Showing posts with label positive review. Show all posts
Showing posts with label positive review. Show all posts

August 6, 2017

Tacoma Review

AI Justice Warrior

Here's a story you've heard a thousand times before: it is the future. A very powerful corporation is obviously evil, but presents itself as a force for good. Things aren't what they seem, and there is a conspiracy to hide this fact. Also, is AI the same as human consciousness? Is it dangerous? Should it have the same rights as us?

Tacoma is full of such overused sci-fi cliches, and in lesser hands, it would be just another throwaway story about the evils of technology. But thanks to clever storytelling, informed by social consciousness and masterful character development, Tacoma manages to rise above the tropes and actually say new and interesting things about its well-treaded subject matter. The result is an exceptionally effective and touching plot-driven game - one whose more cringe-inducing moments are easy to forgive. 
Developer: Fullbright
Publisher: Fullbright
Release Date: August 2, 2017
MSRP: 19.99$
Rig: Intel i5-4440 @ 3.10GHz
16GB RAM
Zotac GeForce GTX 980 Ti AMP! Extreme

Tacoma is the second release by developer Fullbright, a studio known for the critically acclaimed 2013 game Gone Home, a game that. despite my best intentions, I simply could not stand. I thought its writing was amateur and that attention to detail was distributed in the worst way possible. It was a game where you could pick up every pen and kitchen utensil, but you couldn't have a single meaningful interaction with the world the developers built. 

You can still pick up a lot of random stuff in Tacoma, but this time around, we are allowed to do more than idly admire the well-crafted environments. To those not familiar with the studio's work, Tacoma is a walking simulator, a game devoid of the battle and puzzle mechanics of more traditional games which instead focuses on story and characters. A lot of games in the genre, Gone Home included, are content to let you walk around and pick up data logs that slowly unravel a story. But Tacoma takes a far more interesting approach to its storytelling. As contractor Amy Ferrier, you have been hired to investigate the events that transpired aboard the titular space station, which lost its oxygen supply, with the status of the crew members unknown. With AI Minny, which supplies us with what is probably the best and most criminally underutilized vocal performance of this year, and a device that looks kinda like a fancy 3DS, you are sent to Tacoma to retrieve whatever data remains in the station's systems.

This is done by examining captured security footage of the station's crew, but rather than regular video logs, you will be examining Augmented Reality records - letting you view events as they happened in their actual locations on the ship.
This mechanic - reminiscent of the detective cases from Arkham Origins, only good - isn't a simple gimmick, but integral to the storytelling. By pausing, rewinding and following different characters, the player can experience events from different perspectives, and find out more about the various crew members. Sometimes this allows you to fulfill a very practical need, like following a specific character to learn how to progress to a different location; sometimes it is used to establish characters and relationships, for example, by allowing you to view two characters in more intimate circumstances. Either way, it is always highly rewarding to experience all aspects of a particular scene. 

While watching AR footage, there will be times when crew members view their AR desktop, a sort of computer screen projected in front of them. This allows players to look through messages and other bits of information appearing on-screen, revealing more about the interactions between crew members, as well as the outside world - including families still waiting on Earth for their loves ones' return. Being reminded that characters have a life outside the confines of the station not only makes them feel all the more real, but also make the dangerous situation they find themselves in feel even more real.

The AR aspects are a fresh way of telling a game story, one that I don't doubt other games in the genre will iterate on in the coming years. But Tacoma, as befits a game by Fullbright, is much more than its mechanics. Gone Home was a topic of conversation due in no small part to its positive and realistic portrayal of LGBT characters, and Tacoma builds on this tradition while also presenting a cast diverse in terms of gender, race and religion. While not much is made of these differences, they do play a part, from things subtle as books found in one crew member's quarters, to a request by another to commemorate the genocide his family survived. These cultural aspects are strong enough to be noticed without being in any way stereotypical or cartoonish, as they have often been portrayed in lesser works.
But above all, Tacoma excels in touching on an aspect few works, informed by political liberalism, ever dare approach: class. Tacoma's main characters aren't high-ranking, "enlightened" executives, but working class people, ultimately victimized by an economic system that values profits over their lives. Its cast includes the type of working people you are likely to meet in either a factory or office environment: the rebellious professional, the union militant, the company man (and it is usually a man) seeking to ingratiate himself to upper management, complete with the sort of smarmy, cringe-inducing humor that comes with the territory, the admin worker trying to do her best despite the situation - they're all there, and they're all portrayed realistically, but also compassionately. Everyone will have different preferences when it comes to the cast members, but I doubt that by the time Tacoma's end credits role, anyone will have any genuine hate for any of them.

