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A Blast of Fuss: Naked, Raw Babality
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remote



Joined: 11 Dec 2006

PostPosted: Wed Jun 26, 2013 1:42 am        Reply with quote

i'm near the end and hope to finish it tonight -- so far my favorite part of the game was probably the entire winter sequence, starting with ellie stalking a buck, all the way through to ellie stalking men and leaping on their backs like a feral, cornered animal when she couldn't simply pick them off with arrows. something about maneuvering her small frame made her seem even more fierce than big ol' joel, and with the higher stakes the intensity was at its keenest.

actually looking forward to trying a little bit of the multiplayer stuff after i'm done, too.
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108
fairy godmilf


Joined: 05 Dec 2006
Location: oakland, california

PostPosted: Wed Jun 26, 2013 2:02 am        Reply with quote

hey remote, i will multiplay with you! i am number108 on PSN if we are not friends already -- i have a fancy headset that can even do voice chat.

(i have actually never played online multiplayer on PSN.)

and judging by your post from the previous page of this thread -- the one where you got Too Tired To Continue and went to bed, it looks like you are literally minutes from the end.

it's funny because i was at That Exact Same Part at The Exact Same Time as you, so we're basically brothers

(also, yeah, your favorite part is also my favorite total sequence)
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Wed Jun 26, 2013 4:57 am        Reply with quote

I agree the deer-hunting sequence was one of the game's highlights. (Even though that damn deer ran off about 15 times before I finally got quiet enough.) It best captured the sense of solitude and idyllic return to nature.
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remote



Joined: 11 Dec 2006

PostPosted: Wed Jun 26, 2013 7:16 am        Reply with quote

Finished it. Phew.

Honestly, I think the ending has left me with a kind of emptiness. Do I want a sequel? Maybe not. But yeah. It's interesting in contrast to The Walking Dead, where Lee was did everything he could to keep Clementine alive, even as he was slumped against a wall, dying. Here, it's different. In TWD I could feel the desperation Lee felt as he died, but Joel's choices near the end of The Last of Us were entirely selfish and there was a weird, final disconnect. I want to say I can understand where he was coming from, but considering all he left in his wake just to keep her alive, with him as a surrogate daughter under the pretense of a terrible lie... That's some real heavy shit. The Walking Dead left me with a heavy heart, but this one's going to stick with me for a while in a slightly different way. Siiigh.

... I might go through it again immediately, this time on survival mode.

tim: multiplayer some time would be fun! I unfortunately do not have a fancy headset for my PS3. Perhaps something else could be arranged or we can just see how it goes with me as a mute. I tried a little bit just now and it's pretty neat!

My name on PSN is "paracletus" (and I wish I could change it).
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remote



Joined: 11 Dec 2006

PostPosted: Wed Jun 26, 2013 10:51 pm        Reply with quote

another thing i loved: when you find the crumpled letter you handed to bill just moments before. that level of storytelling is all over the place here. man!
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Wed Jun 26, 2013 11:20 pm        Reply with quote

I'm pretty sure you can use any USB headset on a PS3, although maybe I am wrong because I would have thought there'd be more people talking in that case.
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Broco



Joined: 05 Dec 2006
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PostPosted: Wed Jun 26, 2013 11:42 pm        Reply with quote

I was thinking about how when Ellie was offered to join the Colorado bandit gang, she should've accepted that offer. Were she thinking more coolly about it, it makes perfect sense in that after developing a bit of trust, she would gain more freedom to escape. And imagine the dramatic possibilities -- it could lead to a scene where Ellie finds herself forced to participate in a raid on a peaceful settlement. But it's worth it because she needs to preserve her life above all for the sake of humanity right?
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Holdypaws



Joined: 13 May 2011

PostPosted: Thu Jun 27, 2013 5:24 pm        Reply with quote

I dunno if a video game trying to be this serious will ever not be dumb. But I had a pretty good time. It definitely felt more like a 'step' rather than a 'destination.' We're going to see more of this kind of game, and I think we can see where it's going... so I was hoping this would be a little more unconventional in terms of gameplay. The story/gameplay disconnect isn't as jarring as Uncharted because of the theme, but it ends up feeling like the story and presentation have become more sophisticated than the game design.

Would Have Appreciated (WHA): A shorter game with more sparse, thoughtfully-placed encounters. Far fewer enemies. I'd like to see what would happen if they threw expected tropes out the window and made the gameplay and story 100% compatible, instead of the (still commendable) 65% they've got going on. I think you could keep the sense of distance and scale and still cut it down a bit.

It started to get just numbing walking into a space conveniently filled with objects I'm clearly going to have to use for cover. I think the game would actually benefit if they had only the number of encounters (and enemies) that was right for the story. Or maybe make the main campaign much sparser and story-driven, with less shoe-horned mass murders, and then have a 'side stories' kind of bunch of extra maps and missions you can play on the side?

