As a passionate gamer and fan of post-apocalyptic scenarios, I was initially excited by the idea behind Naughty Dog’s “The Last of Us Part 1” and also bought the game myself, as I usually do by the way. This creates a little distance and you may judge a little differently, because it was your own money (and not too scarce). And Sony’s last PC ports were mostly usable, which seemed to make the whole thing calculable. But despite the hype and the praise of many critics, a certain disillusionment quickly set in while playing, the reasons for which I would like to share with you. And yet I don’t see all this as a slating or a personal reckoning, on the contrary. But I want to explain why you should wait and buy the game for half later. Including the necessary patches, but more about that later.
I have to say that despite the permanent lack of time, I always managed to bite my way through, because you really shouldn’t pass judgment right at the beginning, where the gameplay seemed like supervised play for the completely underexposed. An endless number of cutscenes destroy the game’s flow immensely and are probably meant to arouse something like emotions and pimp the story emotionally. But here, too, there are worlds between should, will and can. And yes, I was also relatively quickly exhausted (I’m happy to donate the 5 euros for the phrase piggy bank).
The only feelings that arose in the first two or three hours (for me) were emerging boredom, annoyance at the same mindless tasks and mechanisms over and over again, as well as the somewhat overdrawn wokeness (for every white man there is a black man, genders are nicely balanced and the villains are almost always male), which was unfortunately completely counteracted by some violent scenes (is that really necessary?). You can’t mean and want everything well, only to splutter over it with glee right away. Find the contradiction. Both are not possible.
Story, linear gameplay and a stupid AI
The predictable story is something that doesn’t quite pick you up either. The game starts with the promise of an emotional and captivating story, but soon falls back into familiar clichés, which makes it extremely predictable at times. The focus is on the survival journey of protagonist Joel and young Ellie through a post-apocalyptic world ravaged by an infection, and it is precisely this relationship between Joel and Ellie that unfortunately feels forced too often and doesn’t really let the player get emotionally close to the characters. The supporting characters also remain rather one-dimensional and hardly leave a lasting impression.
In addition, the gameplay is quite tedious from my point of view, in a puristic tube level manner. “The Last of Us Part 1” is thus an extremely linear action adventure that leads the player mindlessly from one scene to the next without any real detours or alternative solutions. At the same time, the game’s pace is slow and sometimes frustratingly choppy. The numerous sneak and fight sequences are constantly repetitive and offer little variety. There is also a lack of deep puzzles or original challenges that could make the gameplay more interesting. And opponents are always lurking behind the same predictable coverages and corners, too.
Although the game world is quite impressive visually, it unfortunately offers little freedom or exploration possibilities. This makes the game feel very limited and, most importantly, repetitive. It’s always the same boxes, ladders or pallets that you have to push around rather clumsily. If there is also an enemy lying in the path of the slide, a constantly recurring Sokoban interlude can become a time-consuming obstacle. Then you better load the checkpoint again, which is almost always faster. Not to mention annoying clipping problems.
Artificial intelligence? You have to be polite when you use this expression, because the AI of the enemies is simply disappointing. Infected or human enemies often act illogically, plenty clumsy and they are really easy to trick, no matter at which difficulty level. This takes away a lot of the tension and thrill that a post-apocalyptic game is supposed to offer.
Well, you shouldn’t just complain, but unfortunately it always comes right when you’ve just gotten emotionally involved again, with an announcement of the next klop. This can be a misplaced logic or a technical error. You don’t have to be picky at all, because especially the technical implementation offers some reasons to furiously bite the edge of the table from case to case. But more about that on the next page when it comes to the technology.
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