@drbroel: After everything I've seen and heard, I wouldn't be surprised if it's just a very straightforward analogy that interpersonal connections are what keep us grounded and that cutting those ties leaves us adrift and lost in a sea of nothingness. Which is, I dunno, fine I guess.
Film school ruined most movies for me. Seeing how the sausage got made makes you realize that film people love looking clever (I condemn myself in this statement as well) And Neil Druckmann is a hella film person. Which is tricky because it's a very fine line between clever and needlessly convoluted.
Nothing is technically wrong with anything in this game except for perhaps stale mechanics/AI at this point. I don't think any of the deaths or decisions couldn't be explained away with properly structured cutscenes and dialog and plot structure. It just sorta feels like there were big tentpole narrative things they wanted to say and then they had to construct a story from the top down based off of throwaway story elements. Rogue One has similar issues to me. Things in previous works (many Bothans vs a nameless firefly surgeon) that were probably never meant to act as the catalyst for a story. They can for sure, but the setup is paramount. I see so many people saying they don't care about these new characters. That's Naughty Dog's fault, not the person playing it. And it's not like they didn't solve this exact problem before.
Playing as Sarah in the first game makes you identify with her and care about her and Joel's relationship before you see him in the current world's setting. It gives you context. You understand his grief and walling off through the rest of the game without ever having to have expository dialog, and that allows for more meaningful dialog or subtle acting cues to take its place. They do this for Abby but not as smoothly. You could just as easily have had a prologue showing Abby's experience of those events early so that when things get gnarly, its a much more grey area. I feel like it would have had a better impact than this execution. The symmetry of that (Joel/Abby/Ellie being broken by a death and having it derail their future) is one of those narrative rhyming things that feels dumb when you type it out, but the repetition works in telling a story without having to beat anybody over the head with it. (too soon =P) You both feel for Abby and like Joel even though he sucks and would be forced to contemplate that as the story progresses. The way they did it, your nostalgia overrides their narrative purpose and leaves a bad taste in your mouth. At least it did for me.
Abby is a fine character. They all are, really. Its just how they are given motives and when we as the audience are exposed to it that feels off. The pacing and plot of a narrative driven game like this is crucial and this just didn't land for me. It's like when I see a film and go "oh man, if they just edited out this scene and rearranged the timing of these events it would land so much harder." That's up the individual director and editor to decide, but there are well worn tropes for a reason and I feel like some were skipped for whatever reason they saw fit.
Loss of innocence is a huge part of these games and yet that arc feels so much more realized in the first game because you can't tell people to feel a certain way in media. At its best, media uses its smoke and mirrors to make you think like you discovered the hidden meaning of a tale by yourself, when in actuality the entire thing was on rails. The fact that everybody knows and sees the "murder bad. people shouldn't be bad. its a vicious cycle" theme is because the track isn't hidden here. The narrative is obvious and no amount of gorgeous art and great acting and new and interesting characters can overcome that feeling. Nobody claims the first game was a wholly original idea, but the execution of those key concepts was better, in my mind.
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