The principal trope of the zombie style is that in an undead-infested apocalypse, it’s the opposite people you should fear about. A zombie plague is a pure catastrophe, an epidemic, an indiscriminate pressure of nature that’s pushed by neither logic nor ardour–it simply is. What the style has to show us is that in a determined scenario, the worst atrocities shall be perpetrated not by the contaminated hoards, however by the surviving people. That is the central attraction of a zombie film: it places characters in a high-pressure scenario to see how their humanity holds up.

The craft demonstrated on this title is unbelievable.
The Final of Us Half II proudly continues this custom. It’s a character drama set in a post-apocalyptic America that’s extra within the lives of the protagonists than the occasions that precipitated the destruction of the world. Its alternative of style forces it to deal with its characters like actual, plausible individuals, and the title places big emphasis on making its solid convincing.
It does this with aptitude. The Final of Us Half II is an unprecedented manufacturing achievement, a dramatic outlier on many qualitative axes, outshining different AAA video games on the whole lot from graphics expertise to script writing to voice performing. It’s clearly standing upon the shoulders of Naughty Canine’s earlier releases (particularly the Uncharted collection), however surpasses these titles in each class. I used to be pondering so arduous concerning the story on this recreation that I spent a number of nights dreaming about its conclusion. However it’s the very high quality of the manufacturing that additionally reveals The Final of Us Half II‘s central problem: strolling the tightrope between character drama and gameplay expression.
All video games with storytelling aspirations should discover a solution to cope with the inherent mismatch of narrative and participant alternative. Most types of narrative in different media are passive: we’re advised a narrative and our function is that solely of an observer. However video video games are performed with controllers as a result of we’re supposed to manage them: it’s the energetic participation of the participant that separates the medium from different types of leisure. Narrative recreation designers are sometimes confounded by the melding of passive story consumption with energetic participation within the recreation.
Many resolve the battle by merely conserving the story and gameplay separate. The story is metered out because the participant progresses by means of the sport. End the duties, watch the cutscene, head to the subsequent room and get your self a brand new job. Beating the extent is a flip of the web page. The participant steps from one room to the subsequent, performing no matter actions the designer has requested of him, however finally has no affect over the arc of the story: he can solely transfer ahead alongside a predetermined path, or not transfer in any respect. He has management over his avatar, however his avatar is itself merely a rat in a maze.
If the actions are enjoyable and the narrative compelling, that is maybe sufficient. On the macro degree the arc of the plot will be managed by its creator to make sure that it’s fascinating. On the micro degree the participant nonetheless feels that he has company, at the very least over moment-to-moment decisions. We regularly don’t even discover the discrepancy between the macro and the micro as a result of the enter on the participant’s disposal will not be expressive sufficient to have an effect on the macro-level story. We by no means have to fret about what occurs if Mario decides to run off with one of many Toad women he rescues earlier than making it to Princess Peach. The participant merely doesn’t have the enter grammar to make such a alternative, simply because the rat can not select to bore holes within the partitions of the maze.
In fact, there are video games that additionally try to permit the participant to affect the macro thread of the story. Typically these are easy binary decisions: are you on Path A or Path B, good or evil, rescue or harvest, paragon or renegade, a department on the macro degree that selects one story over one other however nonetheless retains the participant on a predetermined path. Video games that try a better degree of complexity danger producing a nonsensical story consequently. However typically, story decisions in video video games boil all the way down to only one extra degree of abstraction between the macro story path and the micro gameplay mechanics.
The Final of Us Half II’s design philosophy eschews such apparent binary decisions and as an alternative depends on small bits of implicit alternative inside a hard and fast, predetermined outer layer. Our avatar is Ellie, and as rats in mazes go she’s received fairly just a few instruments at her disposal. We are able to select to ship her left or proper, examine that dilapidated bar down the road or maintain shifting, sneak previous the guards or stab them within the neck, have interaction the zombies immediately or choose them off one by one, climb up the facet of a automotive to succeed in a second-story window or slip by means of a storm drain to entry a basement. We management Ellie’s path by means of a degree phase, however not the sequence of segments itself. The whole design of this title will be seen as a spectrum from high-fidelity, high-choice micro-level interactions to mounted, macro-level predetermined encounters, degree development, set piece sequences, and general story arc.