It may be a special olympics type deal, but Naughty Dog certainly have better taste, in many ways, than most developers. They also really know who to steal from! I was reminded, in pretty deep-set ways, of Resident Evil 4 and Half-Life 2 on multiple occasions. And to be honest I couldn't think of a real reason why it isn't better than both of them.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Jun 27, 2013 5:37 pm        Reply with quote

HL2, in my mind, remains great solely because of its themes (dystopia, body horror, 1984 meets Childhood's End) and aesthetics (Viktor Antonov's designs and all the distinct, excellent iconography), and the whole overarching trek to the Citadel (the most BLAME! setting in a game, perhaps), which you eventually enter. It'll always be an iconic and landmark game to me. That said, I do think The Last of Us actually builds on natural and believable characterization, dialogue, animations, etc. in a way that places it fairly well beyond HL2 (not to mention RE4 (and apparently Uncharted)).
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Felix
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Joined: 04 Dec 2006
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PostPosted: Thu Jun 27, 2013 7:11 pm        Reply with quote

I still feel like Alyx and the dog robot were so far ahead of their time and the whole first-person quasi-interactivity thing is sufficiently unique from whatever Hollywood-chasing that Naughty Dog is attempting

but I also haven't played half-life 2 in eight years and am generally fairly grumpy about these things
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Holdypaws



Joined: 13 May 2011

PostPosted: Thu Jun 27, 2013 7:30 pm        Reply with quote

I always felt like Half-Life 2 was full of cool stuff made by smart people, and it all came together somehow (great art direction helps), but not really that great of a story. It was compelling for the game, but there's no way I'd read a book about that.

For The Last of Us I was thinking especially about the pacing similarities, and I guess by extension the atmosphere.

Innovation is not Naughty Dog's thing, but their sense is uncanny. They've got good, talented heads on those shoulders.
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CubaLibre
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Joined: 02 Mar 2007
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PostPosted: Thu Jun 27, 2013 8:31 pm        Reply with quote

Whoa Holdypaws, you are saying all the things I would say if I could put sentences together any more.

shrug now that I finally done beat it I got to call you out on the alleged story dissonance, the non-twist twist, and the way you claim the game justifies everything Joel does because Dad. I think it's way more ambiguous than that, in fact it's so obviously ambiguous that I'm wondering where you even get that criticism from.
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remote



Joined: 11 Dec 2006

PostPosted: Thu Jun 27, 2013 8:50 pm        Reply with quote

Yeah my reading of it was way more ambiguous and unsettling.
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The Troops



Joined: 20 Feb 2007
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PostPosted: Thu Jun 27, 2013 9:25 pm        Reply with quote

Felix wrote:
I still feel like Alyx and the dog robot were so far ahead of their time and the whole first-person quasi-interactivity thing is sufficiently unique from whatever Hollywood-chasing that Naughty Dog is attempting

but I also haven't played half-life 2 in eight years and am generally fairly grumpy about these things


the Play Catch part was a Miyamoto-esque little nugget of genius that killed about a hundred birds with one hug.

a) painless tutorial on how the gravity gun functions
b) fine-grain non-combat spatial interaction with an entity that's impossible to be uncanny
c) narration by the deuteragonist
d) little character-building easter eggs, such as hiding the ball under something, or throwing it away

secret Valve secrets: the Play Catch part is the single most positively received moment in Half-Life 2, according to playtests, and it led Valve to the creation of Episode One and Two, which were essentially about trying to come up with as many ways for a players to interact with an NPC that were not violent, but still made for "good gameplay"

the thing about all the stuff that goes on, such as covering up the burrow holes, holding the wheel while Alyx slips under the grate, etc., is that isn't direct enough, and isn't buried deep into a human memory the way Playing Catch is; they are merely things you do while someone watches and then congratulates you for it, which makes Alyx more obsequious and gamey. the most successful of these interactions were things in which you did a thing, and you could see the effects happening in milliseconds: holding the light for her to see (but not too close that you'd blind her), or watching her bob around in your sports car to your every turn like a post-Apocalyptic OutRun girlfriend

one big discovery that they had while making the episodes that putting a frail person in situations with guns was dehumanizing; whether or not she was getting hit, producing blood particles and saying "ouch," it reduced believability in all cases, therefore deflated the tension. so in the Episodes, there are surprisingly few combine soldiers compared to HL2, and fighting big squishy melee munchers lets Alyx punt the crabs off zombies' heads with her converse. if there is any lesson that has not been learned here by The Industry, bullets don't make great character development ("so let's make an 18-hour cinematic experience about them!")

also, the Alyx Hugging scene in Episode One gets a lot of love, though it's just a cutscene, and shows how limited FPS interaction can ever really be. nothing that is part of your body can ever be touched in a fine-grain way, because they are just "viewmodels" existing in planes above the world. (if you change the field of view (new in the settings since 2010), Alyx arms will clip around, and it looks terrible.) gordon freeman and all FPS protagonists are boys in bubbles, deranged, condemned to the act of loving only with hitscan weapons; no wonder they're silent.

