Showing posts with label The Last of Us. Show all posts
Showing posts with label The Last of Us. Show all posts

Friday, December 18, 2020

The Last of Us Part II

Note: This review contains spoilers for The Last of Us, The Last of Us Part II, Ghost of Tsushima, Metal Gear Solid 3: Snake Eater, Undertale and Spec Ops: The Line.

Ever since the PS2 Jak and Daxter games, I’ve been a fan of Naughty Dog and their work, even when they shifted to a narrative-driven style with the Uncharted series onward. I even enjoyed Uncharted 4 and Uncharted: The Lost Legacy in spite of their flaws and found The Last of Us to have some of the best character writing I’ve ever seen in a video game. When they originally announced The Last of Us Part II, directed by Neil Druckmann, I was intrigued, but news of overly intense crunch periods soured my willingness to play it. Once the game actually released during the early months of the global COVID-19 pandemic, I opted to watch a playthrough of the game and a few videos to see if I had really missed anything.

Although I wasn’t impressed with what I had seen, I eventually decided I should witness the story and gameplay for myself. Considering the praise that the game received, and its numerous Game of the Year awards, I wondered if maybe I had missed something and might change my mind if I actually played The Last of Us Part II. During my 25-hour journey, I did form my own opinion of the story separate from what I had already heard and found that I actually liked a couple ideas. Unfortunately, as much as I wanted to like the game, I felt so thoroughly disappointed by such a painfully average experience that I now question if I can still eagerly support a company I once loved.

Wednesday, June 17, 2020

The Last of Us Remastered + Left Behind


Note: This review contains spoilers for The Last of Us and Left Behind

I originally played The Last of Us when it came out seven years ago on PS3 and though I remember liking it, I didn’t think about it again until The Last of Us Part II was announced. As time went on, however, I lost interest in playing the sequel, due to certain behind-the-scenes information that came to light and certain information from leaked footage. This made me consider replaying the original The Last of Us to see if my opinion had changed after all this time, which I fulfilled through the PS4 remaster, released only one year after the PS3 version, which I had bought but never opened. Doing this made me realize why I liked it in the first place, but now I see the flaws a lot more.

Tuesday, December 31, 2013

2013 - The Highlights (EHeroFlareNeos)

With 2013 nearing its final fleeting moments, now is a good opportunity to reflect on what we’ve reviewed here at Trophy Unlocked, both the good and the bad. Below, in no particular order, is my list of the top games, movies and disappointments from the year. This time, I’ve also not only resurrected a category I had hoped never to use again, I’ve introduced yet another that I hope not to use (the result may surprise you (or not)).

Top Movies of 2013

While Pixar has been known for making nothing but hits in its heyday, Cars 2 began a downward spiral that the studio seemed to only begin recovering from with the release of Brave. However, Monsters University is a noticeable return to form despite being a prequel to Monsters, Inc. It manages to capture the spirit of the original very well, though not perfectly, and has a good balance of serious and comedic elements. Though not perfect, I am, for the first time in a couple of years, actually wondering if Pixar will be able to replicate the success of this film with their next one, Inside Out; I now have a newfound hope for their future.

Metalocalypse is one of my favorite animated shows and, as a result, Dethklok is one of my favorite Death Metal bands. Metalocalypse: The Doomstar Requiem – A Klok Opera has a very ambitious goal: Tie up many of the loose ends from Season 4, but present it in the form of a rock opera. Not only does it live up to its promise, it has great music, plenty of laughs and the best animation I have seen from the show yet. I can’t wait to see what Brendon Small has in store for the future of Metalocalypse.

Admittedly, this movie only just barely qualifies to be on this list since it achieved immediate cult status through its source material and choice of Director, but it makes it here because I am a huge fan of the original book (it is my second favorite one) and I greatly enjoyed seeing it in movie form (also it was theatrically released in 2013). While there may be a couple of missed opportunities here and there, and the finished product will definitely not appeal to everyone, watching it was a lot of fun and it was clear that Don Coscarelli had fun making it as well. It’s thought-provoking, funny and a little gross all at once and is a ride worth taking at least once (and perhaps only once if you are not familiar with David Wong’s literature but know a friend who is and has this movie on DVD/Blu-ray/VOD).

