I want you to imagine a world where morality, brutality, necessity and mercy combine. It's a world where humanity has been reduced to a shadow of its former self thanks to a disease which turns those it infects into mindless zombies. Society and civilisation have broken down. Martial law dominates the last bastions of human society. In the hinterlands, lawlessness is king, with bands of hunters having their territory, killing anyone who enters it. It is into this world that a girl finds herself becoming infected but, in a remarkable twist, finds herself to be immune to the infection. As people in one southern USA stronghold realise, this could change everything.
This is The Last of Us. It's a survival horror game originally for the PS3 which was remastered for the PS4, and it is completely and utterly brilliant.
A description of the plot doesn't do justice to the real centrepiece of the game's storytelling, the growing relationship between Joel, a borderline mercenary charged with smuggling the girl across America to the Fireflies, a freedom fighting group who will be able to engineer a vaccine from the wounds, and Ellie, the girl. It's a father-daughter relationship which grows steadily. Joel is initially cold to Ellie, as she brings up memories of his own daughter, Sarah, who died in the first outbreak.
Both characters are superb, filling their roles magnificently. Ellie is young and vulnerable, but possessed of enough ingenuity to help and the innocence to throw Joel's often brutal actions into sharp relief. For his part, Joel plays the father figure - a man prepared to do anything for his daughter - to perfection, despite the occasionally rocky relationship the two have. Along the way, the duo meet and are assisted (or hintered) by other equally balanced characters. One of the great triumphs of The Last of Us is undoubtedly its excellent writing, which takes the game beyond the bog-standard survival horrors and makes it into a character drama as compelling as any TV series or film. None of the characters annoy or frustrate, at least from a writing standpoint, and it actually feels like a privilege to watch the bond grow between Joel and Ellie.
It's important to be able to contrast the two characters because they are so different. Joel has blood on his hands, and gets more on them throughout the course of what is at times a completely brutal game. By the end of my playthrough, the kill count - mostly of humans, not infected - stood at around 400. His almost relaxed attitude to killing is contrasted with Ellie, who isn't immune to the horrors of death like Joel, although she hardens significantly as the journey progresses. Unlike Joel, however, she gets upset at times when she is forced to take action. When the violence is from Joel, some of it feels like putting the infected out of their misery while every human death is simply a necessity; Ellie, on the other hand, is hard to kill with, somehow, as though she is losing her innocence there and then.
One of the things that most of The Last of Us's detractors have jumped on is the violence. And it's true that it's a violent game. Often the violence is graphic and visceral. Yet it never feels like violence for the sake of violence. There's a necessity to it as well as an inevitability - this is life on the edge of civilisation. As humanity trembles on the precipice of the abyss, the worst of humanity has come out. Whether Joel is a part of that is a question best left to the individual player.
Before I move on to talking about the gameplay, I should say a word about the atmosphere the game builds: it's grim. The sense of bleakness meant that I never played the 15-hour game for longer than an hour or so at a time, as much as anything to stop the bleakness of the world getting on top of me as anything. There's a palpable despair in the characters, a lack of hope for the future that is probably the scariest thing about the game: forget the dozens of tense stealth sections where a single noise will alert a clicker - an infected so far gone that they're basically a walking human fungus without eyesight and which will deliver a one-hit kill - and the pulse-pounding action sequences where a single slip spells death, it's the despair which creates the real horror, not least horror for and of what humanity is capable of.
That isn't to say that hope isn't present. Ellie provides the brightest of the bright sparks, not just as hope for humanity, but as hope for Joel. Watching as she becomes more like him (or does she? It's a question that has to be asked) is another of the game's horrors. Yet she never loses her sense of wonder and hope, despite the brutality. One wonderful scene sees her marvel as a herd of escaped giraffes makes its way through an abandoned, ruined city. For all she's seen and done, she's a child and she's the future.
She's also a useful partner when it comes to the gameplay. Often games which have a character being escorted from one place to the other end with that NPC being a hindrance rather than a help. Or they end like Resident Evil 5, where the NPC is far too helpful, force-feeding you healing herbs when you don't want to us them. Ellie is a real help for the majority of the game, and I have to say the NPC AI in general is excellent. Also excellent is the enemy AI. One wrong step will see them onto you. Make a noise in the wrong place and you can expect a horde of clickers to descend, or for a pack of human hunters to start a relentless search.
Action takes place through an over the shoulder perspective on the player character. Occasionally this results in a restrictive view, but problems are few and far between. Gameplay in fact compensates for this with things like Joel's listen mode, which can help to pinpoint enemies, and having NPCs shout warnings.
Gameplay mixes between exploration, stealth and combat. Exploration is mostly down relatively linear paths (albeit paths which don't feel linear and which you do occasionally get lost down), through which you find most of your raw items for crafting and upgrades. There's a satisfying feel to the exploration, not least because the environments are varied and beautifully realised. You really feel like you're rooting through someone's old home and through dead towns - faded posters for old films hang on walls, stained bathtubs occupy bathrooms. People have left all sorts lying around - alcohol, rags, explosives, sugar, scissors, tape, pills, weapons, ammo, raw remodelling materials, tools... All of this can be used to craft a number of different things, including Molotov cocktails and smoke bombs. Each item can be used at different times; nothing is redundant, but most of it is scarce.