The Last of Us is third-person but don't tell it.
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Thu Jun 27, 2013 10:16 pm        Reply with quote

Ronnoc wrote:
I'm pretty sure you can use any USB headset on a PS3, although maybe I am wrong because I would have thought there'd be more people talking in that case.


It is true, you can use most USB headsets. With PS3, I've found that if I want to consistently have good online experiences, I have to join a community that is active in whatever game I'm playing and then add 10+ people from that community to my friends list. So that chances are good someone will be online, when I am.
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Ronnoc



Joined: 26 Feb 2010

PostPosted: Fri Jun 28, 2013 12:19 am        Reply with quote

Selectbutton
like a post-Apocalyptic OutRun girlfriend
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
Location: a meat

PostPosted: Fri Jun 28, 2013 4:37 am        Reply with quote

CubaLibre wrote:
Whoa Holdypaws, you are saying all the things I would say if I could put sentences together any more.

shrug now that I finally done beat it I got to call you out on the alleged story dissonance, the non-twist twist, and the way you claim the game justifies everything Joel does because Dad. I think it's way more ambiguous than that, in fact it's so obviously ambiguous that I'm wondering where you even get that criticism from.


It was a knee-jerk reaction.

I agree it plays the finale for ambiguity, but my experience was informed by my reaction to the whole "Winter" chapter (simultaneously my favorite and least favorite part of the game), which seemed to have been specifically structured to get my (MY MEMEMEMEME) hopes up about things getting morally not-boring only to go NEVER MIND MURDER EVERYONE. I think they were trying to draw clear parallels in badness between Joel and the Hunters, but it's lost in the noise BUT THESE HUNTERS WANT TO EAT THIS LITTLE GIRL which works with the emotional catharsis of their reunion to just make him Better?

He is Us, after all. When he's doing terrible things we know there's the Other Us struggling to not be murdered by grown men nearby. Our glancing blow off the side of our generic enemies' reasonable reactions to Our (anti)Heroes' violence is drowned out in cannibalism and implications of future rape ("just another one of [whoever]'s pets"). It cements the characters' bond and leaves me more sympathetic to the necessity of Joel's actions.

Do I agree that Joel is a creepy, damaged, unsettling character? Yes. Was that intentional? Sure, probably. Did the sum total of the end read to me as weighted on the side of "hey this is kind of fucked up?" No.

I experienced it as a creepy, damaged, unsettling character who did a thing that was tentatively OK because Kids, Man.

I've read several reactions on these internets which amount to "sometimes you just have to make hard decisions and tell terrible lies to keep your kid safe... that's just parenting for you!" which seems like a valid side of the line to come down on.

Broco wrote:
So, the ending is on one level totally unambiguous (except for those players who are just as blinkered as Joel himself)


Seriously? Fuck you. \(^_^)/

I see where everyone is coming from and how you got their with The Thing. I might be in a similar place with The Thing if, you know, it had actually worked for me. It didn't. I think it's kind of remarkable for a video game and kind of derivative and lame as a piece of overall storytelling (though, yes, with a whole lot more grace notes than we usually get from Game). I'm glad the Rest of Us found it effective enough to experience the end in a way that didn't make them glad humanity was on its last legs.

Nothing is for everyone.

The fact that this space for interpretation exists is to the game's credit, sure. Doesn't make me like it any more.



WHERE ARE MY NOTES

EDIT: I probably brought baggage from the end of The Road into the experience as well, since they really did lift the final shot/line from the movie version exactly.

plz deploy your "homages" in a thoughtful way vidyagames thanx
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remote



Joined: 11 Dec 2006

PostPosted: Fri Jun 28, 2013 4:55 am        Reply with quote

shrugtheironteacup wrote:
Do I agree that Joel is a creepy, damaged, unsettling character? Yes. Was that intentional? Sure, probably. Did the sum total of the end read to me as weighted on the side of "hey this is kind of fucked up?" No.

I experienced it as a creepy, damaged, unsettling character who did a thing that was tentatively OK because Kids, Man.


Mmmmaybe. I mean, certainly he's operating on a kind of damaged paternal impetus, but when he lied to her face in the very last lines my heart sank because I felt like he was nurturing himself regardless of what she might have wanted had she known the truth or been given the choice. Of course, on the other hand, had she known it was going to kill her, what would she have chosen? So maybe Joel did feel like he was protecting her. It's just... in the very next scene (after escaping from the hospital) he's telling her he thinks she'd have really liked Sara, ignoring her uncertain, dejected tone of voice. It's weird and very creepy. I don't think there's an easy answer to this one and that's why this game hasn't left my brain since I finished it.
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Holdypaws



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PostPosted: Fri Jun 28, 2013 5:27 am        Reply with quote

One thing my mind keeps going back to is one of David Byrne's journals where he basically said he thought the problem with video game storytelling was that you make choices. If the player is in control of the outcome, there's effectively no story being told with a point.

