Reading Maddy Myers' review now; I'm kind of tired of this angle she's taking to explain the thing she's tired of: "Few games had questioned their own body count until that point, but suddenly, in the early 2010s, they were all reacting to the state of in-game stories in the same way: by forcing the player to do things, and then blaming them for doing that thing, even though the player had no other way to proceed."
It's not very often that I feel like the avatar I'm controlling in the game is an extension of myself, and that's almost never the case when that avatar has a name, face, background and characterization I play no part in. I can accept feeling tricked, duped or led down an empty mineshaft in the context of a game that deliberately builds itself on choice: this is what makes Mass Effect 3 feel so perfunctory in its final moments. I, and many others, had expected our choices to matter when everything culminated, especially when the Suicide Mission from the previous game had given us a glimpse at exactly how that could play out. Instead, every player got the same ending with a few changes in dialogue.
But The Last of Us 2 isn't that; every player will get the same ending, and more importantly expects to. So to play this game and bristle at the idea that the player wants to do one thing but the character wants to do another is, to my mind, invalid because this was never an option and everyone who comes to Last of Us 2 shouldn't be expecting the choice of a pacifist playthrough ala Skyrim. This is like someone coming to Bloodborne and feeling disappointed when they learn their only option other than murdering hundreds of humans-turned-beasts and the False Idols and Gods they made the mistake of praying to is to not accept the contract and end the game (because most players miss that this is an option, maybe Far Cry 4's intro is a more apt comparison).
Anyway, I'm not saying all this to say, "well, what did you expect?" because that'd be pretty ironic of me considering what I said just a couple posts ago. I don't think Myers is wrong to play a violent game about violence that seems fundamentally opposed to that violence yet forces the player to perpetrate it over and over and over again. If you don't want that, it's well worth examining why the game doesn't make the argument it thinks its making, or fails to make it convincingly. But framing that in the context of, "I didn't have any other choice!" just doesn't feel entirely genuine, because we're not living in the fantasy world of Her where every game is equal parts VR immersion, open-world exploration, action game and lifestyle sim.
The Last of Us 2 is an action game with horror elements and ambitions of grandeur when it comes to storytelling. It's going to have action in it; the question is, did it need to be an action game to make its point, or should it have aimed for something else entirely?
College mortalist hipsters is my favorite discourse-core band. They killed it at the Market Place of Ideas last year.
Can you submit this to Texts From Your Existentialist?
Log in to comment