As promised, here is my list.
The Best Games I Played in 2013
10. I Am Alive
Due to all the middling reviews this game got, I almost never gave it a chance. However, Scott Nichols vehemently defended it on Twitter, and it eventually went on sale, so I got it. I can honestly say that playing it was extremely rewarding, and I fell in love with the combat that played out more like a puzzle than a shooter. I understand that it did not live up to original hype and trailers, but it's a game worth juxtaposing against other survival games that often go astray.
9. Thomas Was Alone
I played this game last month when I had some downtime and ended up finishing it and getting all the achievements in one night. Not only are the mechanics extremely simple and accessible, but the lovely narrator creates compassion for these quadrilaterals that we never thought possible. Coupled with a wonderful soundtrack and beautifully simple graphics, Thomas Was Alone easily placed itself on my top ten list.
8. The Last of Us
Winter. I already gushed quite heavily about this game, but it's worth repeating that the story is touching and affecting in a way few games have managed to accomplish for me. I know this is topping many other lists, but the rote gameplay that only manages to distinguish itself during one wonderful chapter knocked it down some pegs. Still, this is a must buy for Playstation 3 owners.
7. Asura's Wrath
I was curious about this game from the get-go, but even after checking out reviews and trailers, I did not know what to make of it. Coincidentally, I found it for pretty cheap on some website, and I played it and its (English) DLC over the summer. While it lacks a lot of gameplay to speak of, the bombastic story and events are brilliant to watch, providing entertainment for more than just the player but also anybody watching. Although a game primarily made of QTEs has a limited audience, I can honestly say they went a long way towards making me feel like I am actually accomplishing the ridiculous feats Asura performed.
6. Tomb Raider
My only experience with Tomb Raider was playing the original for the Sega Saturn for about a week. I did not know what to really make of 2013's entry and so ignored it mostly until it was on sale. How wrong I was! Although many aspects of the misfortunes Lara experiences made me uncomfortable in a bad way, she managed to maintain a strong persona amidst a sea of poor female representations. And this action story laced with mysticism actually made a ton of sense. This game felt good to play and good to watch, much like Uncharted 2, but more affecting and personal. I just hope the next entry is not riddled with such poor happenstance for our heroine.
5. Demon's Souls
I started this in 2011 but put it right down when the going got too tough. But all the hub-bub about Dark Souls gnawed away at my distaste until I picked it up again. Although not my favorite game, I had an amazing experience conquering this beast, which I wrote about elsewhere. It also provided me with the rare instance of enjoying consulting Wikis for information, which the game provides little of. Finishing it left me with a sense of accomplishment that is just hard to describe. You feel somewhat sexy for having this under your belt.
4. Gone Home
Gone Home caught a lot of flack from privileged cisgender white male gamers who balked at it for having a feminist or even gay agenda (and for being short, of all things!). I'd rather not directly engage with such an ignorant group, but I don't understand why a very well-written story about a teenage girl falling in love with another girl is considered part of an agenda. Sifting through the Greenbriar family home was just an awesome experience, more akin to Myst than Blue Is the Warmest Color. There is a true feeling of loneliness and suspense coursing through the few hours is takes to complete Gone Home. Simply put: it's an incredible return for the adventure genre that I recommend to all fans.
3. Persona 4 Golden
To say there is no game like Persona 4 would be a lie because other Persona games are like Persona 4. Though distinctly a JRPG, Atlus created a genre unto itself in many ways. The story is long and fascinating with supernatural occurrences just becoming par for the course. I loved collecting and fusing my personae and building my relationships daily. There's always something fun to discover as you work your way towards the end game. The next game is on the horizon, and I can't wait, because this is seriously one of the best RPGs you'll play in your life.
2. Antichamber
I love Antichamber. Somehow, Alexander Bruce managed to sneak in a puzzle game whose tutorial teaches the player more about life and love than about playing it. The visuals are striking, and the music and sound effects are poignant; nothing is overdone. I also really enjoyed the challenge, which required me to both learn and unlearn in order to progress. Sometimes, solving a puzzle means just sitting and staring at the screen for a few minutes until you finally consider the one action you haven't tried. I can easily recommend this to absolutely everyone because of its simple controls and hours full of "A ha!" moments. Although beating it feels triumphant, it also feels personally fulfilling as if you're a better human being because of it.