Now this could be interesting someday in the future, but it is a very tough thing.

TLOU pushes you through one story, so it sidesteps that problem while trampling all over the sides of it. The Winter section was pretty great because it really felt like you were forced to do what you were doing by the circumstances. Even if you hated what you were doing, it felt like there was no choice. Roger Ebert wrote before that he felt the most important thing about movies was that they created empathy, and Winter is kind of a crude example of how video games can potentially do that too in a provocative way.

But the part at the end where you are suddenly flopped down in front of a surgeon and the game doesn't progress until you stab him to death felt a lot more clumsy.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
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PostPosted: Fri Jun 28, 2013 5:43 am        Reply with quote

remote wrote:
It's just... in the very next scene (after escaping from the hospital) he's telling her he thinks she'd have really liked Sara, ignoring her uncertain, dejected tone of voice. It's weird and very creepy.


You've described fully half my interactions with my parents over the course of my morose, depressive life.

I don't think it's weird for a "parent" who's feeling particularly chipper to keep the happiness rolling in the face of a kid's mood. Especially if, just over the hill, is the finale of their journey which, in the parent's mind, is going to mean everything's safe and OK forever. Probably knows something is on her mind but waits for her to bring it up in her own time, or finally succumb to the tide of his positiveness and/or the magic of a home with electricity. It's awkward, but not creepy in and of itself.


Broco wrote:
I was thinking about how when Ellie was offered to join the Colorado bandit gang, she should've accepted that offer. Were she thinking more coolly about it, it makes perfect sense in that after developing a bit of trust, she would gain more freedom to escape. And imagine the dramatic possibilities -- it could lead to a scene where Ellie finds herself forced to participate in a raid on a peaceful settlement. But it's worth it because she needs to preserve her life above all for the sake of humanity right?



In the ideal version of this game that exists only in my head and will forever color my appreciation of The Thing Itself, Ellie joins the group and just maybe they're not cannibals. You actually meet the women and children, and she learns that they're desperate people trying to stay alive w/out succumbing to any signature of OH MY GOD KILL EM. She has to deal w/ her growing comfort with the safety of a large group and the validity of their dislike of her and hatred of her dad figure. She wants to continue her trip, but she likes this dwelling in one place thing and becomes fond/appreciative of the people around her (after all, their banditry isn't much worse than what she and Joel have been doing). Joel "rescues" her and the orgy of violence that ensues is a little less WELL THEY WERE GONNA CUT HER ARM OFF.

They could still Start It when Joel comes, ignorant of the fact that among these people are people who saw him kill their friends, so it's a not a complete What A Monster You Are moment.

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Broco



Joined: 05 Dec 2006
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PostPosted: Fri Jun 28, 2013 6:57 am        Reply with quote

shrugtheironteacup wrote:
I've read several reactions on these internets which amount to "sometimes you just have to make hard decisions and tell terrible lies to keep your kid safe... that's just parenting for you!" which seems like a valid side of the line to come down on.


It's not though. People saying that are straight-up wrong.

shrugtheironteacup wrote:

Broco wrote:
So, the ending is on one level totally unambiguous (except for those players who are just as blinkered as Joel himself)


Seriously? Fuck you. \(^_^)/


I actually wasn't thinking of you when I wrote that but posts I've read on other forums that were generally supportive of Joel's actions (like the one above). You agree with me that the facts and ethical implications of those facts are unambiguous and incriminating of Joel. So I don't think you're blinkered. We just had a disagreement on whether the authorial intent was for the ending to be as unambiguous as it is, or whether it was intended to be a real ethical dilemma.

Giving that another thought, and knowing what I know about AAA game design, it's true that I find it much easier to imagine that the pitch meeting went like "we'll have an ambiguous ethical dilemma" than "we are going to critique obsessive parental love by showing how it can turn evil in the wrong context". I personally think the former concept is meh and the latter concept is interesting but yeah, no, it does seem really unlikely.

Yet -- through a sum of small decisions, they did end up making the latter. And I don't think it was pure accident, rather it was that the writers engaged carefully with the material, teasing out all the subtleties and implications and giving a plausible psychology to each character. By fleshing out the original idea of ambiguity they also gradually replaced it with something darker and richer (since ambiguity is not the only way to be rich).

Probably some (or most or all) staff at Naughty Dog still believe they made a game with an ambiguous ending. And certainly a lot of players misread it that way. I suppose that can be pretty irritating but I'm a bit past caring about all the stupidity in the game industry, it's not my problem. Engaging with the work itself I find it good.
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remote



Joined: 11 Dec 2006

PostPosted: Fri Jun 28, 2013 7:20 am        Reply with quote

shrugtheironteacup wrote:
It's awkward, but not creepy in and of itself.


