Pausing from discussion of whether the story is "good" or "bad" I'd like to take a moment to talk about The Last Of Us II's other ludonarrative issues. Chief among them is the fact that this is a game that's clearly designed for you to scour every inch of its carefully crafted levels (most of the gold trophies are for finding everything, the game is designed for you to be constantly short on necessary supplies, etc...) and yet it's constantly bugging you to move on and get going. There are a ton of games that are designed this way, with characters who try to rush you even though the game mechanics clearly intend for you not to rush. In The Last of Us Part II there's something of a nod to this issue, with your character sometimes responding that they're looking for supplies, which I liked, but then if you spend more than 30 seconds looking around an environment the game itself starts bugging you with a "hit L3 for a hint" icon on the screen, accompanied by a little chime. To my knowledge you can't turn this off. I never needed a hint but it did serve to really annoy me when I was trying to figure out a puzzle and especially open a safe. Like dude, you intentionally made the safes require careful scouring of the environment to open and now you're going to bug me that I'm not doing it fast enough? This always made me feel a little stupid.
Of course the in game hint system isn't really narrative, but there are times when you really do need to be rushing from a narrative perspective and the game still wants you to search the environment (because it has safes or other optional areas that wouldn't be there if it didn't.) This is a constant issue in video games, the "we have to hurry" where there is no need to hurry, but I really felt in TLOU II. I would have been able to spend less time searching, of course, if the characters could carry more than 3 bullets at a time, so there is a disconnect between the mechanics (which force you to constantly scrounge for resources) and the narrative, which wants you to hurry. There's a point in the game where you have to advance on a sniper and while your companion comments on his amazing aim I was more impressed by his ability to hold multiple clips of ammunition at the same time. He probably took 25-30 shots at me, so clearly he must have magical pockets. There's definitely a tension between the game's mechanics that limit what you can carry and its supposedly propulsive narrative. Maybe if they didn't insist on carrying so many different guns they could do what actual people do and carry one or two guns and enough bullets to actually be able to use them!
While I'm complaining about these petty issues, I'd also like to complain about locked doors in this game. There are four types of doors in TLOU Part II. There are doors you can just open, doors you can open with more effort (holding down the triangle button) that usually lead to the next section of the level, doors that you can't open at all and can't even try to interact with, and locked doors. Most of the time locked doors indicate that you need to find another way around, like through an outside window or a crack in the wall, but on maybe 4-5 occasions you need to advance the narrative to open them. I spent way too much time trying to find a way around these doors because the game had trained me mechanically that locked door=find another way in. Not always. In one area you actually have to try to leave the building in order to open an internal door, because something happens that keeps you from leaving and the locked door is actually part of your path out.
In the game's defense I think that either your character or a companion will say something like "there must be a way around" if you're actually supposed to open the door, but they don't say anything if it's a story door, so the first couple times they didn't say something I didn't get that that was a clue that this door couldn't be opened yet. This is a very petty complaint, but I got pretty frustrated trying to open doors until I figured this out. The locked door in the theater is especially annoying because the way you actually open it is some old-school PC adventure game silliness.