Is “the Last Of Us” Really That Good Or…?

has Sony paid off reviewers to give it perfect scores to generate a big boom in sales approaching the death of the current generation of consoles?

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3 Responses to “Is “the Last Of Us” Really That Good Or…?”

  1. Herp says:

    I haven’t played it, but NO game, or shall I say, NO media ever deserves a round 10/10. Nothing is perfect.
    The reviews are obviously paid off, since I saw a bunch of faults with that game

  2. Lightsab says:

    The Last of Us will rightly be remembered as one of this generation’s very best games.
    Naughty Dog has carved out a nice place for themselves in the grand scheme of gaming. Their titles always set the bar for cinematic storytelling in whatever facet they dip into. The Last of Us continues that trend by taking the dramatic, post-apocalyptic scenario and focusing on the relationships between characters. The human element of survival and how people react and treat each other in this type of world is really what draws players in. The Last of Us may have zombie-like enemies, but this is not the typical zombie-style experience.
    Referring to The Last of Us as a zombie game at all, is doing it a disservice. Yes, there are infected people impeding player’s progress, but this isn’t just another shooting gallery. Instead the core mechanics consist of a healthy amount of stealth, and plenty of tactical thinking. Each situation I got myself into required me to sit back and figure out how to handle it. Did I want to risk encountering the enemies to raid for more supplies, or save my ammunition (and health) for the next encounter? Weighing these decisions is an integral part of the experience, and one that sells the tension.
    As a game Last of Us feels like a mixture between stealth action and survival. Joel has standard cover and shooting mechanics, of which the latter can take a little adjustment. I recommend using the lock on if frustration sets in early. Naughty Dog has given players plenty of options to play how they want. I loved that I could turn off prompts for places to search, as well as the aforementioned lock on. Playing on harder difficulties without these aids is truly a unique experience, as well as a challenging one.
    Survival plays a huge role, and scouring the environment almost becomes a meta game. I never grew tired of it like I did in Bioshock Infinite earlier this year, and discovering specific items always brought excitement. The sheer lack of supplies really keeps the scavenging aspect interesting and fun. Joel will find ammo, parts and upgrade points around the environments, as well as collectibles. The upgrade system works on points, allowing players to increase health, reload and crafting speed as well as steadying Joel’s aim.
    Crafting is a major part of Last of Us. Everything happens in real time, from healing to creation, meaning the game doesn’t pause when Joel needs to do something. This is by design, and creates great tension. There is nothing better than trying to heal while a group of mercenaries have Joel pinned down. Crafting items requires various supplies such as water, scissors and nails. I could create new items when I discovered old blueprints, or someone showed me how to do it. It all feels organic, and the range of items cover the bases of an action game.
    Weapons also play a large role, although on higher difficulties, ammo is always an issue. Weapons can be upgraded using parts collected, and include things like clip capacity, more holsters to allow quicker weapon swapping and of course scopes and range. As I mentioned earlier, the shooting mechanics can be a little fickle at times, but turning on the lock-on feature does wonders in that department.
    The campaign was enough for me, but Naughty Dog has also tossed in an online mode that feels more refined than I could have anticipated. Anyone who played Uncharted knows that this team is not about simply tossing in a generic deathmatch to add a bullet point on the box, and Last of Us is no different. The multiplayer mode, Factions, is broken down into two game types called Supply Raid and Survivors. Survivors is a four on four match type where death is, of course, permanent. It actually resembles the single player game, but with human opponents instead of AI. It kept me on the edge of my seat with each match, as one mistake usually leads to death.
    Visually the game is stunning. After spending so much time lately looking at next-generation titles and high-end PC ports, Naughty Dog’s latest really sticks out. The weather effects are amazing, the world is interesting and the sheer design had me wanting to go into every shop and house just to look around. Nothing is recycled, and I constantly saw remnants of the world that used to exist. When developers take the time to craft such an interesting world, I love stopping to soak it all in.

  3. Matt says:

    Ehh, seems more like a movie to me. Graphics are great, but you hardly contract with the story at all.

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