Top Video Games of 2013

I’ve been a fan of the gameplay of the Devil May Cry series since Devil May Cry 4, but I have since played every other game and liked them (save the second one). When I first saw DmC Devil May Cry, specifically the new interpretation of Dante, I was a little thrown off by some of the choices they made, but almost immediately afterwards I gained a sense of optimism that only grew stronger as I saw the better elements refined and the worse ones forgotten; I even cosplayed as DmC Dante a few times. In the end, I saw that my optimism was not misplaced and thoroughly enjoyed the final result. Yes, the combat could have used a little more work, but it makes a necessary step by combining the abilities of both Dante and Nero (DMC4’s protagonist) to give a better sense of speed to the character. Story-wise, I actually liked the newer Dante as he showed compassion, empathy and a good deal of character development in a single game. While he isn’t completely perfect in his actions, nor is he able to provide the same testosterone/confidence boost from playing as him, this new Dante is still a character I can really get behind and I hope that a sequel can be made despite what you hear from the vocal minority.

Not only do I read Penny Arcade every time it updates, I own all of the book collections and have found the Rain-Slick tetralogy of games to provide an experience unique and very worthwhile to play. I really don’t mind that the combat is similar in nature to Pokémon because it managed to take the good elements of that franchise and refine them greatly, including the ability to have all of your monsters, whether they actually fought or not, gain EXP and level up at nearly the same rate. The final entry in the series manages to expertly combine serious and humorous moments together in a way that I will remember for years to come.

Within the past year, I’ve played nearly every Metal Gear game (at least among the main entries), so I was looking forward to Metal Gear Rising: Revengeance based on its premise alone: a Metal Gear game set after Metal Gear Solid 4: Guns of the Patriots and focused on Raiden as the main character. Not only is Raiden a total badass in this game, the game also delivers on its tagline, “Cut What You Will”, by allowing you to cut just about anything with physics that react exactly to where you cut an object. On top of that, the story isn’t that bad either and the soundtrack is one of the best I’ve ever heard (I even own a physical copy of Vocal Tracks). Even if you don’t care for the story, Metal Gear Rising: Revengeance was a total blast to play through and a worthy entry into the Metal Gear franchise.

Developed by Naughty Dog, known for the Jak and Dxater franchise, The Last of Us is their attempt to create a more mature game, and thus a new IP, for the PS3 that wasn’t an Uncharted game. They not only succeeded, but managed to create one of the most emotional games I’ve ever played, accomplished by managing to push the “father” button in me even though I don’t have kids. While I can see some points brought up regarding character interactions, and some plot points were a little more obvious to me, I still found myself drawn in and unwilling to let go until I was done. I found it hard to express my full opinion in this small blurb, so I encourage those interested to give it a go and see what you think of it.

The Stanley Parable is a game whose true purpose is so thought-provoking that my review of it was deliberately void of information about what the player can hope to discover. Still, The Stanley Parable is worth playing for the funny, but subtle commentary. You might find the time to money ratio a little off, but I hope you can trust me enough when I say that the time it takes to play really has no bearing on the price of admission and that exploring every possible thing is an act that you should not only know to do, but feel inclined to do as its temptation of choice is so overwhelming that you’ll find yourself lost for hours on end. Its enlightening qualities are what help it qualify for this list as one of the best games I’ve played this year.

Top Disappointments of 2013

Though Die Hard has had entries both good and bad, I still enjoy watching most of the movies. I liked Live Free or Die Hard, so when I heard about A Good Day to Die Hard, I was hoping for something that would continue the spirit of the franchise in a way similar to the other films. Instead, I got treated to a boring slog of a movie that ignored even the most basic conventions that one would expect from Die Hard, down to complete mishandling of John McClane’s catchphrase. If this is the end of the franchise, as the sixth entry is in limbo, then it’ll be sad to know that it went out with a whimper.