Also, this is the default Game of the Year for 2013 as this is my highest ranked game actually released in 2013. It was going to be #1, but recent events changed all that…
1. Zero Escape: Virtue's Last Reward
OK. I didn't beat this game in 2013. No, I beat it on January 3rd, 2014, at about 3 in the morning. But it just seemed extremely stupid to lump it into next year for no reason. Here's the deal. As mentioned in my last post, my husband bought me this game, which necessitated my purchase of 999 before it. And 999 was a great game. Now, if you take 999's story and make it about 20 times more complex, you'll get Virtue's Last Reward.
Like its predecessor and Asura's Wrath, it is arguably not much of a game. There are definitely puzzles to solve — plenty of them — but you spend more time reading/listening than doing those. But what you witness is, in my opinion, just amazing. I found myself becoming truly obsessed with this game, which not only provided crazy amounts of twists and turns but found a way to work multiple playthroughs into its narrative in a way I hadn't witnessed since Eternal Darkness for the Nintendo Gamecube.
I do plan on writing a review for it, but just know that it's hard to describe exactly why this is one of the best games I've ever played. Yes, that's right. Ever! I just adore it, and it really revitalized my game-loving spark at just the right time. I'm so thankful for my husband for buying it for me.
Screenshots were either taken by me through Steam or the Playstation Vita, from Game Informer's website, or from the amazing Demon's Souls Wiki.
Showing posts with label The Last of Us. Show all posts
Showing posts with label The Last of Us. Show all posts
Tuesday, January 7, 2014
Friday, July 26, 2013
The (Really) Great about The Last of Us
This entry is a giant
sack of spoilers for The Last of Us. Do not read it unless you’ve played the
game.
Since finishing The
Last of Us, I find myself wanting to talk about all the amazing aspects of
the story with anyone who’ll listen. Because so few of my friends have actually
played and finished the game, I’ll take it all out on you. I know that in my
review, I complained about the combat, what is essentially the game, and I did something very similar for Bioshock Infinite. In general, I think it’s a shame when gameplay
doesn’t marry up to skillful writing, even if it might technically be
well-executed, and I find myself at a loss to come up with why that is:
laziness, checking a box, fulfilling a demand, or a combination thereon. I’ll
give more credit to The Last of Us in
this regard if only because the writers left no story element wasted. The
backdrop of racism, xenophobia, and religious zeal in Bioshock Infinite was just that, and it ultimately served little
purpose against the crux of the main characters’ stories.
Initially, I find it commendable that The Last of Us borrowed a page from The Walking Dead property as a whole and focused squarely on people
instead of “zombies.” The outbreak of infection happened, it terrorized the
world, and the plot hones in on people dealing with it as opposed to a scenario
where droves of infected must continuously be thwarted in their paths. I also like
that the player is forced to confront other people who are also trying to
survive but are more aggressive about their efforts. Ultimately, by creating
throwaway characters, such as the infected, a light is shone on the nature of
man itself. It’s easy to speculate about how one would act in a similar
situation, but like life, the game sometimes doesn't offer a lot of choice. (Of
course, I just wish I got more of “survival lite” on the Easy campaign.)
The Last of Us
also managed to treat a variety of subjects on a more mature level than the
bulk of video games ever attempt. For one, the writers’ treatment of gay and
black people is the best I've seen, period. After Joel concludes that he and
Ellie need a vehicle to get to their destination, he decides to find an old “frenemy,”
Bill, to assist him. Bill is crotchety and has set up something of a war zone
for trespassers. While trying to find a vehicle of use to the pair, he ably
tackles foes and uses his mechanical know-how to survive. Along the way, the
characters find out that his survival partner, has died, providing for a somber
moment when Bill both laments his passing and curses his existence. When Joel
and Ellie finally do get on their way, Ellie reveals that she stole some
periodicals from Bill, one of which is clearly a gay porn magazine.
Here, in a AAA game, we have a gay character who is tough
and useful with little flair for the dramatic and who doesn't get killed by his
own melodrama. Moreover, the nature of his sexuality is actually not relevant to
his character. The game doesn't stop for the player to balk, “You’re gay?!”
