Ellie and Abby have friends...? I guess? They are universally just flashbacks to time spent with people we already know they care about. They occasionally give you some insight into relationships (Owen and Abby) that is obvious or pointlessly motivate some character trait (Tommy is a sniper!). There is a ton of buildup for a particular flashback (Ellie and Dina's kiss, which they already showed as an E3 teaser anyway!?) that really has nothing to say about any of the characters or events.
Two flashbacks in the game actually serve a purpose related to the story and theme, one that illuminates why Abby wanted to kill Joel and one that illuminates why Ellie decides to let Abby live at the very end of the game. The rest serve to extend the playtime pointlessly and are all very low-stakes and boring, since even when there is gameplay, you know it can't have any effect on the main timeline.

So even though the theme for the whole game seems to be "Revenge and cycles of violence are bad," the way everything is handled really just makes it "killing people you know is bad, but not always." Which is pretty dumb.
Additionally the final flashback tries to reframe things around Ellie's inability to forgive Joel and how her anger was partially because that chance was taken from her, but the rest of the game has even less to add to that so it only makes the ten hours you play as Abby and most of the characters that are added feel even more pointless.

The greatest strength of the first game (I mentioned it in my review) is that the gameplay is so in line with the theme and narrative the game explores. Your struggle and desperation to find resources and survive mirrors Joel and Ellie's struggle as they attempt to reach their goal. It puts you in Joel's shoes and effectively prepares you for the decisions he makes at the end of the game.
The Last of Us Part 2 convinces me that the team (Neil Druckman?) had no idea what made that game powerful and successful. Part 1 cribs its narrative from post-apocalyptic fiction (specifically The Road), which is a genre that outlines verbs that map incredibly strongly to gameplay -- specifically Resident Evil-style survival horror gameplay. Part 2 skews so far from this that it really feels like they stumbled into this successful formula, rather than intentionally targeting it. As if they applied really great technical execution to what was already on the page and it worked out.
Part 2 is not at all about survival or desperation, so scavenging for scraps and making do with what you can find runs much more counter to Ellie and Abby, who are just smashing their way through anyone in their way. The sole area that felt really good to me was when Ellie first gets to Seattle, where the scavenging gameplay turns into a hunt for clues to the group Ellie is chasing and how to get to them. The rest of the game absolutely could have been structured this way (Ellie using the theatre as a base of operations to hunt down Abby's crew and an alternate approach to Abby's section) and the narrative would have aligned more successfully with the gameplay.

Along with the initial Seattle area, the game does have some super strong moments. The village assault during Abby's section stands out as a cool set piece even if the boss fight at the end is uninspired. Most of the level design in the game doesn't work quite as well as the first game though. I found the stealth/combat arenas to be largely less interesting and expressive, with what felt like more triggered events and unavoidable firefights.

I liked The Last of Us Part 1 much more than I thought I would and this game was an extreme disappointment to me. I would write paragraphs more about the problems with the narrative (I didn't even touch on Dina, Mel, Jesse, or the pointless extra Santa Barbara faction that gets introduced), but there really isn't a need to.
People like this game, so maybe you will too, but I honestly cannot recommend anything about it.

Reviewed on Sep 28, 2022


5 Comments


I think the strongest part of the first game was the narrative and the relationship between Joel and Ellie in particular. Part 2 tosses this strength into the garbage after a few hours to have some controversy just for the sake of it. And the fact that you kill as Ellie so many innocent people only to then have mercy for the person which brutally murdered your "dad", yea the story of Part 2 didn't work for me at all which is sad because as I said, that was the biggest strength from the first game. I really hated the Last of Us Part 2 unfortunately. But great review!

Yeah, I don't mind the narrative twist in 2 so much, it is the lack of narrative coherency around that twist that gets me. I can see why it rubs people the wrong way though.

Thanks for the comment!

2 months ago

Skimming around Backloggd to read stuff, this was an interesting one. Everything you're describing is actually a huge part of why I liked the game so much. I describe it as a "post-apocolyptic slice of life" with a basic dramatic impetus to justify being pulled through a deeply realized world. I wasn't looking for thematic connections much while I was in it, it really didn't even cross my mind to do so. There's so little connecting many story moments of the game beyond just pure characterization, and also so much of the game time is spent in a sort of inescapable real-time subjective frame of reference.

It feels much more about experiencing the subjectivity of these people and this world than about telling an epic story or conveying coherent messages or themes. I'm not convinced that was "intentional" per se, knowing generally how Naughty Dog makes games and how their leads write stories, but for me the gestalt of wildly polished controls and gameplay immersion with that close frame on the characters just bumbling through one event after the next while periodically being striken by cinematic action set pieces all came together as just purely visceral and wonderful. Even with the huge cinematic set pieces, most of them have no real "plot" or "story" or, of course, "theme" weight to them, many are wildly contrived and only make sense as a sort of comedy of errors or coincidences, but that ties right back to my feeling that it's a kind of heightened "slice of life" in the hell this world must be in order to also be a world that supports a fun video game experience.

Anyways, I can totally understand ending up where you did, I don't actually disagree with anything you wrote in principle, I just sort of directed my attention in the experience to other things I guess.

2 months ago

@isaiaheverin thanks for the comment!
I absolutely went in knowing Neil was hitting themes here, having seen a few interviews with him about it. That colored my play and opinion of the game to a large extent, I imagine. I definitely judge The Last of Us Part 2 more harshly because of it (and because of how reprehensible the allegory for Israel/Palestine it is trying to be is, but I won't get into that).
Uncharted play as you describe for me (Drake fumbling his way through a series of set pieces) and I like those much more. A game like this patterned after a post-apocalyptic travelogue (which it sounds a bit like what your experience was), like Day of the Triffids or something, is an awesome idea! I honestly wish this team was pointed at experiences like that, rather than being an outlet for Neil's at best serviceable writing and astounding lack of attention to structure and plotting.

2 months ago

@rentheunclean - Haha, yeah, that makes sense. I kind of disengaged with the broader community reaction and ND's actual development details on this one and just took it as it came. I'm on the fence between watching the doc they made just to know how a studio like that talks about itself and not wanting to because it'll poison what I managed to get out of the game.