Sadly, this is also where I feel Tacoma's story falls a bit flat. Tacoma has been praised for presenting a world where oppression on the basis of identity no longer exists, but where working people are still victimized by capitalism. I do not believe one is possible without the other, and some would say that that is my view, and I shouldn't let it take away from my enjoyment of the game. Here's my problem: I come from a country where there is a staggering amount of workplace accidents in construction sites - over 50 deaths per year, which is more than 5 times than the amount of workers who die in workplace accidents in any other field of work. For comparison's sake, proportionally, that would be as if almost 2000 construction workers a year died in the US, about two times the actual figure (which is already alarmingly high). The reason for this is simple: an acute lack of safety inspectors enforcing regulations. The reason for the lack of inspectors? While one cannot say for sure, it is impossible to ignore the fact that Israeli construction workers are overwhelmingly Palestinians and Eastern European and Central Asian immigrants.

Tacoma has all the correct parts: a racially diverse workplace, a focus on working class people, and a story condemning capitalism for being callous with their lives. It just neglected to put these pieces together. And although I am impressed that Tacoma's story is so good and deep, far beyond what one can usually expect of video games, that I am even able to make this criticism, it is still a significant and disappointing weakness. If anything, its focus on the "oppression" of AI and whether or not they should have the same rights as humans smacks of the sort of timidness of games that discuss racism purely through the prism of the  oppression of elves or dwarves.
But while this weakness should be noted, it should not prevent anyone from giving Tacoma a chance. For aside from this point and some admittedly weak writing, as well as some wonky visuals - the limits of Unity, its defenders' protests notwithstanding, are quite apparent - Tacoma is not only a vast improvement over Gone Home, but a brave and refreshing story-focused game from a consistently brave studio. We deserve more stories of this caliber in games of this level of quality.

Final Score: 8/10

February 27, 2016

Firewatch - Do you wanna know why we keep starting fires?


More like "hiking simulator", amirite?


For all of its troublesome origins, the term "walking simulator" remains a very useful shorthand for a genre that has become very popular in recent years: exploration games that are based more on narrative and immersion than on any standard gameplay mechanic such as combat, stealth or puzzle-solving. It's a great idea on paper, and it sounds easy - until you remember how hard it is to get anyone immersed in a world with which the only modes of interaction are looking around and reading conveniently-placed notes. Questioning established gaming tropes without coming up with any of their own answers, most games in the genre have felt anywhere from uninspired to downright lazy, with at least a dozen Gone Homes to every Stanley Parable.

It is with no hyperbole, then, that I say that Firewatch is by far the best walking simulator I've played to date. While far from perfect, it shows a rare understanding of how to build a setting and get players invested in a story, to the point where I already know that I will play through it again - something that I've never done with any other walking simulator.


Firewatch's replay value is due mostly to it being so enjoyable, but there are a few choices to be made which not only have certain (admittedly minor) effects on unfolding events, but also serve to draw you into the story. The game starts by telling you that you are Henry, a man in his 20s who is getting very drunk with friends - say no more! I immediately identify with this guy. But at some point, Henry notices a fetching lady and decides to hit on her. The lady turns out to be a professor, and Henry must have way more game than me, because while I never had much success hitting on my professors stumbling drunk, Henry and Julia end up getting together and eventually getting married. Their happiness is not long-lived, though, as you eventually discover that Julia is suffering from dementia.

