The Last of Us | Spoiler posts are now ok, IF properly tagged and not in titles. |
- Spoiler posts are now ok, IF properly tagged and not in titles.
- The moment I received my Collector’s Edition! TLOU 2 is by far the best game I’ve ever played!
- Rate my setup.
- [FULL ENDING SPOILERS] What I think the ending TRULY means, and what I think a lot of people may have missed in its symbolism
- Love+Respect≠pander
- I got goosebumps when I watched this scene. The graphics in this game is probably the best this generation.
- The AI in TLOU2 when all you want is to crouch up and get the stealth kill :)
- Small detail I've noticed
- Wholesome
- Why Abby is bad writing
- The difference? You actually have to buy the game to rate it.
- Can we please take a moment to appreciate the best mullet in video games at the moment or maybe ever? Respect.
- One of the staff members solved the entire story of Last of Us 2 by referencing the Moth symbols.
- smh bad writing
- Neil Druckmann addresses a common criticism people have with TLOUII
- After spending months avoiding spoilers/leaks, ignoring biased opinions of the game, and finishing the game thoroughly blind, I ended up being pretty disappointed with TLoU2.
- Playthrough #2. You're not getting the jump on me this time
- Looks like they had the same issues as us
- Has anyone actually done this with an incoming arrow ? Is it even possible ? I’ve never actually tried.
- If you take a lot of damage from runners, Ellie's gas mask visor will begin to crack. Amazing detail
- I loved PT II, but it dug up a lot of repressed grief.
- I loved this game so much that it made me sad when it ended. Like real sad.
- The model viewer section is pure gold
- Can’t wait to hear Joel’s opinion on the game
- My Last Of Us inspired bookbag
- [spoilers] The scene that completely changed my view
Spoiler posts are now ok, IF properly tagged and not in titles. Posted: 26 Jun 2020 10:52 AM PDT We are lifting the restriction on spoiler posts as of today. Some caveats:
You can tag comments like this: >!spoiler goes here!< [link] [comments] | ||
The moment I received my Collector’s Edition! TLOU 2 is by far the best game I’ve ever played! Posted: 26 Jun 2020 08:48 AM PDT
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Posted: 26 Jun 2020 10:23 AM PDT
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Posted: 26 Jun 2020 02:27 PM PDT FULL SPOILERS FOR THE GAME'S ENDING AHEAD, DO NOT READ ANY FURTHER IF YOU HAVE NOT FINISHED THE GAMEThis is going to be a long post, sorry. I see a lot of people angry about the game bring up several reasons for it that seem entirely contradictory to what the game is trying to say. It's a very symbolic ending and looking at it in a dry, clinical way can make it look pretty bad, and I get that. I think the main way people are disappointed is that they think the game does Ellie dirty and disrespects her character. For example, some people may think:
I think all of these are wrong ways to look at the ending. Yes, in a way that is what happened, but the game is so not about that. I'm going to structure this in parts to make it easier for those who might be skimming through This game is not about AbbyThe first mistake is I think people are seeing this as an Ellie/Abby story and the fact is it isn't. Whether you love Abby or hate her, the conclusion is not about her. This game is about Joel and Ellie, and most specifically Ellie's side of it, where TLOU1 was Joel's side. Abby's part is not important to the conclusion itself, it is needed in order to make Abby more than just a videogamy antagonist, a roadblock, an obstacle you have to kill in order to get to the end of the game. Abby's part is functional, it forces you to see her as more than "the bitch who killed Joel". This part of the game exists to allow you as a player to make sense of Joel's death and come to terms with it, the same way Ellie needs to. Some people are too angry for this part of the game to work, and I can understand that. Some were too self aware of what the game was trying to do and it took them out of it. Others on the other hand may have preferred Abby's part of the game and felt like the game was more about Abby than Ellie. But really, Abby's story is functional more than anything. It's not even a new story in fact, it mirrors TLOU1 a whole lot, and it's not a coincidence. Abby is a sweet girl turned ruthless killer by terrible loss, who starts questioning her humanity and finds redemption in saving a kid. Sounds a lot like Joel, huh? This is probably part of Ellie's choice to let Abby go, she sees Abby as Joel to Lev. Ellie didn't even want to live, and TLOU1 was horribly bleakThis is highly important to Ellie's arc, and something that wasn't talked about a lot in the first game because it was mainly told from Joel's side. Ellie is consumed by survivor guilt. She got bit with the girl she loved and had to watch her turn and probably kill her while she inexplicably survived. She needed this to make sense, she would have rather died in the hospital because she didn't think she deserved to live, she wanted Riley's death to mean