Not sure I agree, but it's hard to say for certain since we aren't privy to his internal monologue and can only guess as to whether he wants this more for her or for himself.

Whether it's more awkward or creepy, maybe unsettling is the better word.
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Broco



Joined: 05 Dec 2006
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PostPosted: Fri Jun 28, 2013 7:23 am        Reply with quote

shrugtheironteacup wrote:
In the ideal version of this game that exists only in my head and will forever color my appreciation of The Thing Itself, Ellie joins the group and just maybe they're not cannibals.


This is an interesting direction per se, but I feel it would've undermined the ending, since the entire game up until the end establishes an ethical frame in Joel's mind where anyone trying to kill Ellie is doing so for malicious reasons, and therefore deserves any murder coming to them. Then when circumstances suddenly change, Joel is not flexible enough to change gears and reconsider that assumption.

If there had been a prior ethical dilemma, then Joel may have become primed to be more ambivalent. Instead he is primed to assume that anyone claiming they have no option but to kill Ellie (as the cannibals do) are purely self-serving.

Part of why I admire the ending is that it takes a lot of finesse -- including this, and the coincidence that Ellie was already unconscious when picked up by the Fireflies and therefore could not consent -- to make the shocking turn seem like a natural consequence of Joel's known character, rather than an implausible break from it.


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remote



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PostPosted: Fri Jun 28, 2013 7:26 am        Reply with quote

Broco wrote:
the entire game up until the end establishes an ethical frame in Joel's mind where anyone trying to kill Ellie is doing so for malicious reasons, and therefore deserves any murder coming to them. Then when circumstances suddenly change, Joel is not flexible enough to change gears and reconsider that assumption.


This is a really good reading of what drives Joel, but I still think it leaves room for the ambiguity of what he might want for himself.

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Broco



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PostPosted: Fri Jun 28, 2013 7:48 am        Reply with quote

remote wrote:
Broco wrote:
the entire game up until the end establishes an ethical frame in Joel's mind where anyone trying to kill Ellie is doing so for malicious reasons, and therefore deserves any murder coming to them. Then when circumstances suddenly change, Joel is not flexible enough to change gears and reconsider that assumption.


This is a really good reading of what drives Joel, but I still think it leaves room for the ambiguity of what he might want for himself.


That's a good question, my take on that is that Joel's private dilemma -- largely orthogonal to the main ethical question we're been discussing -- is whether to stay independent so that he remains emotionally untouchable, or whether he should embrace his sublimated desire for a replacement daughter. He was presented in previous parts of the game with the consequences of either choice, neither appealing: the loner who pushed away his partner and let him die, and the distraught father who committed suicide after his boy was infected. The latter was worse -- that's why in the power-plant sequence immediately following that, he attempted to ditch Ellie. But their relationship had already come too far for that, and the end of that power-plant sequence was a milestone in that even though he still hadn't started consciously thinking of Ellie as his daughter, Joel's dilemma was essentially resolved.

remote wrote:
we aren't privy to his internal monologue and can only guess as to whether he wants this more for her or for himself.


Ellie is herself conflicted about what she wants, in one late scene she expresses a decision to keep going to the Fireflies to give the journey (read: her life) meaning, in the next she talks about a dreamlike future where Joel might teach her to swim. Joel can easily latch onto the latter to justify his actions, but given the existential weight of her previous statement, I'm convinced Ellie would have finally sacrificed herself if she had been able to decide. Joel is ultimately not empathetic to Ellie's thinking: my view is that he is only doing it for himself while employing various sophistry to tell himself that he is only doing it for Ellie.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
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PostPosted: Fri Jun 28, 2013 10:56 am        Reply with quote

Broco wrote:
shrugtheironteacup wrote:
In the ideal version of this game that exists only in my head and will forever color my appreciation of The Thing Itself, Ellie joins the group and just maybe they're not cannibals.


This is an interesting direction per se, but I feel it would've undermined the ending,


Well in the ideal version of the game that exists only in my head and will forever color my appreciation of The Thing Itself the ending is also different

duh
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Holdypaws



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PostPosted: Fri Jun 28, 2013 11:31 am        Reply with quote

Also Troops post is an amazing dissection of why the game fails at being a movie, but critically asking the question why isn't it a movie sounds a lot like kicking a can down a bottomless well, with the 107th clink down being why do I even play video games and the 210th being what story at all would be better as a game.

The Last of Us was better as the movie The Road, which was better as a book, which wasn't as good as that author's other books, and the final point is you should read The Brothers Karamazov, but that is getting far away from game criticism.

My point is that when film was becoming more literary, why isn't it just a book wasn't the most interesting question to be asking.