The decisions you make during the aforementioned sequence, especially those that take place as Julia slips further and further into dementia, will tell you what sort of person your iteration of Henry is. This entire intro is composed of text intercut with scenes of Henry making his way to the forest where the bulk of the game takes place, and while this is in all likelihood a budget move, it is surprisingly effective and does a good job of separating the part of Henry's life taking place before the game and the part you will be most active in.

No option to make a Metal Gear Solid reference, then?

Sadly, this is where the problems start. As a game based mostly on immersion, Firewatch cannot afford to be as shallow as it is in the decisions it has you take. For example, after a particularly exhausting day of taking care of Julia - already very ill - Henry wants to steal away a few hours at a bar while Julia is asleep. That you will go out is a foregone conclusion - you can only decide whether or not you will block the bedroom door so that Julia can't get out. If you think your character wouldn't leave his mentally-ill wife alone at home, or if you think he could get just as some much relaxation from staying in with a bottle of Jack and playing some Rocket League, sorry - the game has already decided to disregard your opinion on the matter.

Firewatch is littered with such immersion-breaking moments, and they're not limited to the decisions you make alone. Most of the game has you walk around a reserve, taking care of fires and other disturbances. It's absolutely gorgeous, and walking around the forest, taking in the view, discovering animals and admiring the foliage - when it's not clearly just made of flat, pixelated textures - feels great. It's a world so easy to get lost in - that is, until you want to maybe get closer to where another character is supposed to be and hit an invisible wall, or when you talk to a couple of characters far away who are clearly just blacked-out stick figures, or when you look at a tree and notice one of the aforementioned flat leaves. And then immersion breaks, completely and irreversibly.

Seriously, these leaves.

Don't get me wrong - I'm not big on immersion in video games. It tends to encourage treating playing them as an escapist activity, and I find escapism troubling in any media. But in Firewatch, immersion is pretty much all you have - otherwise, your computer game story is just a cartoon with questionable production values. I realize that one can only spend so much money on a game's visuals, but it seems to me that making the world less pretty overall but more cohesive would have been a better use of resources.

And still, Firewatch draws you in. It is so beautiful, so well-written and well-paced, so charming, that all these issues are easy to swallow. For every bad texture or plot convenience you find, there's at least one moment where you adopt a turtle, find a raccoon, or listen to a really great exchange between Henry and Delilah, the other main character in the story, that just puts a big smile on your face. The running time isn't long, even with optional content factored in, but the wealth of dialogue options and secrets make Firewatch a deceptively deep experience.

Seriously, this turtle.

Most importantly, Firewatch shows how walking simulators should be done, sort of like how the original Batman showed how Batman movies should be done.

Let's hope the next one is a Batman Begins rather than a Batman Returns.

Finally, I just had to get in how hilarious it is that we needed a rope 
to climb down this barely two meter, easily scalable wall.

Score Calculation: Turtles have hexagons on their shells. Raccoons have two colors (black doesn't count, because it is the absence of a color). In my book, that's a

Final Score: 8

Verdict: Firewatch's significance far exceeds its score. In a genre plagued by pretentiousness and laziness, it is a genuine and successful effort at being artistic, emotional and entertaining. We fully expect it to become an inspiration to some truly great games in the future.

February 9, 2016

Pony Island - I love pony, pony don't lie, I love pony, almost much as Undertale


2016 is off to a good start


Pony Island almost seems like a game that didn't want to be discovered. It's called Pony Island; it has a yellow-pink-purple logo; its trailer begins with a pink pony running through a green field; everything about it reads like a guide on how to make mainstream audiences lose interest, like a game version of that Achewood strip where Ray decides to make it easier for people to rent gay porn videos by giving them boring false covers (we were still kinda renting videos back then). But through the combined strength of its own quality and the morbid fascinations of the fringes of the gaming community, Pony Island found its critical attention and approval, and we are all the better for it.