something. This is how Ellie operates, she needs meaning. I think a lot of people view TLOU1's ending as less bleak than it really is. At the end of it, Joel got his redemption, but at what cost? How will Ellie live with his decision? And if she believes him, how will Ellie move on from her survivor guilt after learning that all the terrible shit that happened to her meant nothing, that Riley's death meant nothing? How and when will she find out? It was extremely likely that this secret would fester and poison their relationship. There was no happy ending in sight. Either Ellie believes him and her life has lost all meaning, or she doesn't and their relationship is ruined. Somehow, TLOU2 managed to bring us both of these, in a good way. What the ending truly meansAlright, now on to the real discussion Ellie felt like she had to kill Abby because of her PTSD. When she finds her almost dead on the pillars she's starting to wonder what the point is, maybe she's been punished enough, and she has Lev and Ellie is probably seeing a lot of Joel in her with the way she's protecting him. She's about to let them go, but then Joel's dying face flashes before her eyes, and she knows she has to do something, she has to kill Abby or die trying. That's why she starts the fight, because she is haunted by Joel's beaten, bloody dying face and she needs to make sense of it. But at the last moment, when she's about to kill Abby, it's not Joel's death that flashes before her eyes. It's a peaceful memory of him playing guitar on his porch. A memory about forgiveness. And at that moment she understands that it's not worth it, that this isn't what's causing her PTSD, and that she needs to let go of her anger, the same way she tried to do for Joel. That's why she lets Abby go. And then when she gets to the farm and plays guitar, it's so not about the fingers. If anything almost every time Ellie plays guitar it triggers a bittersweet Joel flashback, but here it triggers the sweetest flashback of all. That last scene is not about the missing fingers, it's about the flashback. She remembers that the night before he died she decided to try and forgive him for what he did to her, she decided to try and let go of the pain he caused and of her survival guilt. Blinded by her rage after he died so suddenly, she forgot about this, but now realizes it's time to let him go. So she lays the guitar down gently, gives it one last loving look, and leaves without looking back. This is thinly veiled symbolism for her letting go of Joel, of the pain he caused her, of her survivor guilt. The last shot is Ellie moving forward, most likely going back to Jackson to get Dina back. That last flashback was about forgiveness, and she thinks maybe Dina can forgive her too. Where else would she go with such resolve anyway? She didn't glance back, she just picked up her bag and walked away. (the part about her going back to Dina is full interpretation on my part, but Neil Druckmann has confirmed in a podcast that for a long time the last scene had Ellie grabbing one of JJ's toys left behind before leaving, implying she was going to try and get her family back. They ultimately removed it in order to make the ending purposefully more ambiguous, but I choose to believe she's going to win back Dina because please don't take this from me) I think this is the most beautiful ending and character arc ever given to a character in any video game, movie or book that I've ever seen. They didn't do Ellie dirty at all. This is a fitting farewell to Joel and a magnificent conclusion to Ellie and Joel's story. Joel is put to rest, and Ellie can finally live with herself. [link] [comments] | ||
Posted: 26 Jun 2020 10:52 AM PDT
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Posted: 26 Jun 2020 04:39 PM PDT | ||
The AI in TLOU2 when all you want is to crouch up and get the stealth kill :) Posted: 26 Jun 2020 01:29 PM PDT
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Posted: 26 Jun 2020 05:10 PM PDT | ||
Posted: 26 Jun 2020 08:02 AM PDT
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Posted: 26 Jun 2020 02:42 PM PDT Not even once does she look at her own arms, not even once does she flex in a mirror. Are they really trying to make me believe someone with arms like that don't even glance at them? [link] [comments] | ||
The difference? You actually have to buy the game to rate it. Posted: 26 Jun 2020 11:22 AM PDT
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Posted: 26 Jun 2020 01:35 PM PDT
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One of the staff members solved the entire story of Last of Us 2 by referencing the Moth symbols. Posted: 26 Jun 2020 08:07 PM PDT Game Informer staff Member Alex I believe. He said a description of a Moth is "No matter how far it strays into the darkness it will always find the light" The moment Ellie was choking Abby she seen the Flashback of Joel on the porch with the guitar. The exact moment Ellie chose to try to forgive Joel. At that moment she returned to the light and let Abby go. The Moth symbols are on the Guitar literally the first symbol we see. It's literally Ellie's Tattoo. Also the Loading screen. When you think about it it sums up the entire story and explains the Ending. [link] [comments] | ||