That Pauline Kael quote applies times ten for games: "Movies are so rarely great art that if we cannot appreciate great trash we have very little reason to be interested in them."
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CubaLibre
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PostPosted: Fri Jun 28, 2013 7:03 pm        Reply with quote

shrug I agree that your version of the winter episode is the kind of ambiguity they should've been going for. But the thing as it exists is, I think, not meant to be ambiguous. It's obvious that David's initial mooings (that generated your high hopes and the imaginary Your Version) are pure manipulation aimed at getting another sisterwife/huntersniper in his clan. I mean, mixed with a legitimate and very creepy attraction/affection/respect.

As a story beat, the Fine Young Cannibals exist to cement Joel's relationship with Ellie. After that, she's his daughter straight up.

So yeah, all that murder IS justified. It's a justifiable murder rampage that exists to set up and be a contrast to the unjustifiable one at the end.

Broco wrote:
shrugtheironteacup wrote:
I've read several reactions on these internets which amount to "sometimes you just have to make hard decisions and tell terrible lies to keep your kid safe... that's just parenting for you!" which seems like a valid side of the line to come down on.


It's not though. People saying that are straight-up wrong.

I don't want to jump to conclusions, but it seems unlikely that you have any kids.

From a utilitarian social ethics standpoint obviously the only conclusion is that the cure has to be extracted from Ellie. There's no debate there. But that doesn't make Joel's actions reprehensible in their own right. Sometimes legitimate individual morals conflict with broader social ethics, at which point it becomes incumbent upon that individual whether they assert their individual morality at social peril or sublimate their drive for the greater good. I call the former "nobility" (in the Greek sense - see also, biblical "pride") but the term is irrelevant.

You may disagree that this conflict does or should exist, but the point is that you aren't cutting out my son's brain. Period. And if you try to do it without asking either him or me about it, I'll kill you. Period.

The lying, the "protection" - all this is of a piece. I'm not saying it's admirable, but I am saying it's inevitable. From where I sit, the final conflict is more an irresistable force/immovable object type problem rather than simple evidence of Joel's psychotic selfishness.

I probably wouldn't have killed the world's last brain surgeon though, I guess you could chalk that superfluity up to actual psychosis.

The one thing I don't understand is why Marlene wouldn't have waited for Ellie to wake up to ask her first. If she had said yes, it would completely defuse Joel's rage. If she had said no, she could just be put under again and do the procedure anyway, which is morally equivalent to what was being done in the first place (no consent is no consent). Seems to me like the only reason she didn't is to produce the conflict I described, which is a weakness in the plotting.
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Broco



Joined: 05 Dec 2006
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PostPosted: Fri Jun 28, 2013 7:57 pm        Reply with quote

CubaLibre wrote:
From a utilitarian social ethics standpoint obviously the only conclusion is that the cure has to be extracted from Ellie. There's no debate there. But that doesn't make Joel's actions reprehensible in their own right. Sometimes legitimate individual morals conflict with broader social ethics, at which point it becomes incumbent upon that individual whether they assert their individual morality at social peril or sublimate their drive for the greater good. I call the former "nobility" (in the Greek sense - see also, biblical "pride") but the term is irrelevant.

You may disagree that this conflict does or should exist


I do agree that conflict exists and I was considering it in similar terms. I think our remaining disagreement is to what extent that individual framework still retains any legitimacy in the face of a context very heavily weighted towards favoring the social one (not to mention the individual frameworks of everybody other than Joel).

Your Greek readings prime you to take a neutral viewpoint that doesn't condemn the assertion of semi-principled selfish will, because that is Homer's attitude and you respect Homer. I don't agree with this neutrality -- I think it's interesting to temporarily view things in that light in the name of better understanding Greek texts and their viewpoint on ethics, but I think it's ultimately wrong.

CubaLibre wrote:
The one thing I don't understand is why Marlene wouldn't have waited for Ellie to wake up to ask her first. If she had said yes, it would completely defuse Joel's rage.


Yes, it's a narrative trick to set up the situation. But I think it's explainable by Marlene's dismissing Joel's rage as a relevant factor. There was no way to know that he would care about Ellie, and even if he did, his attitude may appear insignificant against dozens of heavily armed men.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
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PostPosted: Sat Jun 29, 2013 12:33 am        Reply with quote

CubaLibre wrote:
shrug I agree that your version of the winter episode is the kind of ambiguity they should've been going for. But the thing as it exists is, I think, not meant to be ambiguous. It's obvious that David's initial mooings (that generated your high hopes and the imaginary Your Version) are pure manipulation aimed at getting another sisterwife/huntersniper in his clan. I mean, mixed with a legitimate and very creepy attraction/affection/respect.

As a story beat, the Fine Young Cannibals exist to cement Joel's relationship with Ellie. After that, she's his daughter straight up.

So yeah, all that murder IS justified. It's a justifiable murder rampage that exists to set up and be a contrast to the unjustifiable one at the end.