I’m not really a fan of Superman, since I haven’t really read any of the stories and he just didn’t appeal to me, but I was willing to watch Man of Steel to at least stay current with superhero movies and know what everyone would be talking about. When I finally saw it, it met my low expectations as it is not only a retread of Superman’s origin story, but it tries a bit too hard to emulate the Dark Knight trilogy in both tone and style, leaving behind the optimism that I admit I think Superman is supposed to embody. If this is truly supposed to be the new way the audience is supposed to see Superman, I think they got off on the wrong foot.

Reboots provide a rare opportunity to create an entirely new universe with completely original characters and stories (though it’s fair to want some familiarity as well for veteran fans). The 2009 Star Trek film was able to capitalize pretty well on said opportunity, but Into Darkness continues this baffling trend where those in charge feel a need to retread earlier stories, but slap a new skin on it. In this case, it basically has the cast reenacting The Wrath of Khan, except Benedict Cumberbatch’s portrayal of Khan is nowhere near as memorable as Ricardo Montalbán’s and the film has more of a pessimistic attitude about the future, partly due to the 9/11 conspiracy theories thrown in. It would be more understandable to revisit earlier stories if the movies came out at a quicker pace, but since the next one won’t be around for quite a while, it comes off as a decision they’ll probably regret later.

Let me say right off the bat that BioShock Infinite is only on here because of the story, as well as how I feel that I am in a small minority for liking its gameplay more. Gameplay-wise, I consider the latest entry in the BioShock series to be somewhat of an improvement over the previous games during combat, though I will also admit that even that has its shortcomings. The story, on the other hand, feels like something cobbled together as it constantly abandons interesting plot threads to the point where I cared less for the protagonists as time went on, constantly changes the direction of the story and manages to retroactively erase any potential conflict from the choices made throughout the game (in a series explicitly about choice). I was excited at the prospect of being able to to finally dry off and get away from Rapture, but after seeing the ending, it’s very disappointing to know that both the fans and the developers (looking at you, Ken Levine) can’t seem to get over the fact that this franchise needs a game with a new setting, not one where Columbia, temporally speaking, is Rapture in disguise.

As a huge Deadpool fan, to where I have an effective monopoly on Deadpool books at my local comic book store and I can see a framed image of the character from where I’m typing this, I really looked forward to him finally have his own video game. Unfortunately, despite the laughs, the gameplay felt unpolished. Daniel Way isn’t the best writer, but his script for the game was filled with plenty of laughs and a few good cracks at game development in general, but I wish I could play a Deadpool game where combat isn’t a tedious grind. I hope this game gets a sequel so that I can play a game that does the character better justice.

Worst Movie of 2013

I’ve been a fan of My Little Pony: Friendship is Magic for quite a while now, since a good chunk of the way through Season 1, though my status has gone from curious (Season 1) to Brony (Season 2) to wavering fan (Season 3); My Little Pony: Equestria Girls certainly didn’t help. From the get-go I had very low expectations and no amount of trailers was able to raise them any higher. If I had to explain my reaction to seeing the movie to someone, as well as why I consider it the worst film of the year, then I’d say that with A Good Day to Die Hard I expected something and got nothing, I expected nothing from Man of Steel and got nothing and with Equestria Girls I expected nothing and got a negative result. What didn’t help was the audience I saw the movie with in the theater (but who goes to theaters anymore, right?), a group of Bronies so visibly obnoxious about their love for the franchise that not only did they treat the theater like their den at home, they also gave every other fan (including myself) a bad name. The edited TV version didn’t really improve on anything either, but I will never forget how awful that movie was or how awful my audience was (also, I will never forgive whoever yelled “wingboner” (for the uninitiated, it’s a fandom meme (one of many) that I don’t find funny) in a crowded theater with a little girl present in the audience).