Posted: 26 Jun 2020 08:55 AM PDT | ||
Neil Druckmann addresses a common criticism people have with TLOUII Posted: 26 Jun 2020 11:56 AM PDT | ||
Posted: 26 Jun 2020 02:21 PM PDT Edit: Thanks for entertaining this post, and being civil with me and each other overall! I received a lot of good insight and feedback, alongside positive discussion. A lot of people also stated that they feel this way, and wish to not be compiled into the same group as blind haters/praisers. I hope this is a step in the right direction for everybody to understand each other better instead of turning a blind eye to contrasting opinions. Cheers! I was told to post this again by the mods earlier in the week, so here we are. Before I say anything else, I want to get a few things out of the way, because I know half of you probably went "oh boy, another one of these posts." I aim to be civil and I'd love to have a conversation with you if you disagree/agree with me, because I understand that many opinions are flying around right now, and the people that dislike the game are at a bit of a disadvantage because of the behavior displayed by those that didn't even finish the game, have full-nostalgia-goggles, etc. Let's get some pointers out there first though.
None of that bothers me about the game. I had a blast playing through the many combat and puzzle sections. Many a time I found myself wiping a bit of sweat off of my forehead. The game always kept me on my toes and I had a mostly good time playing as both characters and exploring/fighting my way through the many environments that NDog have crafted for us in this piece of art. Gameplay was great, graphics were great, acting was very believable, music was phenomenal (seriously, bravo!), atmosphere was extremely immersive. In many cases it surpassed its predecessor. My disappointment problem with the game stems from how the story and game is structured, and how many topics and characters just seemed to be wasted potential. I'm not trying to circlejerk anything, I'm simply conveying my in-depth thoughts, essentially reviewing/critiquing the game from me, a long-time fan, and my perspective. I know this is going to be a long one, so I'm going to highlight each section in big text so it'll be easier to follow. I'll be covering 3 things and 3 things only: 1. Character Introductions and Development 2. Character Weight and what I like to call "Shot Out of Existence" syndrome. 3. The Choice of a Revenge Plot I also include a TL;DR at the end of each section, though they shouldn't be the basis as to what I'm trying to say. Character Introductions and DevelopmentLike I said prior, none of my problems stemmed from the characters and their base qualities. I don't care about the whole "omg LGBT SJW-catered game where's Joel who's this chick wtf" controversies. We're steering away from all that dross. My problems stemmed from how the game introduces the characters and what it expected from the player in terms of reactions. First two hours, we're introduced to, obviously, the main cast from the last game plus a few extras, and we're introduced to Abby and Owen, albeit more Abby, and even then we don't really know much about either of 'em. The main gripe I have is how NDog deals such a massive emotional blow to the player within the first 2 hours of the game. We obviously know what it is, I don't need to spell it out. However, after playing through the game, I couldn't help but feel like everything was just... out of order, or happened too early/too late, for lack of a better term. Up until that point, little is known about Abby and even less is known about her posse. The fact that Joel went out like a side character at the hands of her, and then you spend the next 10 or so hours playing as Ellie with a deeply rooted seed of anger, up until the point in which you're held at gunpoint by Abby in the theater prior to transitioning to her part, feels extremely off. I understand they're not going with a linear storyline this time around compared to TLoU1, but I still feel like the story could've been told much more properly if the flashbacks were placed much earlier and that the climax/turning point of the story happened much later in the game. The game really tries way too hard to mend its relationship with the player in my opinion, when it could've spent all that time building up the characters instead. I personally would have been much more conflicted in my feelings towards both sides of the story if Abby was given more time to develop before doing the things that she did. When she ends Joel's life in such a helpless, savage and painfully brutal scene, the player literally doesn't know anything about her other than the fact that she became the antagonist literally a minute ago. Up until that point, you just know just a tiny bit of her past/present relationships. At this rate, and for the next large chunk of gameplay, we continue to develop this itch for getting revenge for the killing of Joel