Stealth feels satisfying but is remarkably tricky to get right. I only mastered it at the end, when outwitting heavily armed guards by the dozen (the thought of sudden death at the hands of a platoon armed with automatic rifles didn't encourage gung-ho exploits). Otherwise, it's trial and error. Sometimes fear can paralyse you in one place, not least when you're protecting Ellie from a number of clickers and you want to time a dash properly.
Combat in some scenarios may seem preferable, but the lack of supplies means it's to be avoided where possible. When combat does happen, however, it is superb: fast-paced, brutal and uncompromising. Gun combat can be hit and miss with the auto-aim off and irritatingly imprecise when you need accuracy with it on, but there is something about the combat which means it's possible to be sucked into it completely. Its intensity is its biggest strength. When battling a small army of infected you have to live in the moment or risk being killed.
It's difficult to think of a game I've ever been more impressed by. The experience was one I won't be forgetting any time soon. It's as memorable a game as I've ever played, as well as being technically superb. It blends gameplay and story seamlessly. It makes you care for the characters whilst pulling no punches - emotionally or otherwise. Indeed, I think I might just have a new favourite game.
Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts
Monday, 29 August 2016
Friday, 22 October 2010
Pro Evo 2011

Why do Brazilian teams have no decent strikers these days? What happened to the days when they'd have Pele, Garrincha, any number of top-notch strikers leading the line, sticking in goal after goal?
I ask as I've just started playing in the Copa Libertadores on the new Pro Evo. Playing as Internacional, I have a choice between Alecsandro, an exceptionally slow, cumbersome striker who can't head a ball to save his life, and Ilan, the West Ham reject. After Alecsandro firing blanks in the first play-off game against Cruziero, Ilan came in and also fired blanks, but he did set up D'Alessandro for the goal that put me into the group stages. After a 0-0 draw in which Ilan could have scored about 8 times but didn't have the skill, he finally got off the mark in the 4-0 drubbing of Colo-Colo.
Yes, he scored a hat-trick, but my point is that he isn't very good.
Which is a shame because the rest of the side is very decent. As is the game itself. Pro Evo seems to have finally done that thing it hasn't done since Pro Evo 6 on the PS2 and evolved to finally announce its arrival proper on the next-gen consoles. It's fallen behind FIFA this last couple of years, but if it continues to develop like this it'll soon be back on its perch, rather than be looking covetously at FIFA.
So Pro Evo 2010 was a frustrating experience. The gameplay was stale in places, lacked variation and felt like the designers had fallen into complacency. Graphically it was stuck on the PS2, with the animations anything but next-gen. And to compound it all, the overall experience was shallow, with the game also failing to provide any real challenge until the difficulty was set to World Class.
This year the game is a challenge again. New systems have been implemented and, while they're far from perfect, they push the game in the right direction. Gone is the on-rails short passing system, replaced by power bars requiring precision and concentration. The feeling of satisfaction when passing around a defence when 3-0 up with a series of perfectly-judged short passes is akin to the Pro Evo of old.
The pacing of the game is also much-changed. It demands tempo. You're put under pressure from the off, closed down, forced into quick decisions. The ball has to be kept moving - none of this pass it around the back four getting used to the game malarkey. If you can settle, then you can dictate the pace of the game.
When you don't have the ball - which will be most of the time until you suss out that the problem with your passing is that you're not judging it right and selling your midfield short all the time - pressing X to close down and relying on that to get you out of trouble won't cut the mustard any more. It's about careful positioning, then timing the tackle with X. Yes, you can still hold X and win the ball that way, but half of the time this'll just result in an out-of-position back four and gaps the opposition can exploit.
And the defence on the other side is, as mentioned, much changed as well. It's in your face from the off, getting in tight. There's more emphasis on the physical side of the game, men going shoulder to shoulder far more often. Sadly, this can still result in ridiculous free kicks going one way or the other.
So the general gameplay is better, and we haven't covered the linking tricks bit. Which will be problematic for me because I'm no longer about the single individual on the wing who can run faster and out-trick the full-back before whipping one onto the bonce of the onrushing striker. I'm a pass and mover, playing a more incisive version of Spain's tiki-taka, or whatever they call it. Though from reports it works.
The experience is enhanced by better presentation. The commentary suffers from the Curse of Jim Beglin (the capital 'c' entirely warranted here, grammar fans), but that aside it's a step above what it was. No more name plates at the bottom, the score in a BBC/Sky style box rather than floating with badges and gaudy numbers at the top, better crowd noise (but still not as good as FIFA), national anthems... It's not crucial for the gameplay, but it can make all the difference between a good game and a great one, although this Pro Evo still has a bit to go before it pushes back towards greatness.
There are weaknesses a plenty. Strikers don't get into the box, the shooting's a little wayward (but still better than FIFA's predict-o-strike system), penalties are still pot luck and goalkeeper AI still lacks something. But we are going back in the right direction.
The more observant readers of this will have noticed I haven't mentioned the individual modes. That's because I haven't played online Master League yet and want to do a separate blog on it if it's any good.
Labels:
Pro Evolution Soccer 2011,
PS3,
review,
video game
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