Worst Video Game of 2013

Adventure Time is a very fun show with interesting characters in a unique setting with gradually deeper themes and stories. You’d think then that there would be a lot of potential for a great video game to come out of it, one that would take advantage of the unique world and take full advantage of the various RPG tropes and D&D-like environment to create a game that would be fun and interesting for even the uninitiated, right? Wrong. Adventure Time: Explore the Dungeon Because I Don’t Know! doesn’t do any of those things, instead choosing to be a boring, repetitive and broken mess that only got through because Adventure Time was slapped on top of it. The only reason to play is for a shocking, canon, reveal at the end, but you could easily save yourself $40 and just look it up on the internet or even wait for the show to give the same info. I really hope the reins are handed over to another developer so that we can get a good Adventure Time RPG in the future, but until then, this is unfortunately all we have to work with.

Sunday, August 11, 2013

The Last of Us: American Dreams (Comic)


Two months ago, The Last of Us was released. It's an amazing game that represents the best of Naughty Dog's development skill and managed to repeatedly push the "Father" button in me despite me not being a father; the imagery and storytelling is that powerful. Right before the release date, Dark Horse started publishing a four-issue prequel comic titled The Last of Us: American Dreams, which focuses on a point in Ellie's life before the events of the game begin. I was intrigued just by its existence, but I became more curious about the story as it came out, wondering what would happen next. Now that all four issues have been released, I think that this tie-in comic manages to retain the atmosphere and level of writing really well, but is much better when read within some proximity to playing the game.

After getting kicked out of several schools, Ellie arrives at yet another and is told by a familiar guard to stay out of trouble. Very quickly however, she gets into a fight with bullies who were trying to take her stuff. Another girl, Riley, helps her out and chases the bullies away, but Ellie still gets in trouble for her actions. During her punishment, she finds that Riley managed to steal her Walkman, causing her to find the girl to retrieve it the next day. On that night however, Ellie finds that Riley, a supporter of a rebel group known as the Fireflies, is about to sneak out of the school (again). Riley allows Ellie to join her and the two set off into the night, unaware of what they're about to encounter.

The story of American Dreams is done very well. What helps is that the writer, Neil Druckmann, also wrote the game the comic is based on, which helps with consistency of characters and atmosphere, which he nails. Ellie's story explores how the world has changed around her and gives us a better idea of how things work in a world where the Infected are the major threat. For instance, there's a part where she and Riley go to an abandoned mall and come across an empty arcade. Ellie is genuinely excited to see the machines, having read about them before but never growing up in an environment where she would've been able to play one. Riley talks about another machine in particular, describing a character who is hinted to be one she'd like to be more similar to. As they leave, Ellie imagines what the arcade must have been like when it was full of life, only to then imagine the crowd of happy children to be extinguished by the arrival of the Infected. This one moment is especially powerful, as it shows how the world took a turn for the worse years ago and how people have lost their childlike innocence to the new reality they live in; they can no longer enjoy themselves and just have fun because now survival is key. The story is very good even until the end, with moments that continue to put the new world on display and give us more insight into Ellie's past, which I feel ties into the story and themes of The Last of Us incredibly well.

Concept art for Ellie in The Last of Us: American Dreams.

Faith Erin Hicks, who co-wrote American Dreams, also shows her talent as an artist. Her style is unique, but I think it suits the tone of The Last of Us well. The characters are very expressive and their body language helps communicate how they're saying their dialogue. I'll admit that I found Ellie's reactions to things to be cute at times based on how she was depicted. However, I'll also admit that there's only one thing about the art that's just a little odd, which would be Ellie's lips. In close-up shots, we are more likely to see more realistic lips, which is a bit of contrast with the more cartoonish design (for lack of better words) she, and other characters, exhibit at times. It's a minor thing that doesn't take away too much from the art, I just found it to be a little jarring.