and when you finally get to play her, this is the true split in the playerbase that has one half loving the story and one half that's hating it. The game heavily relies on the player to throw aside their hatred as they throw more and more "Here's another puzzle piece that makes up Abby's humanity and past" in order to regain trust in the storytelling, and I don't understand why this decision was made. It's almost as if the possibility of tearing the fanbase in half wasn't even entertained, and that the common consensus was "yeah, I'm pretty sure most players would react this way with enough time." Clearly, it didn't really work, as you have as many people liking the direction of where the game went also disliking where the direction of the game went. The game heavily relies on you being able to like Abby after enough time, and I think that's a really flawed concept. It really truly is a shame too, because I personally think that almost every individual chunk of this game was written so well, especially the flashbacks. But it just seemed so... disorganized. Like, everybody wrote their respective scripts, but nobody really knew where anything was supposed to go. The writing took an "effect and cause" approach instead of a "cause and effect" approach, and by the time I'm getting to certain parts in Abby's 3 days, I found myself not caring for half the characters, despite them dying at the hands of Ellie when I played her and I put two-and-two together as to who they were. If the game was structured more on getting to know everyone, perhaps more flashing-back to get everybody caught up with what the characters are dealing with prior to the shit-hits-fan point in the story as things happen in present time in order to trigger them, leading up to the eventual turning point in the story where you're like "oh god... they're gonna eventually run into each other, aren't they..." I feel like the game would've been much more widely received in a positive manner. If the player was given enough time to properly learn about who the characters were and their personal struggles with their environments, whether it be personal drama or literally trying not to be a traitor to your people, instead of trying to regain the player's trust by playing the "antagonist" after 10-12 hours of gameplay as the "protagonist" in the hopes that saying to the player "hey, btw this chick that you may or may not want to throw to a bloater, she's human too. here's everything she's going through, what do you think of her now? are you doubting yourself yet? are you sure you want your revenge?" I personally would have felt MUCH more conflicted if the two opposing parties ran into each other and something drastic happened. TL;DR, IMO most everything was written well, but not everything seemed to have been put in its proper place on the timeline that we have in the final product, and that affected the relationships between the game, its characters, and the players. Character Weight and the "Shot Out of Existence" SyndromeNeedless to say, we've got quite the cast in the game. We've got returning cast such as Ellie, Joel, Tommy, Maria, etc. alongside some new main faces, such as Dina and Abby. We also have Jesse, Owen, Mel, Manny, and, in my opinion, very notably, Yara and Lev. It pains me to say this, but in terms of memorable characters, I found them a bit lacking. I tried very hard to connect with Dina and Jesse, even with Owen and Mel, but I just couldn't. There just wasn't enough substance for me to find a common ground that I could use to attach myself more to these characters that play a decent chunk within the story. Let's take Jesse and Manny for my main examples of "Shot Out of Existence" syndrome. Jesse introduces himself as this person who liked Ellie, was pretty serious about patrolling, impregnated Dina, and even became the hero one time, teaming up with Ellie to escape from a sticky situation. Suddenly, he's shot in the head, and is literally never mentioned again, minus the one time prior to Ellie leaving the farm, 12 hours of gameplay later, where me and my friends in which I played alongside, went "Oh, right, that guy, yeah. I kinda remember that guy." It's almost as if that bullet that ended his life relegated him to a lesser role overall. Same thing with Manny. He comes off as that cocky guy who says a slur every chance he gets, spitting on the corpse of Joel, and he appears to have a history with Abby and her group of friends. He comes with you on a mission, gets wrapped up in some internal secrecy, and happens to meet up with Abby in the fight against Tommy when he's sniping at you across the bridge. Suddenly, half his head has a hole in it, Abby jumps for cover, and the last you hear of him is when Yara says "sorry about your friend," and Abby replies "It is what it is." It's almost as if the characters themselves barely even knew them. It elicits the bare minimum from both the player and the characters in the game. I can go on about this, but I'll leave it at that. In short, they held no weight. In the first game, you remembered Henry and Sam. You remembered