As the trailer is quick to clarify, this is not a game about ponies - well, maybe just a little. It's mostly a game about game design. Yes, it's another one of those meta indie games, but unlike most of its predecessors, Pony Island does not feel smarter or more special than its audience. It's frank about the frustrations of a developer without wallowing in self-pity, showing how the special dynamic between designer and developer can, despite its aggravations, lead to making better games, to the benefit of everyone involved.

Of course, how Pony Island does that is a secret that I prefer not to divulge. It's the kind of story where even knowing the genre and basic content matter is something of a spoiler, and Pony Island is a game that absolutely everyone should experience, though its deeper themes will appeal mostly to more veteran gamers. Suffice to say, the game is chock full of surprises, secrets and easter eggs that, almost a month after its release, still have fans looking everywhere for more things to discover.


On a gameplay level, Pony Island is divided into two parts: the first is a side-scrolling runner, and the second is a riddle game where you have to guide a key to a lock through various obstacles, a bit like a very basic version of The Incredible Machine. Both are functional, and at times, the riddles can be fun to figure out, but gameplay is generally Pony Island's weakest point. Unlike games such as Arkham City and Shovel Knight, where entire challenge modes could be made consisting solely of variations on bits of the main game, the non-narrative parts of Pony Island are very much a one-trick... well, you know.


It's the narrative where Pony Island truly shines, though, and a major part of that is the incredibly oppressive atmosphere the game creates. Though not an outright scary game, PI's minimalist design and its intentionally vague and unfriendly communication with the player give the experience a sense of alienation and paranoia on the level of early Silent Hill games and parts of the first Metal Gear Solid. It's incredibly creepy, and while it's certainly not a game you'd have a hard time playing in the dark, it does feel pleasantly uneasy all the way through.

While the basic gameplay never changes all that much, the scenarios surrounding it are constantly evolving, in what is clearly a commentary on the evolution of video games throughout the years. At first you go through levels one by one, but eventually, the game does open up and allow you to explore a world map to varying degrees of freedom. It's a nice touch, and it's also where many opportunities lie to engage in another important part of the game: collecting tickets.


There are 24 tickets in total, received for completing various side goals that the more diligent players will come across. Most just require going off the beaten path, but a few need a genuine flash of brilliance or just a lot of patience and meticulous exploration to be found.

That is where another major flaw with the game is revealed: Pony Island is very bad at check-pointing. This isn't a problem in the runner levels, where failure only means starting the stage from the beginning, but with the more exploration-oriented parts of the game, or rather, with players' ability to access these parts. Pony Island's plethora of secrets naturally encourages replaying different sections and trying different things. However, while the game does allow players to jump between acts from the main menu, getting to certain sections is incredibly trying of one's patience, and the game is all too eager to throw points of no return all over, forcing one to repeat various mundane tasks just to get to the fun parts again. And while the dialogue is brilliant the first time it is read, being forced to stare at the screen and tap a key as the same text messages appear very, very slowly, inevitably breeds contempt.


All that being said, the extent to which I've been dancing around talking about the game's actual plot should clue you in to how much I recommend experiencing it for yourself. For all its flaws, Pony Island certainly merits a playthrough, even if I highly doubt that I will ever go back to play it again after playing the whole way through twice and repeating certain sections to find secrets. At 5$, though, that's plenty - certainly more than I've gotten out of many 15-20$ indie games, nevermind 60$ AAA games.

Besides, look at how cute that listless little pony is.

Score Calculation: Pony Island is one-half pony and one-half secrets. However, there's simply not enough pony, so that the pony part is in reality only four-fifths of a half, giving us

Final Score: 9

Verdict: I would like a listless pony plushy please.

September 14, 2013

Game Review: The Last of Us

The first problem with reviewing The Last of Us - and this was true even when it first came out - is that most people had already decided what they think about the game before playing it. When GameSpot scored the game an 8/10, the website and reviewer Tom Mc Shea received a torrent of angry and at times downright hateful responses claiming that they scored this "masterpiece" unfairly – this a full 9 days before the game was released. This incident was one of many things which inspired me to write this post.