Instead, Naughty Dog offers up the implicit. The man Bill finds dead was
possibly his lover, but players are not goaded into probing like an insecure
teenage jock. Instead, you make of it what you will because the story has many
other places to go before it is through. Joel and Ellie find out, but they
don’t waste a minute on it.
The black characters, Henry and Sam, are introduced as Joel
and Ellie try to evade the bandit tank chasing them down the streets. After a
small scuffle, it is revealed that the men have similar goals of finding the
Fireflies like Joel and Ellie, and in a snap, they decide to proceed together.
Sam is a pre-teen aged like Ellie or below, who has tired of survival. This is
not to suggest he wants to die, but he does clearly want to be a kid, evidenced
by when he tries to knick a toy from a shop the group passes through.
Henry, his adult brother, is clearly as keen on how to
manage this unsavory world as Joel is, and both lead their young partners
capably. Although his personal story is not too fleshed out, Henry becomes a
quickly likable character while avoiding many of the tropes that lead other
black characters in games to just be “other.” He wields a gun upright and
doesn't send off foes with a “motherfucker” in an Isaac Hayes-like voice. In
fact, he doesn't play the funny guy at all. His hair is natural, but it isn't a
kooky afro or corn rows; the writers are smart to realize that styling one’s
hair is probably a survivor’s last concern.
It’s important for me to point out that there is nothing
inherently wrong with all the things Henry isn't. People of all races run the
gamut, occasionally exemplifying stereotypes. However, video games (and media
in general) like to convince us that these stereotypes are all black people are
and ever will be. They’d have us think that black men are all funny or badasses,
and black women are all sassy, but more dangerously, they’d convince us that
black people are sidekicks while white people do their thing. The Last of Us, though it does
ultimately kill off these two characters, manages to make Henry and Sam whole
people who are as capable of being helpful when times call for it as they are
at looking out for themselves…like people do. When they die, it is not
forgettable, but neither is it martyrdom. Their deaths are just more heavy
material for this well-woven tale.
Finally, I’d like to address how well women are treated in The Last of Us, especially Ellie. When
Joel’s adventure begins, before he meets Ellie, he is partnered with a woman,
Tess. As they traverse the distances of her story arc,
she also ably performs as a survivor in the infected environment. In fact, in
one scene when they confront someone who betrayed them, Tess acts downright mean
and vengeful, showing both strength of will and weakness of human nature – you
know, like all people do. She isn't a femme fatale or a mystical being who
can’t control herself. Tess is literally just a person trying to live, and her
sex is not a commodity worth bartering with other characters or the player to
do so.
Ellie’s shining time is during the Winter chapter of the
game, which is so amazing and emotionally intense, it just haunts me. Thinking
about it overwhelms me with emotion. At the end of the Fall chapter, Joel is
severely injured, and Ellie is forced to aid him as the two try to leave East
Colorado and continue towards Salt Lake City. But the chapter ends with Joel
just falling off their horse, too sick to go on.
The Winter chapter starts with the player controlling Ellie,
who appears to be alone, and trying to hunt a deer. As the beginning of this
chapter transpires, Ellie gains weapons and shows off knowledge of the same
tricks Joel used during the first half of the game. Realistically, her size
prevents her from choking grown men to death, but she is still able to use her
knife to take them down. It quickly becomes clear that during their journey,
Joel has enabled Ellie to survive. And until the plot reveals that Joel is
still alive somewhere, the player is given the genuine feeling that the rest of
the game might be played through Ellie, something not previously revealed when
Naughty Dog talked up the game. It was a nice but scary feeling, not knowing what
became of Joel.
Eventually, Ellie is kidnapped by a group of men who either
seek to use her body for sexual pleasure or eat her as they have done to others
before her. This scenario, my friends, is where The Last of Us does something almost no other game bothers to do.
Briefly after she is kidnapped, Joel wakes up in the garage where he has been
fighting off infection in the bitter cold. Like any good partner (father figure
or otherwise), he seeks Ellie out, leading to scenes with similar combat and stealth as he’s
encountered before, though travel is marred by heavy snowfall. But Ellie does not just sit and wait for her hero, nor does
it even seem that she’s considered doing so. Using her wits and her notable
feistiness, she escapes her small prison and begins trying to find her way out
of the labyrinthine bandit town. At this point in the game, where the player is
moved from one character to another, both Joel and Ellie are tasked with
surviving the same scenarios with the same weapons and toolsets available to
them. Joel and Ellie are equals, despite their age and differences in gender.