In actual fact, this design philosophy is a fairly frequent one, and whereas the execution in The Final of Us Half II is impeccable, it’s hardly distinctive. The attraction of this design is that it makes the participant really feel as if they’ve alternative whereas sustaining the affect and the coherency of the story by bounding that alternative inside an area most. Within the very best case the participant by no means notices the facade, and his notion of company will increase the punch of the story as a result of it feels private. However there’s an issue, one which impacts The Final of Us Half II greater than it does Naughty Canine’s different video games, a problem that’s intrinsic to the framing of the story as zombie fiction, which is exacerbated exactly as a result of the manufacturing high quality of the sport is so excessive: it’s the second that we notice that Ellie, our avatar, our rat, will not be ours to manage in any respect.
There are moments in Uncharted the place the curtain is pulled again and we unintentionally catch a glimpse of the rollercoaster experience equipment that powers the sport. Moments after we see that our controller enter is extra for our personal profit than the sport’s, that as a way to ship the dramatic motion sequences the collection is understood for our company has been quietly suspended. That’s okay in Uncharted as a result of hey, we didn’t actually need to screw up the timing on that prepare automotive leap and should redo it anyway. We could be on a rollercoaster monitor however the peaks are excessive and the drops are quick and that’s what we got here right here for. Nathan Drake might homicide individuals each couple of minutes on his solution to raiding yet one more tomb, however that’s not so incongruent along with his character as a result of he’s an Indiana Jones comedian e book individual. We don’t have to assume too arduous about his motivations to have a very good time.
However the motivations of the characters in The Final of Us Half II are central to its story. The purpose of zombie fiction is to look at the humanity of its characters, and Ellie’s humanity is the central axis upon which the story turns. Is she a very good man, in the best for eager to avenge the loss of life of a liked one, combating solely out of necessity, or is she simply as unhealthy because the individuals she’s searching, a psychopath prepared to go to any size to realize her targets? The title places big effort into making the scenario morally ambiguous, even going so far as to offer the cannon-fodder unhealthy guys who leap Ellie within the overgrown streets of Seattle correct names (“Oh my god, she shot Sean!” an enemy barks as I drop her companion with a shotgun blast to the chest).

I don’t like this scene, however not for the explanations the designers meant.
In each dilapidated constructing Ellie finds notes from of us who most likely didn’t make it, describing the horror of their lives and the tragedy of their scenario. We’re presupposed to really feel empathy for these individuals, whilst we direct Ellie to slit their throats. With extremely detailed animation and rendering we will learn the expression on Ellie’s face and the faces of her associates. We are able to see the blood splatter left by a person who shot himself slightly than flip right into a zombie. The rationale The Final of Us Half II has such an astoundingly excessive manufacturing worth is that emotional expression is within the particulars, and this title is overflowing with element.
My model of Ellie is as near the ethical excessive floor as I can get her. She doesn’t wish to take life unnecessarily. When confronting people I desire to play her stealthily in order to keep away from pointless bloodshed. If compelled right into a scenario the place the unhealthy guys should be taken out, I’d slightly let the zombies have them than pull the set off myself. I solely kill one other human as a final resort.
For probably the most half, The Final of Us Half II provides me sufficient company to make these choices. However upon nearer inspection I discover that even my palette of choices has been designed to pressure me to decide on between binary extremes. When confronting different people there aren’t any non-lethal choices, and killing is commonly the best path. I can’t knock a guard out, I can solely drive my knife into her jugular. The sport has eliminated the center street: I solely have the grammar to homicide or sneak, and sneaking is tougher.