Considering the fact that The Last of Us has been out for two months and that pretty much everyone has heard about it by now, it may seem pointless to write a review of it now. But given how much this game has been praised - usually, for all the wrong reasons - and given what I have already written, I believe it can be safely said that this review remains relevant. While I will discuss the plot, I am going to first and foremost discuss gameplay, and especially, how often these two aspects are confused when discussing this game.

Disclaimer: As far as I can tell, this review is spoiler-free. However, keep in mind that when reading a review, there's always the risk of being exposed to some minor spoiler, like the location of a fight or a type of enemy. Tread carefully.

I WANT TO TALK ABOUT IT

A good place to start a game review is identifying its genre, so that people would at least loosely know what to expect. With The Last of Us, that's not as easy as it may seem. The game has been marketed as a survival horror game; however, anyone who identifies survival horror with games like Alone in the Dark and Resident Evil (I know, I'm ancient) will have a hard time understanding why. To explain that statement, let's talk about what survival horror is in the context of video games.

Survival games are about overcoming a situation in which the odds are stacked against you: you have limited means in your disposal with which you have to overcome impossible odds, including enemies that are extremely difficult or impossible to defeat. In Alone in the Dark, few monsters could be killed with conventional weapons, and some could not even be seen without special equipment. The Resident Evil games (the first few, at least) are well-known for not even giving you enough ammo to clear the first few rooms you go through. The message that these games sent you early on is that not all encounters can or should be dealt with as fights; that killing all your enemies is not always desirable or possible, making them a constant threat in your exploration of the game world. And you usually have to explore those areas of the game a lot. [1]

If we agree on that interpretation of survival, then it certainly doesn't apply to The Last of Us. Your characters are much stronger than most enemies you'll meet, and unless you're incredibly wasteful and careless, you'll have more than enough ammo and supplies to beat every enemy in the game, even on the highest difficulty level (Survivor). In fact, for the most part, not only is it possible to finish off all enemies before moving on, but it is actually required. There are very few encounters in the game that you can avoid, and even then the game sometimes discourages that choice by giving one of the enemies some collectible that you can't get any other way. There is even one cutscene, which I can only interpret as an intentional meta-joke, in which your character is told by another that you could sneak by the next set of enemies without killing them, "even though I know that's not your style", to which the response is "we'll see how it goes".

So there is no survival element in this game; what about horror? You probably already know that there are zombie-like creatures in The Last of Us, the Infected, which have already killed the majority of humanity, and are a constant threat to the survival of the species. This setting sounds promising: what's more horrifying than to have all of humanity under the constant threat of a violent death at the hands of a throng of nightmarish monsters?

To its credit, the game does a remarkably good job of explaining the existence of these "zombies": the Infected are not undead, but humans whose brains have been taken over by parasitic bacteria. They are living creature, similar (at least at first) to zombies, who are highly aggressive towards humans. The fact that this is based on the real world Cordyceps parasite, which can take over an ant's brain, makes the story seem all the more realistic and horrifying. It also explains why the Infected can be killed by conventional means like bullets and choking.

However, all that tells you is that The Last of Us is a video game set against a horror backdrop. Sadly, this horror is never reflected in the gameplay. Horror in a video game is the constant feeling of insecurity; the understanding that not only are you comically under-equipped to defeat your enemies, but that you can never know what threat will come next, nor when and where it will appear. Both Alone In the Dark and Resident Evil are full of examples.

There's none of that in The Last of Us. Oh, you'll face quite a few Infected; however, the game almost always lets you know when the Infected show up and when you've killed all of them, and the same is true for fights with humans. Combine this with your ability to hear Infected from afar and effectively see them through walls (think Detective Mode in the Batman Arkham games) and it's basically impossible to be surprised. To be fair, this super-hearing is disabled when playing on Survivor difficulty, but Survivor only opens up after one playthrough. Since it doesn't change the location or number of enemies in any encounter, you are unlikely to be surprised.

