When I told my best friend I would write a post about this she sent me the side-eye emoji, once again dismissing my already professed obsession with Naughty Dog's The Last of Us. In all honesty, I had to write this post. In part to say thank you to all of the contributors to LoU that truly made the game life-changing. I've read other responses and reviews of LoU, all positive, praising the gameplay, design, the characters, etc. so these words are probably already written in some form. Still, my experience with LoU resonated within the complexity of the storyline and the way the game hones in on connection between both the characters and the player. Initially, I appreciated the aesthetics of the game more than anything, and the freedom that the player had by interacting with the world around Joel/Ellie. There are hints of previous Naughty Dog video games, i.e. Jak & Daxter and Uncharted, woven within LoU and done so cleverly that it's almost laughable. The detail in the game called to my inner writer, forcing me to pay attention to my own surroundings more and learn how to better convey those details in stories. When you play The Last of Us, whether you are playing as Joel or Ellie, you are filled with this immense understanding of who the characters are as people. From the first step you take as Joel, thrown into this raging, post-apocalyptic world, you find yourself actually stepping into his shoes. Instead of the influence and self-portrayal that accompanies customizable characters, in The Last of Us you either get Joel or Ellie in their entirety. And they do not budge an inch just because someone is now controlling them. The gameplay is almost cinematic, as the characters' stories are already chosen and fated. The player's involvement in the game is to take Joel and Ellie on this adventure, to witness it not only with them, but as them. You have just been granted this beautiful opportunity to explore the world that is The Last of Us. Clickers and runners, commence. The strongest thing LoU has going is its ability to constantly make connections. Connections between the characters. Connections between the characters and the players. Connections between the players and players. Connections between players and creators -- there are just feelings emoting everywhere. The characters establish such strong and real connections with one another and you become so immersed in these connections that gameplay starts to become personal. I often found myself screeching while playing, "They just shot me!" or, "I'm being chased by zombies!" or, "A clicker just bit my head off!!'!" Not "Joel". Not "Ellie". Me. By the end of the game you are guaranteed to be dangerously close to tears but not quite there yet, actually crying, or crying angry tears of whereistherestthiscan'tbeit. Yet, all at once, Last of Us leaves you with this odd sense of completion (though I will not oppose a Part 2). It feels much like finishing up a run and finally letting your racing heart come to a steady beat, breathe easy. Or like finally being able to take your shoes off and sit down after a long day of work. Even though the story is done (again, Part 2, anyone') you are fully aware that this world will continue on. It winds up not being the last after all. Even two years later, it's still with me. In some way, shape, or form it has made its impact. You are not left without some kind of connection. That, is what good writing, good art of any form, should emit. Should demand. ...and you can play online. = life.made. -- This feed and its contents are the property of The Huffington Post, and use is subject to our terms. It may be used for personal consumption, but may not be distributed on a website.
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