In fact, this setup is by design. The sport designers need me to should make arduous decisions about whether or not my avatar’s humanity is so essential to me that I’ll forego iterating a online game fight loop by route. Like Metallic Gear Stable 3: Snake Eater, this title has an opinion concerning the righteousness of taking human life, and needs me to succeed in the identical conclusion in the midst of play, with out having to spell it out. It has biased my choices to supply that impact. If, like me, you’re a fan of Metallic Gear Stable 3, you’ll discover lots of its DNA in The Final of Us Half II.
However there are factors within the recreation the place the macro-level story arc requires an excellent better suspension of my alternative. If Ellie is to develop and alter as a personality, sure occasions should occur alongside the best way to make that change a plausible one. To extend the punch of these moments, it’s higher in the event that they occur whereas I’m behind the wheel, slightly than in a passive cutscene. However when these occasions battle with the best way I’d desire to play Ellie, the phantasm is out of the blue shattered and I’m left feeling extra just like the puppet than the puppeteer.

With practical characters come practical expectations.
That’s the central downside with the system that The Final of Us Half II employs: when the narrative supersedes the participant’s option to such a level that the marionette strings the sport has been attempting to hide are out of the blue revealed, it seems like a breach of belief. It hurts exactly as a result of the sport is so profitable at making its characters actual human beings who we empathize with. The dramatic high quality of the character drama on this recreation makes these moments all of the extra clear.
There have been factors in The Final of Us Half II once I put the controller down as a result of I didn’t need to pursue any of the choices the sport made out there to me. I hoped that inaction could be validated as a alternative, that by electing to not Press X to Commit Violence I might be spared the ache of getting my hand compelled. Sadly, that’s not how the story goes. The present should go on.
It’s inconceivable to speak about these moments with out spoiling the narrative, however there’s a minor non-obligatory sequence that may be a good encapsulation of this downside. On this sequence Ellie is attacked by three mercenaries in a lodge constructing on her solution to a hospital. They mistake her for his or her enemies and leap her. She has no alternative however to shoot these individuals earlier than they shoot her. However while you’ve killed all however the final man, he’ll grovel and ask to be spared, or dare you to complete him off. Ellie has no explicit beef with these individuals, they don’t even know who she is, and up till this second her response to their assault feels defensible. However on the final you aren’t allowed to spare the survivor. There’s no choice to knock them out (a “strike” will slit their throat), or to inform them to take off, or to tie them up, or any of the opposite believable non-lethal options to this example. In case you do nothing they get again up and begin taking pictures once more. It’s essential to the designers of this recreation that Ellie really kill this individual, regardless that it isn’t crucial. However the participant’s company should be suspended to allow this little little bit of character development, and it instantly seems like a betrayal.
Maybe the designers assumed that the majority gamers would simply kill the man and transfer on with out a lot thought. Simply iterate the sport mechanic, level the reticle on the unhealthy man and pull the set off. However I feel they hoped for greater than that. I feel they hoped that the participant would really feel a bit of queasy, a bit of Shadow of the Colossus second of interior battle, when following the instructions by route looks like the unsuitable factor to do. And they’re profitable–it does really feel just like the unsuitable factor to do. However they’ve additionally ensured that you don’t have any alternative however to go forward and homicide an individual who cowers earlier than you. In doing so, the ethical quagmire the encounter was designed to create is instantly defeated as a result of there is no such thing as a precise option to be made. Although these moments are few and much between, they undercut the facility of the interactive narrative considerably.
The Final of Us Half II is an incredible recreation. It gives deep, beautiful design and technical options to a few of the issues which have plagued video video games for many years. The story is gripping, the sport play is thrilling, and the entire thing is gorgeous to behold. It easily blends gameplay and narrative in a means that few titles within the historical past of video video games have ever managed to realize. However each from time to time the cranes are seen within the rafters, the strings pulling the characters ahead catch the sunshine, and we do not forget that it’s, in any case, an phantasm.