I just told you a lot about what The Last of Us isn't, but I still didn't tell you what it is. To do that, let's be unconventional and talk gameplay. Like I said, encounters are little more than out-and-out combat, but The Last of Us actually does a good job of forcing you to be smart about how you engage enemies. Combat is fast and fluid, with a very good action vibe to it. There are many, many ways to engage enemies, and the game generally forces you to take advantage of all of them to be effective. 

The game gives you many chances for armed combat, with 12 different weapons available. The game thankfully avoids shooter cliches like three barely-distinguishable machine guns or overly-powered RPGs, with most guns different enough that you will find yourself switching between all or most of them in accordance with the situation you find yourself in. Some guns are better for taking down enemies who are further away, some are better at close range, and others are useful mostly against the bigger and stronger enemies. Even the two basic weapons, the pistol and revolver, which are pretty much the same in practice, have enough cosmetic differences between them to feel legitimately distinct.

Melee combat is less effective, as you may quickly get overwhelmed by enemies, but you will still use it in the beginning and in the later stages of an encounter to conserve ammo. Luckily, your character is so badass that he can kill almost anything with at most four punches. You can also use various melee weapons like crowbars, two-by-fours and baseball clubs to make it harder for enemies to hit you back, and these can be outfitted with various extensions that give you a certain number of one-hit kills. 

While guns and punches are fun to use, you will be even more effective if you take advantage of the game's stealth mechanics. Like pretty much any action game released nowadays, sneaking up on an enemy allows for an instant-kill takedown, but The Last of Us offers several fiendishly clever variations on that concept. Your character is quite the ninja, and can sneak around without being heard by human enemies, and for the most part, by Infected as well. Upon grabbing unaware enemies, you can finish them off by choking them, which doesn't take up any resources but does take a lot of time, meaning that you could be spotted and attacked by other enemies in the meantime; or you can finish them off with a shiv, which is fast but uses up precious supplies. Either way, you'll want to drag grabbed enemies away before taking them out in order to keep enemies unaware of your presence for as long as possible. Alternatively, you can use grabbed enemies as hostages, forcing other enemies to stay back while you sneak off with their buddy, or use them as human shields, firing at enemies with a handgun while forcing them to either hold their fire or hit their own comrade.

This is only one example of how combat in The Last of Us is smart, fun and strategic. However, it is also the only thing you do in The Last of Us. This is how the game goes: you go from one location to another, killing almost every living creature you come across and picking up any supplies you find. And don't get me started on the "puzzles" in the game, uninspired fetch quests which make the Legend of Zelda's box-moving affairs look like advanced calculus in comparison.

Older gamers will remember that there used to be a genre a lot like this back in the day: games like Double Dragon and Final Fight, called beat 'em ups, where your goal was to advance across the screen, kill all enemies and pick up anything they dropped. And while combat in The Last of Us is a hundred times more sophisticated than any beat 'em up I've ever played, it operates on the same basic philosophy. The result is that The Last of Us is a stealth-'em-up game with a survival-horror plot. Few games are able to make the plot and gameplay fit together, to make combat feel like a necessary and logical extension of the story, and sadly, The Last of Us isn't one of those games.

I JUST SHOT THE HELL OUT OF THIS GAME

The plot and voice work in The Last of Us has received praise from just about everyone, and rightly so. As far as writing and voice-overs go, The Last of Us is perfect, and I am not exaggerating. Everything the characters say and do is believable, [2] and even the dialogue that enemies exchange with their comrades and with you is mostly very solid.

The most surprising thing about the game's plot is it's attitude to humanity. It could have been very easy for the writers to say that after the outbreak, times are tough and people are scum, period. But the game insists, even in this dark setting, to show faith in humanity. You'll see characters go from being ruthless killers to caring human beings through their interactions with others; you'll see the most aggressive and violent people showing their vulnerabilities upon finding the body of a loved one who fell victim to an infected attack; you'll learn of people who, against all selfish instincts of self-preservation, let strangers in need into their lives and sometimes paid dearly for it. In a way, The Last of Us isn't just the story of humans trying to stay alive; it is the story of how some are still trying to stay human. With this in mind, the daily struggle to not become Infected – manifesting itself not only in fights against Infected, but in the actions of humans who preferred to end their lives rather than let the parasite take over them – can be seen as a much more metaphorical struggle against losing one's humanity.