I'd also like to commend Rachelle Rosenberg's colors, which smartly utilize a darker palette to showcase how dismal the world is. More specifically, I'm glad that there aren't very many browns and that a good variety of colors are represented, but the selection is very fitting and the excellent lighting helps, especially in the daytime. I also like the covers done by Julián Totino Tedesco, which are darker than the book, at least color-wise, but give a good idea of what happens and are very eye-catching. The more paint-like style works and the compositions are top-notch.

Like the Uncharted comic, The Last of Us: American Dreams is a comic worth reading. It gives us more insight into Ellie and the world around her while introducing other characters from the game and filling people in on some background with the things she tells Joel in the game. However, it's best read by someone who is either about to play the game or has already played the game. You could read it by itself, but this is a tie-in that's more about going together with the game instead of being a stand-alone story.

Tuesday, June 18, 2013

The Last of Us


As a developer, Naughty Dog has had a very good track record, having created the Jak and Daxter and Uncharted franchises, which were both highlights of the PS2 and PS3 respectively. Since I'm a fan of those two franchises, I got excited when I heard they were going to make a new IP, The Last of Us, which I thought was a good idea since Uncharted was starting to get a little stale near the end. While I'll likely look at previews or other information about a game I want to play as it's revealed, I made a conscious decision this time around to not look at anything related to the game in order to preserve the element of surprise. I still pre-ordered the Survival Edition of the game and everything, but I knew next to nothing about it aside from its basic premise and the identities of its main characters. The only thing I did beforehand was play the Early Access Demo from God of War: Ascension, but that only made me more curious about the world of the game, since I now had a loose idea of its mechanics. Come launch day, I sat down, examined the contents of the Survival Edition and then began to play whenever possible. About 15-and-a-half man hours later, I thought back on this breathtaking game and came to the conclusion that, although this is perhaps the height of what Naughty Dog can do, it does still have a couple of problems the developer seems to have repeated.

The Last of Us follows a man named Joel, who has made somewhat of a name for himself as a scavenger and smuggler in a Boston quarantine zone within the 20 years since a tragic accident as a mysterious infection broke out in Texas. In the present year of 2033, Joel and his partner Tess track down a man named Robert, who had sold off a cache meant for them. Before killing Robert, Joel hears that the cache went to a rebel group known as the Fireflies, which leads him and Tess to find the group's leader, Marlene. Marlene offers to give them their cache back in exchange for taking a girl named Ellie to a drop off point where more Fireflies are located; Joel begrudgingly agrees to these terms. On the way to the drop off, it is discovered that Ellie is immune to the deadly infection, which usually takes hold of the body within three days; her bite was three weeks old. This revelation causes them to try and hasten the deal, but this decision doesn't come without its consequences, and what was meant to be a simple trade becomes a tragic chain of cause and effect.

You may recognize this from the demo.

Where the story is concerned, Naughty Dog seems to have reached new heights, even surpassing the Uncharted series, as it deals with heavy subjects like murder, death, cannibalism and survivor's guilt. While Uncharted 3 was good, it did have some plot points that ended up going nowhere, thanks in part to the increased focus on action set pieces. In The Last of Us however, the focus is put squarely on the emotions of each individual character and how they cope with the world around them now that it has taken a turn for the worse. Within the first section of the game, there is a scene, which I cannot describe here without white text, that is so emotional and heartbreaking that I actually cried. At that point, I knew that I cared for the characters, especially as that heartbreak carried over to Joel's future and affected his budding relationship with Ellie, which is handled splendidly and rather realistically thanks to the game taking place across four seasons.