But amazingly, that’s not all. Ellie’s trials take a turn
for the worst when she gets trapped in a hotel restaurant with her psychotic
captor, David, who begins to set fire to the place. He is extremely aggressive
and done with treating Ellie with even the faintest shred of tenderness. In
something of a boss scenario, Ellie must jump David several times with her
knife in the hopes of taking him down. The crescendo is when they are both
heavily weakened, but David manages to stand over Ellie as she tries to crawl
her way to a weapon to take him down.
In this moment, as he kicks and chides her, the writers
forewent the lazy route, that is, having Joel barge in at the last possible
moment and take David down as Ellie cowers on the floor. No, the player instead
navigates Ellie to an unseen machete, which she uses to cut his leg before
kneeling on top of him and stabbing him over and over. It is not until this
point that Joel arrives, his only purpose to comfort an enraged Ellie. The fact
is that here, Naughty Dog let a young woman fight for her own survival and
escape both a sexually and physically threatening event in her life. They did
not let the man play the hero. Instead, Ellie triumphs over her own adversity,
and the player finally gets the satisfaction of seeing Joel play the father.
This scene, Readers, is one of great impact and one of the best I've ever
witnessed in a game.
All images obtained from the official website for The Last of Us.
Tuesday, July 16, 2013
The Last of Us Review
Apocalypse, the Beautiful
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| Just look at it. |
The game starts in Texas during a climactic moment in the spread of a human variant of the cordyceps fungus. In reality, this fungus is known to possess insects until such time that it strays from its tribe, dies, and grows a large spore spewing growth from its head cavity. In The Last of Us, the fungus turns humans into a type of zombie, constantly desperate to perpetuate itself through bites and scratches. As time goes on, the fungal growth breaks through the skull, turning the person into a wandering drone, constantly clicking and using echo location to find potential victims. I won't delve into the introductory moments so as to avoid spoilers, but it's fair to say that those events dig their claws both into the soul of the male protagonist, Joel, and the player, establishing a somber tale for the remainder of the game.
Joel's story then continues with Ellie, a young woman whom he is tasked with transporting over amazingly large distances and mostly by foot. Ellie is a tough tomboyish character, obviously hardened by growing up in a world of survival of the fittest and witnessing the utmost in violence around her. Like Elizabeth from Bioshock Infinite, despite the purpose of the trip, Ellie is not simply being escorted and protected by her valiant hero. Instead, she is capable of participating in taking down foes, though to a lesser extent. Unlike Elizabeth, she doesn't randomly but predictably find objects to assist Joel in skirmishes, and she occasionally does need to be saved like he does. However, that latter fact is not an annoyance in the least and comes up rarely, especially if you know what you're doing. For the most part, Joel does his thing, and Ellie may or may not be involved.
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| Ellie, the girl |
There are two main sets of foes in this game: the infected and the bandits. (This is to imply that there are other foes, which I won't spoil here.) I've already explained the infected, and the bandits fit the common apocalypse story trope of the people who turn on their fellow men to survive. Where the game deviates from other such stories, such as that of Fallout or I Am Alive, is that Joel has played the bandit before, something that is revealed in an early conversation with Ellie. Although killing to survive is the name of the game you're playing, you are controlling someone who has killed to steal and stand his ground.
As varied and nuanced as Joel can be, his bandit nemeses in some scenarios are so large in population that they are as meaningful to kill as the ridiculous mobs of goons in the Uncharted games. A rudimentary understanding of the bandit archetype easily reveals that men (always men) of such violent and aggressive nature are probably unlikely to band together in such huge groups without attacking each other. Yet, there they are, the disposable people. Whatever weight this game was purported to lend to killing is continually negated as more bodies are thrown on the heap.