The story, as compelling and well-written as it is, would not have been as effective if it weren't for what is definitely the best voice-acting cast in gaming history and one of the best casts I've seen in general. Especially noteworthy are Ashley Johnson and Troy Baker, voicing Ellie and Joel respectively. Baker is an established voice-acting god, and Johnson is a pleasant surprise for those who haven't heard of her before, to say the least.

This is The Last of Us' true triumph and the lasting impact it will have: never again will anyone be able to give a game a pass on terrible voice acting and a silly plot because "it's just a video game" (I'm looking at you, Final Fantasy X). Gamers can and should expect more from video games in the future, and The Last of Us is a perfect answer to all who say that video games are not art.

Of course, everyone's opinion is valid and whatnot, but I can't help but call out some of the criticism of the game's plot. One less-enthusiastic review which I have already mentioned is the one written by Tom Mc Shea for GameSpot:

"Joel, already accustomed to a life of brutality and focusing on his own needs [Mc Shea asserts throughout the interview that Joel was a criminal before the arrival of the Infected, something which I have found no support for anywhere in the game], has partnered with a woman of a similar disposition. Tess… like so many of the characters in The Last of Us, has a one-note personality that allows little room for a more nuanced interpretation… Such flimsy characterizations erect an emotional barrier for the first few hours of this adventure… Without any sympathetic characters to latch on to, you are left with little attachment to this pack of selfish animals."

Philip Kollar, writing for Polygon, went even further:

"The Last of Us made me feel sick to my stomach... It paints a vision of a near-future that is cold, heartless and, in many cases, downright evil. It's not a fun place to be, and likewise, the game isn't really a fun thing to play."

When I first read these comments, honestly, I was kind of offended. Not to play the Middle-Eastern card or anything – I'm no oppressed refugee myself – but I don't think these lines could have been written by anyone except members of the better-off sections of Western society. It is as if these people have absolutely no sense of what violent oppression and a daily struggle to survive do to people. People like that have no time to be sympathetic. People like that don't have the privilege of sticking to some lofty, abstract moral code. It is exactly the humanity that occasionally shines through in The Last of Us that shows that its creators got it, that they put their judgment aside and made the effort to think what sort of humans a disaster-struck environment might breed. Anyone who doesn't get that obviously can't enjoy the plot to this game, and I truly pity them for that, because if you don't understand hardship, you don't really understand humanity either. The Last of Us does a perfect job of presenting both. It is nothing short of incredible. [3]

WELL, IS THAT EVERYTHING YOU HOPED FOR?

I really enjoy playing this game, and I highly recommend it to anyone. I just think we sell video games short when we say that this is as good as they get, because to be honest, it's not. There are better games out there than The Last of Us, with comparable plot and voice acting. And although better and worse are subjective things, there are certainly games out there that have introduced new concepts, revolutionized gaming, and have done that while looking and sounding better than The Last of Us. If anything, I think the graphics in this game are objectively bad. Lighting is weird, textures are often ugly, and the game will frequently give you headaches if played for too long. Final Fantasy XIII came out 3 years before this game, and say what you will about it, it had far better graphics and was probably a little less linear.

At this point you might say: OK, The Last of Us may not have a lot going for it other than a really great plot and the combat. But how much more do you need? I mean, a lot of games try to be sophisticated and end up wasting your time on backtracking and busy work, so maybe The Last of Us' genius lies exactly in its simplicity? Well, there are a lot of genuinely sophisticated games out there, but it's true that if combat was really flawless, there wouldn't be much to complain about. However, combat is plagued by many problems which hold it back, especially in terms of AI.