There are some interesting new ideas presented within the game, one being that we actually get to meet the leader of a group of cannibals and try to get a read on his intentions, since he actually comes off as a pretty nice guy that has had to resort to a certain practice for the sake of survival in a malevolent and forsaken world. It's this kind of understanding of a villain that I don't see very often, and I appreciate the fact that Naughty Dog actually went to those lengths to create interesting characters. Another thing I actually liked was how the morals and ambitions of the Fireflies are written in a way such that one's interpretation of the ending, which hints at the question of whether or not Joel made the right decision, can be determined based on if you feel that they or Joel were in the right all along. These sorts of nuances are something that I like in a game like this, since it gets us to think about what we would have done in a given situation and if we would have done anything different from the characters, on top of offering different ways to interpret the kind of people that they are.

Joel and Ellie are surprisingly complex characters.

Though I enjoyed the story, I must admit that I thought certain twists were telegraphed based on when they happened in the game, as well as (oddly enough) who appeared on the box art. There are certain story tropes that came to mind while playing, which is also partly how I figured that a certain group was going to eventually die (this is not to say that I didn't care for this particular group, it's just the telegraphing happened to involve them). In other words, I could guess the fate of some of the characters, which is something that I wasn't sure I liked. Certain expectations come to mind when we have a game of this order, like the fact that there will be death in order for the plot to move on and for the characters to grow as a result of this experience. However, while I still really enjoyed the story regardless, I almost didn't like the fact that I could guess with almost 100% accuracy who would die and when, as well as what plot development was going to come next based on what got focus. To put this in a way that is not as eloquent as I would like, I could say that the story is predictable since I've seen these plots before and know what to watch out for. What made me still shocked at some of the scenes despite this was how they would actually put a different spin on it, or in the case of the ending, the context of the information presented to us. This was appreciated, but I think the edge is still lost a little since I was still able to figure the fates of people I actually managed to get attached to.

Before I touch upon combat, I have to mention that crafting is a major gameplay mechanic, one which has everything to do with your survival. With the crafting mechanic, you use items found in the world to create useful items such as shivs and medkits and can even upgrade melee weapons to allow for increased durability and more one-hit kills. At crafting benches, you can put your skills to use upgrading your weapons to increase individual stats as well as craft additional holsters to increase how many guns you have quick access to, which normally require you to put down your backpack and manually change which gun is out. One thing to take into account with crafting is that it all takes place in real time, so if you need something urgently, finding a safe spot to do it is important; the same goes for healing, though the speed of both can be increased with personal upgrades made by applying supplements to certain skills. I grew to like the mechanic, since the realistic use of it caused me to think about how exactly to approach combat, mainly by taking advantage of lulls to craft the ever-important medkits (which, by the way, was what I think to be my most crafted items aside from shivs).

The crafting screen, where you'll realize you need more alcohol and rags.

Now, onto combat. Joel is able to use a variety of weapons, some of which need to be discovered in the environment (as is the case with the almighty flamethrower). Each one has their own strengths and weaknesses, which are handy to know when caught in the inevitable firefights. However, ammo is limited and should be conserved if possible. I was able to find plenty of ammo throughout the course of my playthrough to keep going, but this wasn't my go-to tactic for killing enemies. Sometimes I would melee them to death, and that was in fact the highest kill stat listed for my lifetime of playing. It's good to have fully working and reliable secondary options, which include stealth tactics and shiv kills along with the well-designed melee. Juggling weapons is also key when it comes to different enemy types, since certain weapons are either more effective or completely ineffective against different ones. I hope I'm not sounding generic when I say that, but the mix present actually does give you something to think about, especially given how the different versions of the Infected operate.

Just a sample.

The enemy variety in this game is actually pretty brilliantly done. There are four different types of Infected, with Runners and Stalkers acting in similar ways, which is when I savored the ability to melee kill them in groups when possible. This is because the other two types, Clickers and Bloaters, could be a real pain to deal with. For one thing, neither of them can be harmed with melee weapons, nor can they see you, but have their own twists to them. Clickers detect you by echolocation, so stealth is key when trying to outmaneuver or kill them, as is tricking their senses with bricks or bottles. Touching them is instant death, unless you're able to use a shiv defensively. Bloaters, on the other hand, are heavily armored and will charge at you when a commotion is made, though they will also throw spore bombs to lower your health from afar; while guns will work well against them, the phrase "kill it with fire" has never been more appropriate. The big challenge comes from trying to get around the levels despite these obstacles, especially when three or more different Infected are there at once, and figuring out effective ways to never trigger invincible killing machines from eating your jugular vein. I always felt satisfied when finding the solution, given the difficulty of later stages in pulling this off. Surprisingly, it is the human enemies that are more difficult to defeat, simply because they are actually smarter and use guns.