Bill. You remembered how you met, what you did, what they're willing to do, their pasts, what they're doing to survive, and how you parted ways. It was so easy to relate to even the smallest of side characters that had a bit of screen time. The game didn't create characters, it created people, in which the player found connections to, no matter the character and or character pair. With Part II, by the time the game was over, half of my friends already had forgotten the names of half the cast and moreso what they really even did. Same thing with Owen and Mel, albeit a little less so, because they were pretty big in Abby's side, though Owen definitely had more of a presence. I'll get this out of the way first, I thought the whole drama between Owen and Abby was pretty cheesy and it felt really awkward at times to see them interact. Half the time it's decent conversation, and then you have moments where if given the chance more memes will come into existence, as if enough hadn't already been made already. You kill the two of them as Ellie, and many hours later, when they're re-introduced, you go "oh, so this was the guy and the pregnant chick that I killed as Ellie much, much earlier, in which I didn't really know much about or really care about." The game also seems to pull the "she's pregnant" card a lot too. But I didn't really feel much for Dina nor Mel, especially Mel, considering the first time you meet her on Abby's side, she's belly-flopping around, training for Ninja Warrior and getting into car crashes with that belly. It's a pointer in which I made back in the previous pointer about character development, in which I state the game puts a lot of emphasis on "Remember these NPCs that you killed way back when? Yeah, they were people with backgrounds and connections to the other side, I hope you feel conflicted about that. If not, here's more about them and how they relate to Abby. How about now?" For me, nobody on the WLF was really interesting or really worth getting emotionally invested in, simply because they weren't really fleshed out as characters. Obviously, mileage will vary, but I really got bored of the whole drama between the three, and I didn't really feel all that excited to see what was on offer whenever I was at the aquarium. Yara and Lev on the other hand, I loved them. Off the bat, you already know they're in some deep shit, and as Abby, it really doesn't take a lot of time to see that we have a relationship that is going to elicit humanity both from Abby, and from us, the player. We have a brother-sister relationship, where they're both teenagers trying to survive, dealing with the results of each other's consequences, all while being labeled as target practice by the very people that took them in alongside the WLF. I felt extremely worried when Lev left the aquarium to convince his mom. I genuinely wanted Abby to find the materials for Yara's surgery so she can have a chance to recover. I was praying that at least one of them made it out of the horrible mess. I got none of that from Manny, Owen, Mel, or even Jesse. I'd even go as far to say that part of me almost labeled Dina in the same vein. TL;DR: Some particular characters really needed more screen time or more information about them, because I ended up not caring about half the cast, when compared to the first game, everyone had a place in my head when playing through their respective scenes. Almost no character had any proper send-off. They were just gone. Revenge Plot and the Theme of "Revenge is Bad."This game direction seems to be quite polarizing, to say the least. I myself didn't mind it much. What I did mind, is how it doesn't even stay true to itself. Right off the bat, we're given the end-goal of revenge. It's definitely payback time, for what they did to our beloved character(s). They aren't getting away with this! Also, right off the bat, we're given the concept that "Revenge is terrible, because of how it affects literally everyone around you." Tommy initially runs off because he couldn't let it sit. Ellie and Dina give chase, while also aiming to aid Tommy in giving Abby and the WLF what she supposedly deserves, putting themselves in increasing levels of danger on this journey of giving the other side the taste of their own medicine. Even after the main part of the game, during future events, Tommy still can't let it go, bringing Ellie the information that ultimately has her go on the journey that she not only was unable to fulfill the goal of, but returned with both nothing to show for, and nothing to return to. She's lost everything one more time. The first time prior to meeting Joel, and the second time after the game is over. Abby's main "revenge" wish is fulfilled when she avenges her father and rips away a core part of Ellie's livelihood, in which sparks this entire game (albeit, yes, in the first game Joel kills her dad, which sparks the initial conflict in this game's beginning, but, again, I feel like things still should've been shifted around in order to make everything much more weighty...). She herself also rebels against Isaac, going against