Yup. Which bored/disappointed me and just won't stop.

shrugtheironteacup wrote:
Well in the ideal version of the game that exists only in my head and will forever color my appreciation of The Thing Itself the ending is also different

duh


I will never be reconciled to the story of The Last of Us because I want it to be putting all of those resources into a different story than Naughty Dog wanted to tell. This isn't fair, but I imagine the piles of $$$ and ten-thousand GOTY awards to mention in the ABOUT box for the downloadable SONY MODERN CLASSICS 4K SUPER HD release that they roll onto PSN in three years will comfort them in the face of one jerk on a semi-obscure forum.

whee
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remote



Joined: 11 Dec 2006

PostPosted: Sat Jun 29, 2013 7:25 am        Reply with quote

CubaLibre wrote:
I probably wouldn't have killed the world's last brain surgeon though, I guess you could chalk that superfluity up to actual psychosis.


Holy shit yeah. For all the interesting talk we're having about this ending, the one thing I really wish they hadn't done is force you to kill the head surgeon. I mean, it's clear they're trying to drive home some kind of point, but WHOA. I stood there for a good ten seconds thinking, come on... really? I'm not sure I edged close enough to see if he'd slash at me, but I just knew: there's no way around this. They're going to make me kill this guy. I guess I've killed enough already, what's one more...?

I don't have kids, but I can really appreciate your "immovable object" assessment even though I don't think it absolves Joel of his lie one bit.
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Broco



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PostPosted: Sat Jun 29, 2013 8:21 am        Reply with quote

remote wrote:
Holy shit yeah. For all the interesting talk we're having about this ending, the one thing I really they hadn't done is force you to kill the head surgeon. I mean, it's clear they're trying to drive home some kind of point, but WHOA. I stood there for a good ten seconds thinking, come on... really? I'm not sure I edged close enough to see if he'd slash at me, but I just knew: there's no way around this. They're going to make me kill this guy. I guess I've killed enough already, what's one more...?


Funny, I can see why you would hesitate, but I just killed him right away after his threat. In a game this movielike I had no expectation of player agency and I just went ahead and did my expected part as an actor playing Joel.

The scene worked great as far as I was concerned. I loved the ominous silhouettes right before it too. But the more you refuse to play the part, the worse it works; see for example this review: http://www.forbes.com/sites/carolpinchefsky/2013/06/17/the-real-reason-the-last-of-us-deserves-an-8-out-of-10-spoilers/ . There is no animation where the surgeon kills Joel with the scalpel even if you get close.

Should this have been a cutscene instead? There's no great answer to that question (except Troops' "shoulda just made the whole thing a movie").
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108
fairy godmilf


Joined: 05 Dec 2006
Location: oakland, california

PostPosted: Sat Jun 29, 2013 8:34 am        Reply with quote

Broco wrote:
remote wrote:
Holy shit yeah. For all the interesting talk we're having about this ending, the one thing I really they hadn't done is force you to kill the head surgeon. I mean, it's clear they're trying to drive home some kind of point, but WHOA. I stood there for a good ten seconds thinking, come on... really? I'm not sure I edged close enough to see if he'd slash at me, but I just knew: there's no way around this. They're going to make me kill this guy. I guess I've killed enough already, what's one more...?


Funny, I can see why you would hesitate, but I just killed him right away after his threat. In a game this movielike I had no expectation of player agency and I just went ahead and did my expected part as an actor playing Joel.


this was my experience, as well! i was playing the role. i remembered colonel campbell's MGS2 quote "this *is* a role-playing game".

Quote:
The scene worked great as far as I was concerned. I loved the ominous silhouettes right before it too. But the more you refuse to play the part, the worse it works; see for example this review: http://www.forbes.com/sites/carolpinchefsky/2013/06/17/the-real-reason-the-last-of-us-deserves-an-8-out-of-10-spoilers/ . There is no animation where the surgeon kills Joel with the scalpel even if you get close.

Should this have been a cutscene instead? There's no great answer to that question (except Troops' "shoulda just made the whole thing a movie").


i read that forbes thing a couple days back and i like that people are making that sort of criticism. it used to be you couldn't say something like that on the internet (believe me, i tried) without 200 people immediately finding your phone number and spam-texting you.

i think they should have done an MGS3; joel points the gun, the surgeon cowers, and you have to pull the trigger.

did you guys see this?

http://kotaku.com/the-last-of-us-climactic-moments-could-have-been-very-600685013

apparently that whole part originally was a cut-scene.

hmmm.

the moment as described in the forbes article sure sounds like the game is "broken" right there at the end, though if it were an "artistic choice" to let the player "break" the game -- well i reckon that's not the sort of thing i like.

i do agree that that part could have been handled a lot better, and turning it into an MGS3 "the boss" redux would have still felt cheap.

tricky!

kind of related: should i play uncharted 3? i have it sitting here on my shelf, still shrink-wrapped :-/
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Holdypaws



Joined: 13 May 2011

PostPosted: Sat Jun 29, 2013 12:11 pm        Reply with quote

Yeah, that part was sloppy. I also, without really thinking about it too hard, tried to NOT kill the guy and the scene deflated before my eyes.