First of all, combat has no clear rules. It's not about randomness or circumstances: what you can or can't do changes not only between battles, but between enemies in the same battle. Take the first serious fight against Infected: the first Infected you notice is standing still, and you can easily sneak behind it and choke it. When playing on Hard, you can usually sneak up on the rest of the Infected just the same, even if they sometimes detect you for no clear reason. However, on Survivor, I have never been able to sneak up on any other Infected in that encounter, no matter what I did. I could have accepted that I'm just not good at sneaking if it weren't for the fact that I could still sneak up on that first Infected, but all others immediately detected me when I was a few steps behind them. In other encounters, Infected didn't even need to see me or hear me to detect me, leading me to suspect that the game just made them automatically detect me when I crossed some map boundary, like video games did about two decades ago.

Another problem with combat is that it often punishes you when you try to be clever and rewards you when you take a brute force approach, especially when dealing with Infected. See, the weaker Infected, called Runners, are easier to sneak up on, but they are faster, and upon seeing you, will alert the rest of the Infected around to attack you. The more dangerous Infected, called Clickers, can't see, but have excellent hearing, and can kill you as soon as they catch you. There are also Stalkers, a stage between Runner and Clicker and probably the game's greatest miss. They are supposed to be sneaky and cunning while still able to see, but in practice, they mostly just run between two spots making scary noises.

These problems are illustrated by one fight where you face two clickers and a pack of Stalkers. Try this out if you want to have some fun: make a lot of noise, say, by running in place. The Runners, who don't have such great hearing, won't react, but the Clickers will come out swinging. You can finish both of them off – I used a shotgun for this, so you don't even have to be that quiet – and can now deal with the runners with no hassle from the clickers. Worse yet, because of the messed up detection mechanism the Runners have, you can approach and draw them back one or two at a time, so that they don't even stand a chance. Similar tactics won't necessarily get you through all fights - again, the rules are very inconsistent - but often enough, they do.

Human AI also fails to impress in this game. It happens all too often that enemies will see you from a distance, shoot at you, see you running to the right, then go to the spot you stood at, go to the left, and ask "where is that guy?" There are even worse cases where enemies seem to just forget ever seeing you, and cases where they know where you are but fail to pursue you, even when they outnumber you and could almost certainly beat you if they didn't try to get you one by one.

All of these AI bugs greatly encourage camping and brute-force tactics, and discourage intelligent stealth combat. I actually thought the game was pretty challenging when playing on Hard because I was trying to go Metal Gear Joel, but since on Survivor, being stealthy is rarely an option, I quickly realized just how easy combat is if one simply camps and takes advantage of faulty AI. Add to that your apparent ability to choke a person to death while standing right next to another enemy without him hearing you, and things really get facepalm-worthy at times.

Of course, you can ignore this and handicap yourself by refusing to take advantage of these bugs, but you really shouldn't have to, and in other games, you don't have to. Try to win by drawing enemy fire in Arkham City or Mass Effect 3. I dare you. You'll see the Game Over screen quicker than you can say "man, this review is long".

BOTTOM LINE

The Last of Us is a fun game with an amazing plot. It's not a masterpiece gameplay wise: combat, as fun and innovative as it is, is all there is to it, and it has more than a few problems, including an underwhelming AI and lack of clarity regarding what you can get away with. Still, it's a great game which in all likelihood will keep you coming back to get all the collectibles and see what else you can or can't do in a given encounter. And when you're sick of the single-player campaign, there's very good multiplayer in this game as well.

This review was written using the PAL version of the game, which is thankfully much less gory than the American version (though still plenty gory), after finishing the game on Hard, Survivor, and Survivor+.

[1] There are actually survival games which have little or nothing to do with horror. For example, Far Cry 3 is a survival game: you have to be clever in picking up resources and taking on enemies, because for the most part, everyone else is much better equipped and much stronger than you. And that's not only true for human enemies: a tiger in Far Cry 3 will mess you up, hard.
[2] Other than that cringe-worthy "I just shot the hell out of this guy". Ugh. Some people claim it's a reference a scene from The Unforgiven, but I'd say it's a bit of a stretch, and even if it is, doesn't quite work.
[3] It's also worth mentioning that anyone who played the game should know that Mc Shea's characterization of Tess is completely wrong.