orders (I suppose you can also look at it as a form of payback) in order to find the whereabouts of Owen after he shoots one of his own. She goes for revenge after finding Alice (doggo, in case you forgot), Owen, and Mel dead, and... sort-of gets it. She kills Jesse, and caves in both Ellie and Dina's faces, while nearly taking out Tommy for the third time. She gets her message across, or so it seems. Abby is able to get her revenge, perhaps maybe even more than once, and in the end, she gets to return to her old group that's holding out with someone new under her wing. Meanwhile, Ellie never got her revenge. She follows the theme of "Revenge is bad," and she gets nothing for not getting the revenge that she wanted. In fact, she not only gets nothing, but she also loses nearly everything she has. There is no Dina to return to, no JJ, just a barren home with her past in it, in which she walks away from in the end anyway. What was the point if things were just going to turn out this way? I half-expected the game to end with Ellie killing Abby and Lev, so that Ellie returns to a home that no longer is a home, realizing that there were no winners, only losers, for those that seek out their revenge. That way, at least the whole plot of "Revenge is horrible" would've been more prominent, because then at least the player would probably think "I got my revenge, but at what cost? Did I really win? Was there really a winner or loser to begin with?" Things like that would've gotten me thinking so much more about the ending, but, nah. The person who gets their revenge gets to walk away with a loved one, whereas, on the contrary, the person who gives up on it has lost, and loses everything that she had. TL;DR: Unless if I'm mistaken, the revenge story didn't even play out to favor those that turned it down. The revenger gets to start anew, and the merciful loses literally everything. In the end, I couldn't help but be extremely bothered with how the story ended up and the direction it chose to go. A lot of things just didn't seem to have two-and-two put together and it doesn't even seem to stick with its own theme half the time. Let's get this out of the way one more time: I don't think TLoU2 is a bad game overall. I enjoyed many of its aspects and I don't think my time with the game was a complete waste of effort. However, because The Last of Us was known for having such a universally critically acclaimed storytelling ability, to say that the sequel that was supposed to canonically follow the first, didn't live up to the hype for me and that it's divided its fanbase with the direction it took, is an understatement, to say the least. No, I don't think the game is a disgrace and should be tossed aside as non-canon. No, I don't think the game is a masterpiece that surpasses the original. I think this game is quite flawed, and had so much potential, but it just wasn't put together properly. If anything, weirdly enough, the game could've been more successful/positively received if it was a standalone title. But because this was the massively anticipated sequel, it's unrealistic to think that various forms of expectations didn't exist, and it definitely didn't check off everybody's list. Clearly. Overall, I believe that The Last of Us Part II tries too many new things to differentiate itself from its predecessor, with varying results of success in which has now caused an uproar in the community. While the graphics, gameplay, level design, music, and overall improvements really stood out, the story, in which I can believe the majority of people bought the game for, felt lacking and that killed the game for me and my friends in the end. However, if you enjoyed this kind of story, then all to you! I'd love to hear from you if you have any direct contrasting opinions to any of what I said above. That's all I have to say, thanks for bearing with me. I hope I made sense, and I look forward to other perspectives on the game. Also, thank you for the kind folk who thought the post was worthy of awards and gold. I appreciate it dearly! [link] [comments] | ||
Playthrough #2. You're not getting the jump on me this time Posted: 26 Jun 2020 10:27 AM PDT | ||
Looks like they had the same issues as us Posted: 26 Jun 2020 11:19 AM PDT
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Posted: 26 Jun 2020 09:11 AM PDT
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If you take a lot of damage from runners, Ellie's gas mask visor will begin to crack. Amazing detail Posted: 26 Jun 2020 02:13 PM PDT
