The year is 2069. Once common forms of government now occupy historical archives on the dataverse, having been supplanted by mega-corporations decades ago. These mega-corporations, or syndicates, are few and amongst them Eurocorp is dominant, thanks to their invention of the DART chip: a neural implant allowing access to the dataverse. Unique syndicate specific versions are embedded in roughly half the world’s population, creating a societal divide between the haves and the have nots, metaphorically illustrated by the lush skyscrapers users live, work, and shop and the destitute “downzone” areas on the surface. As they’ve vied for control of the populace and protection of their intellectual property, corporate espionage and outright warfare have become standard, necessitating the need for bio-engineered agents enhanced with the latest in chip technology.
With Cubivore: Survival of the Fittest done and dusted, I thought I’d turn my attention to another game that’s been on my backlog for years: Singularity. Developed by Raven Software and published by Activision on June 29, 2010, it’s an alternate history first-person shooter centered on the Cold War and time manipulation. Accordingly, it has a few unique, and fun, time-based gameplay mechanics. The gunplay is solid but clearly intended for a mouse and keyboard in favor of a controller. Speaking of favors, I did myself none by playing on the hardest difficulty. Nonetheless, it lived up to my expectations and was a net-positive experience.
Before BioShock released, I knew very little about it. I heard murmurings that it was going to be an “important” game, but I didn’t pay any mind. Until the week it released. At that point, the hype surrounding the game was deafening; it was a literal echo chamber in the video game portion of the internet I frequented. I went from an ambivalent position regarding BioShock, to one where I needed to play it. Almost immediately, I knew I made the right decision. As you might already intuit, I approached The Last of Us in much the same way, and again, I made the right decision.
After the half-hour introduction, it was already apparent to me that The Last of Us would go down as another “important” video game. In that time span, Naughty Dog gave me a view of what day-to-day life might be like for the primary protagonist Joel, his daughter Sarah and his brother Tommy. This normalcy was brief though and within minutes all hell broke loose in their suburban Texas town. The group was soon on the run in order to survive against their mutated, zombie-like neighbors and townsfolk. Just when it appeared that they had escaped the town to safety, Sarah was accidentally murdered by a man following orders above all else. Whatever semblance of a normal life had already ended for the group, but much of Joel died that day.
Fast forward twenty years and the country, and most likely the world, has seen humanity consumed by a viral fungus that transforms the host into a violent zombie-like creature within days. Although it’s never directly explained what happened in that twenty year period between the introduction and the remainder of the game, it was easy enough to piece together information and interpret the rest. Some pockets of Americans live in complacency in government-controlled quarantine zones and others hoof it in the wilderness. Alone, in groups, or within the ranks of the Fireflies – a revolutionary militia squad wanting a break from the government’s status quo – it’s a tooth-and-nail fight for survival.
Joel, and his female cohort Tess, operate somewhere in between. As smugglers living in Boston, they transport goods in and out of the quarantine zone to make a living. Events quickly transpire and they’re confronted with a decision that they don’t get to make. The leader of the Fireflies, Marlene, has something they want, but she needs a favor. She needs them to smuggle a young girl, Ellie, out of the city and into the care of the Fireflies in a safer area. They reluctantly accept and before they make it out, they realize why Marlene wants Ellie to reach a safe haven – she is immune to the fungus. This is unheard of, making Ellie the Holy Grail in a world without hope.
Tess saw that. She bit the dust early on but urges Joel to finish the job and get Ellie where she needs to be. Despite being a hard-ass that wouldn’t take any scruff, Tess seemed idealistic and hopeful for the future. Joel is also a short-tempered hard-ass; however he cares little for anything related to hope. He pisses on the government as much as he does the Fireflies. All he cares about it making it to the next day and it seems the only reason for that was his relationship with Tess. Why else would he slavishly travel halfway across the hellhole that America has become with a girl he doesn’t want to care for? If he is one thing, he’s devoted.
That journey across America comprises the rest of the twenty or so hour campaign. It was a hellish trip for all parties involve; for Joel and Ellie and for me, the player. What made it so for Joel and Ellie were the impossible odds they routinely found themselves up against and the hostility they encountered from the country’s remaining survivors. The highlight of the game for me was probably these survivors they’d run into. The bulk of them were hostile but there were a scant few who allied with Joel and Ellie and aided them on their journey. So many of these characters seemed like real people, with, what I can only imagine were problems I could relate to in the post-apocalypse. That sounds strange – that I feel these video game characters are lifelike – but I guess that’s a testament to the talent at Naughty Dog and the evolution of the medium.
What made the journey hellish for me as the player was the difficulty I encountered. The game’s difficulty could be construed as a continuation of the philosophy present in From Software’s Demon’s Souls, which in turn was a response to criticism of Naughty Dog’s own Uncharted series and other blockbuster video game titles. Regardless of inspiration, the sometimes stressful difficulty is a spot-on match for the always stressful situations Joel and Ellie find themselves in. Through all of their run-ins with enemies, there wasn’t one where I was able to go in guns blazing and succeed. I might get one or two enemies, but their numbers would overtake Joel and Ellie quickly. I had to be smart when approaching a fight because the enemies were. They could hear and see Joel so if I guided him wrong, they’d group up on him and I’d be paying for it.
For the most part, I snuck around as much as possible and tried to quietly take out enemies by killing them with a makeshift shiv. If I was ever spotted, I’d use cover to break line-of-sight with the enemy, flanking them so I could use another shiv or resort to a handgun, rifle, or bow. I say that honestly too. Although I didn’t have any trouble coming across ammo on the normal difficulty, or any supplies for that matter, I was always very cautious. I wouldn’t use a health pack until I was able to craft another, unless I direly needed it. Same for the use of Molotov cocktails and smoke bombs; I avoided using these unless an encounter just called for them.
Although the entirety of the game was astounding, the last two sections in particular I thought were brilliant. The first begins with a role reversal for Joel and Ellie as she becomes the protector for a brief period in a harsh Colorado winter. Here the duo encounters David, the leader of a local pocket of survivors and an absolute madman who’s played by none other than Nolan North. The final section sees Joel finally delivering Ellie to the Fireflies but having a change of heart when the circumstances aren’t to his liking. The game ends in a provocative way that prompted my friend and I have long conversations about the decisions made.
Just as I felt after completing BioShock, I’m glad I decided to buy into the hype and experience The Last of Us. Naughty Dog crafted a riveting video game that has perhaps set a new high-water mark for video game narrative. The characters and relationships on display were qualitatively better than 99% of any other game out there. The game’s brutal, but honest, gameplay was nothing to warrant as much praise for, but was immensely tuned and enjoyable enough that it didn’t bring the experience down, but amplified it. This is a game that has to be experienced.