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| Joel, the handsome man...being killed by a clicker |
I suppose it is reasonable for this to happen once or twice, but the frequency was alarming. Joel comes equipped with his own version of Batman's Detective Mode from the Arkham games, lowering his ear near the ground and restricting his movements to listen for enemies' locations. Obviously, this ability is nigh superhuman in its execution, but it is remarkably stunted in its inability to pick up men beyond the door you are trying to reach or to hear the men shooting the breeze waiting for you to eliminate their brethren. This inconsistency is a frustrating immersion breaker. This isn't war; it's survival. You'd imagine that instead of filling areas in distinct waves, these disorganized foes may meander in and out sporadically, making it hard to tell if there even is a last guy.
Upon the second wave, I'd occasionally lose my cool or my own personal energy to maintain stealth, and let shootouts break out. Depending on available weapons and ammo, these controlled rather well. Fumbling with reloading guns and figuring out what to do when you completely run out of ammo for one lead to tense moments where you have to decide to run and hide or beat attackers senseless at risk of exposing oneself. Breaking stealth by accident or on purpose to handle enemies more aggressively worked well. It was during unavoidable shootouts that I'd wonder why I just wasted ten minutes acting stealthily if there was literally no way to proceed to the goal that way. Saving checkpoints are relegated to the beginnings of "encounters" no matter how many waves of enemies there might be, and restarting to try again is sometimes completely unpalatable.
![]() |
| Teaching a bandit to cha-cha! |
There are some positive encounters in the second half of the game which managed to sufficiently blend the combat/stealth gameplay and the story effectively for me. These typically involved a deep sense of urgency for the characters to get to the goal or the next area safely, and I discovered that it was possible to survive some of these without killing everyone (or sometimes anyone). Much like the expected mechanics of the upcoming Republique, sometimes survival would come down to just getting out of there, which worked handsomely. I loved feeling the close call of leaving the scene, my heart beating out of my chest, in contrast to the feeling of eliminating everyone because it's impossible to open the gate without alarming everyone.
Resource collection comes in multiple flavors. On top of ammo, the player needs to find resources to craft items, such as medical kits and shrapnel bombs, supplements to increase various skill levels, generic groupings of parts to enhance weapons, and various memorabilia that enhance the story behind the setting. Opening Joel's backpack does not pause his surroundings, though, and crafting items takes time, so it is best to always be prepared. I played the game on Easy, and I found digging through each room I came across and looking in every possible corner yielded me a constantly full backpack, though some scenarios left me disparagingly low on certain kinds of ammo for quite a while. Melee weapons are all limited in the numbers of times they can be used, and despite the obvious existence of actual knives about, Joel frustratingly only utilizes limited-use crafted shivs to slash foes. It's an ineffective method the developers used to limit the player needlessly.
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| Getting Ellie to a nunnery was pivotal here. |
The accolades I can throw upon presentation don't end there, however. Sound design is excellent with realistic object collision sounds and voices becoming appropriately muffled as Joel puts walls between them and the source. (Small critique: if you don't face characters talking to you, they sound like they're coming through by radio sometimes.) The voice acting among the main characters is heartfelt and delivered with a lot of extremely necessary credibility. The personal connections required by the script would sound ridiculous otherwise. Award-winning composer, Gustavo Santaolalla, crafted a hard-hitting and really emotional score to complement the entire experience.
My final act of gushing has to be for the writers. I previously mentioned the absorbing chitchat between characters, but something else I loved was Joel's commentary after picking up letters and journal posts, adding gravitas to them by simple acknowledgement. The whole journal collection game changes when the character doing the collecting elects to voice how he feels about each item. It makes the objects less pointless to pick up. Also, a handful of the bandits would have conversations before beginning their patrols, such as chatting about whether or not the "boss" would activate an old movie projector. These dialogues were appreciated even if they were all we learned of the bandits' desires.
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| I had better luck than this. |
Although I would not call The Last of Us the complete package, I recommend it to everyone looking for a deeply and maturely handled story, filled with realistic characters and motivations. I've refrained from commenting on the relationship between Joel and Ellie because I seriously do not want to give away the turns it takes. Their tale, by virtue of them being the consistent factor throughout the game, is obviously the most important, but I also do not want to negate the other stories you'll encounter. I just hope the more typical aspects to the overly hyped gameplay do not dissuade you from taking the plunge.
All images obtained from Game Informer.
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