And that's another thing to consider, the AI. The AI in this game is actually pretty well made, with smart enemies and smart allies. Humans will react to how you approach your situation in diverse ways, for example fanning out when they find that you've left bodies behind from silent kills. They will know when to take cover or try to draw you out, or even try to get a silent hit on you. Ellie will also point out useful locations or items to you, which becomes useful when you're outgunned. I'm impressed by what Naughty Dog did and it makes the world more believable, though I would occasionally see enemies loop a certain script as if trying to decide on whether or not they should stay behind cover. The most baffling thing to me though was what would happen when dealing with Clickers. Since they operate on echolocation, not touching them or making noise is very important. However, I'd notice that when my allies blatantly brushed up against a Clicker, nothing at all would happen, and yet it wasn't okay when I touched one. This is probably an anti-frustration feature, one which I'm also grateful for so I don't pay for someone else's mistake, but that just brings up some questions about the Clickers that I would never have otherwise thought to ask regarding my enemies.

I really like the environments in The Last of Us. Every place that Joel and Ellie go during their cross-country journey has something about it that feels unique, something that makes it stand completely separate from other sections. There are no two environments that look the same, which says volumes about the care that Naughty Dog put into their design. Every section is very detailed and feels like a place one could actually explore in the right conditions and these environments bring about new challenges to overcome every single time. One problem though: just as I could predict to some degree of success what would happen in the plot, I was also able to predict what would happen in the environment based both on when it was in the chapter and the presence of bottles and bricks; seriously. Whenever I saw an area littered with bottles and bricks, which can be used as audio distractions or stunning tools, I thought to myself "There is going to be a fight here. If not now, then maybe after I reach a certain point in the level or trigger an event flag." I was able to break down a level with just this line of thought and deducing if there was some kind of event flag that still needed to spawn more enemies and was able to guess pretty well how the encounters would go.

Despite this predictability, I was still able to get into the swing of things, especially since I liked the choices open to me within each encounter. When I didn't have to fire my gun, I would try to figure out some way of sneaking past everyone and performing stealth kills, which is when I would put my skills from playing Metal Gear to good use. This level of choice is instrumental in ammo preservation and taking as little damage as possible, which is a detail I personally enjoyed taking advantage of.

Listen Mode, which makes 'Metal Gearing" more possible.

The graphics are very good, especially in cut scenes, and showcases the level of detail put into making everything appear real. Even the Infected have their infection bloom in ways that make them completely horrifying up close, but realistically placed. I couldn't help but feel that the graphics were similar to Uncharted 3, but that makes sense considering that it shares a developer and they managed to figure out a good engine to show off the console's technical capabilities well. I also praise the absolutely perfect musical score, which highlights the exact emotion and makes certain events all the more powerful. The voice acting is also very good, with Troy Baker and Nolan North giving powerful performances as Joel and David respectively. Ellie was also both voiced and motion captured by Ashley Johnson, which lends a greater amount of depth to her performance and creates a better emotional connection between her and Joel.

The Last of Us is, to put it bluntly, a PS3 game that shouldn't be missed. While there is some predictability in the plot and level design, the story is still emotionally powerful and the gameplay is the best that Naughty Dog has provided on the platform. Uncharted fans will also find something to like, since there is some degree of familiarity in it all. For everyone else, this is a great showcase of what Naughty Dog has learned over their lifetime and can be judged completely on its own merits. If you want to play what may become one of the best games of this year, you now have the chance.