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I loved PT II, but it dug up a lot of repressed grief. Posted: 26 Jun 2020 08:05 PM PDT This is probably not the most relatable post, but I thought it'd be appropriate here. Joel reminds me immensely of my deceased dad, so playing this game through was rough, to say the least. I lost my dad when I was 15 to aggressive lung cancer. While playing Part I for the first time, I realized that Joel bore an uncanny resemblance to him, both in his personality and appearance. They both had a southern accent and dispositions eerily similar to one another. Clever and silly jokes were a big thing for us. But most importantly, my dad was a talented musician who taught me the joy of music and how to play the acoustic guitar. The bond between Ellie and Joel felt so personal, so real to me. It felt like having my dad back, if only a little bit. I know it's strange, but grief is fucking strange and a video game somehow made me feel, in a weird small way, that he was back. If only briefly. Like a dream, I guess. All of this is to say that Joel's death and the memories that followed hurt me deeply. But mostly in a way I was shocked by. Next year, it'll be ten years since my dad passed and music has never been the same. Every new song, every favorite musician, it's all filtered through the memory of him and the pain that I can't share it with him ever again. That I can't hear his thoughts or his covers of songs. The music he played sounded a lot like the songs Joel and Ellie sing. So in a really simplified way of interpreting the game, Ellie's grief and regret felt all too real to me. There was a lot left unsaid when my dad died. We never had a proper goodbye. I was too young to fully understand and appreciate my love for him when he died. Lots of regret there. But ultimately, Ellie putting down that guitar at the end has made me look at myself and consider how I still subconsciously hold onto the pain and loss of my father, and the regret that lingers, even after all these years. For all of this to really come full circle, he taught me how to play the PS1 and Naughty Dog's Crash Bandicoot series were the games we played all the time. They were my first exposure into gaming. And being a fan of ND is what motivated me to pick up TLOU years later. It all just feels very cyclical and eerie. Like in a way, he pushed me toward finding this game. I don't believe in an afterlife, but moments like this make me question myself. I can't believe this series has made me feel so intensely about my personal grief, but I think that's what makes it such masterful storytelling. (Among many other incredible aspects.) Thank you for reading. [link] [comments] | ||
I loved this game so much that it made me sad when it ended. Like real sad. Posted: 26 Jun 2020 08:51 AM PDT
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The model viewer section is pure gold Posted: 26 Jun 2020 08:06 PM PDT | ||
Can’t wait to hear Joel’s opinion on the game Posted: 26 Jun 2020 08:51 AM PDT | ||
My Last Of Us inspired bookbag Posted: 26 Jun 2020 10:26 AM PDT
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[spoilers] The scene that completely changed my view Posted: 26 Jun 2020 04:01 PM PDT I'm going to be straight, I was mad, pissed and had unexplainable hate towards the writers when I was forced to play as the bit** Abby halfway through. I couldn't bring myself to pity or even feel for her at the least like the story pushed me to. My anger and hatred towards her was just too much. Even at the end I felt no remorse for her. I understood her sorry, her point of view, and the whole thematic point the developers wanted us to have, but I just couldn't think past that one scene and the rage that drove it. Yes, the story has some plot holes, but in the scheme of things they are very very minor. Screw the reviewers and their maybe biased views. And screw the senseless haters and their incredibly biased views. My default rating of 7/10 would not have changed no matter what, because the gameplay, animation, graphics and fluidity alone deserved that much. And throughout the game I was between an 8-9 on the rating. But one scene, just one. It changed my rating. It made me rethink everything, re-analyze everything. And just sit back and think. It's the interaction between Joel and Ellie at the very very end. Sure his death was cause enough for rage and revenge. But, that one moment where Ellie says she would like to "try" and forgive Joel, that is the moment of decisiveness. If she forgave Joel, or was well past forgiveness, that moment would have no weight. It's that moment of readiness to forgive, which is the most emotionally fragile state, where the person has the deepest incentive and hardest choices to make. It's what ties the revenge story together....and what hit me hardest emotionally. Not the freeing of Abby and Lev, not the loss of her fingers, and not the loss of Dina and JJ caused me to change my opinion. But the one simple "thought" and "action" of moving towards forgiveness, that was the breaking point. A scene that changed my rating from 8.5ish to 9.8 ( pacing and story beat issues only remove the 0.2) The developers told their story, and we have interpreted it in our own ways. But God f******* dammit. The more I think, the more I resent naughty dog for the depths of darkness I faced just to play a game. Truly commendable. TLOU part II.......truly the Magnum Opus of the PS4 generation. Downvotes welcome. I said my piece. Edit: Major props to Troy Baker and Ashley Johnson in this scene. Wthout them, the feeling wouldn't have been the same. [link] [comments] |
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