I wonder if it was overthought to stupidity, an oversight or just an honest-to-goodness bad idea..
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remote



Joined: 11 Dec 2006

PostPosted: Sat Jun 29, 2013 5:43 pm        Reply with quote

Yeah, same here. It gave me too much room to sit there going, "Can I... just... get by? I don't want to kill you, man."

So we stood there in awkward silence until I resigned to pulling the trigger.

It could have been handled better.
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Faithless
Wendy's Hole


Joined: 04 Dec 2006
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PostPosted: Sat Jun 29, 2013 6:21 pm        Reply with quote

One of the major complaints about this game (Xray-Hear-O-Vision) is not available in Survivor mode. The only way to win this game in Survivor is to strap on really good headphones and try and figure out where the hell everyone is. That's awesome, and I wish the game had been made without seeing through walls. Part of me wonders if the game was originally designed without it.

You can also turn off hints and prompts, which makes the game a cleaner experience.
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Faithless
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PostPosted: Sat Jun 29, 2013 6:27 pm        Reply with quote

And as far as the ending is concerned, it made me feel absolutely sick to my stomach. I applaud any game for making me feel anything, so good on this one.
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CubaLibre
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Joined: 02 Mar 2007
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PostPosted: Sat Jun 29, 2013 7:55 pm        Reply with quote

108 wrote:
kind of related: should i play uncharted 3? i have it sitting here on my shelf, still shrink-wrapped :-/

Eh, it's okay.
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Toptube
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Joined: 23 Apr 2007

PostPosted: Sat Jun 29, 2013 10:50 pm        Reply with quote

Hahah! After a week checking Redbox.com everyday, I managed to snag "The Last of Us" from a Walgreen's Redbox.
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108
fairy godmilf


Joined: 05 Dec 2006
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PostPosted: Sun Jun 30, 2013 1:03 am        Reply with quote

Toptube wrote:
Hahah! After a week checking Redbox.com everyday, I managed to snag "The Last of Us" from a Walgreen's Redbox.


more like a GREENbox, yeah???

remote wrote:
Yeah, same here. It gave me too much room to sit there going, "Can I... just... get by? I don't want to kill you, man."

So we stood there in awkward silence until I resigned to pulling the trigger.

It could have been handled better.


so now, armed with the information that the ending originally was a cut-scene, and after talking to enough people about how they handled the ending part of the experience, i've earned enough anecdotal information to come to the hacky conclusion that players of games, in general, don't want to "play" the "role" of the character. let's face it, at the end of the game joel is legitimately a crazed homicider. if you're cashing in and playing that role and accepting all the horribility of emotion that's going to put into you, that makes you one type of person; otherwise, you're breaking the immersion right there at the end for yourself, and it's saying something else about you. maybe, in fact, it is a neat little tricky fourth-wall breaker. hmmm.

Faithless wrote:
One of the major complaints about this game (Xray-Hear-O-Vision) is not available in Survivor mode. The only way to win this game in Survivor is to strap on really good headphones and try and figure out where the hell everyone is. That's awesome, and I wish the game had been made without seeing through walls. Part of me wonders if the game was originally designed without it.

You can also turn off hints and prompts, which makes the game a cleaner experience.


i feel like making this game without the hear-o-vision was in fact the goal -- to make a game so well sound-designed that you really can tell where things are just by using your ears, though since they can't trust all the players to have an adequate sound system, they took a baby step~~~
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remote



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PostPosted: Sun Jun 30, 2013 1:32 am        Reply with quote

what are you saying this says about me tim

i mean, i think they could have less clumsily forced me to kill the guy, you know? i can understand that they were trying to do something subtler than "press x to murder" or just a straight-up cutscene, but in this particular instance it wasn't the most graceful decision. there's a similar thing done in the walking dead, where the difference is that the only thing you could do was aim and pull the trigger. here, you can kind of move around and edge closer to the doctor and go, "ok, um... well, fine." i feel like the wiggle room they allow you ends up feeling more like they're mocking you from behind the curtain just because you lean a bit more toward player agency in that particular mary sue litmus test. which, yeah, is the interesting thing i guess. not sure i like it anyway. it's definitely among the few things in this game that elicited a real :/ from me.

so yeah, i'm playing survival mode now and it certainly is a lot more tense without the remote viewing. i'm moving through places much more cautiously than before. the real challenge, though, comes from the scarcity of resources. i will probably indulge myself with a survival new game plus and then be done with it, though maybe not right away.

more multiplayer would be fun, too. also dlc! i don't think i've ever anticipated dlc like this outside the half-life 2 episodes (heh) and the dark souls expansion. really wonder what they'll do with it. supposedly there was some concept art showing san francisco, so i guess a shorter campaign involving other characters could be in the works, though that'd be a whole lot of new assets to create...
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