Average User Score: 9.1Jun 23, 2013This review contains spoilers, click expand to view. For our full review, visit b-ten.com/the-last-of-us-review/
The gameplay, I’d say, is probably the weakest aspect of this, overall, powerful game. While stealth combat continued to peak my interest throughout my first play-through of the game, many action-based scenes became redundant and attempting to progress towards the next cut-scene felt as if it were to take ages. Naughty Dog certainly improved the repetitive gameplay mechanics found in Uncharted 3, but clearly interactivity was not a priority in this critically-acclaimed intellectual property.
Some chapters would require players to quietly take out a number of enemies using stealth, while others would focus more on direct combat. Some even required that players use a variety of both. If one thing’s for certain, though, it’s the fact that resources, throughout the game’s entirety were limited. Players are left scavenging for more guns, ammunition, shivs, med kits, and crafting materials used to create materials when all remaining hope of survival seems lost.
The infected added an unusual sense of survival horror to this third-person action game which I felt was enforced perfectly. The horror elements found within the game aren’t too daunting for players accustomed to less frightening action games, but also aren’t too subtle for those with an appetite for fear. The clickers, being the most reputable of the infected, live up to the expectations in which they too must be approached using stealth and creativity on the player’s end. The runners are easily defeated with melee weapons, such as a knife, baseball bat, or my personal favorite: an axe. And finally, the bloaters being the most challenging infected seem to only take offense by distance weapons when first set fire to by a Molotov or perhaps a flamethrower.
Overall, the gameplay featured in The Last of Us was aspiring, but weak in comparison to other games which resemble this one. Much of the repetitiveness in reoccurring player deaths seems futile, but is easily overshadowed by the underlying drama found within the story’s context. Naughty Dog is a profoundly celebrated developer, resulting in expectations rising with each new release. The Last of Us’ gameplay accentuates impressive ideas, easily meeting my expectations, but failing to exceed them.
Completely disregarding all similarities The Last of Us shares with other media, its story is flawless. With each cut-scene, new emotions are evoked and with that in mind, new thought are provoked. Without spoiling major plot-points, the game brings many improved elements to the Naughty Dog universe and refreshes a genre which, to me, was beginning to annoy me to no end.
Sharing nearly seamless similarities with Cormac McCarthy’s The Road, while also sharing influences with The Walking Dead and I Am Legend, the premise of The Last of Us is doubtlessly no foreign concept to those who have played it, but sparks new life in its unquestionable focus on character empathy, relationships, and the importance of life. Thematically, the game offers an array of new ideas, but does so in a way that feels fragmented at points.
With each segment of gameplay leading to a new piece of the story’s puzzle, one would imagine Naughty Dog, of all developers, could realize by now the importance of seamlessly integrating story with interaction. Irrational Games successfully proved with the Bioshock series that narrative in video games doesn’t require a complete pause in gameplay to successfully carry a point across. This is where The Last of Us fails. The gameplay and cut-scenes found within the game felt as though I was consuming two different products. I was playing a video game, while being surprisingly interrupted by glorious cinematic features.
While I’ll let it slide by this time, as I have with each of Naughty Dog’s previous installments, due to their knack for storytelling, at some point the developer needs to begin to grasp the concept of seamless storytelling integration without the need for gameplay interruption.… Expand
Average User Score: 6.1Jun 23, 2013Bullogna Score: 7.5/10! Good.
After seeing a certain behind-the-scenes video, uploaded to YouTube last year by PlayStation themselves, IBullogna Score: 7.5/10! Good.
After seeing a certain behind-the-scenes video, uploaded to YouTube last year by PlayStation themselves, I was instantly inspired by a series of mascot platformer-shooters that I went out and bought a PlayStation 3. What I wanted, though, was to play this collection on the go. After over a year of Google searching the terms: Jak and Daxter Collection PS Vita, Sony has finally delivered. The collection is precisely the exact high-definition port we received last year on the PS3, although with some technical hiccups that Mass Media Inc., the team who did the porting of the games, apparently couldn’t avoid.
The menu screen seems to use completely redesigned character models which look as if they belong on the next-generation PlayStation 4, interestingly enough. The new character models are fluidly animated on the Vita’s OLED screen at an extremely consistent frame rate. But as players proceed past the two menus, which each game in the collection consists of, one begins to question the effort that went into the port into portability. The first aspect of the game I noticed that seemed a little off to me was the ability to toggle vibration options while vibration isn’t even present in the PS Vita. Secondly, the frame rate in the actual games is much worse than that featured in the PS3 version. Mass Media Inc. simply didn’t take their time in the making of this port. It’s a bad port of a collection of stunning games, featuring one of the most compatible video game duos of all time. So long as you don’t need portability, I’d recommend purchasing the PS3 version over the Vita, although I believe European players have the option of cross-buy, in which both versions of the game are available for the price of one.
+Sexy menu screen
+Beautifully colored worlds are ideal for PlayStation Vita
+Graphics are relatively the same as PS3
-Bad frame rate
-Mass Media obviously didn’t have enough time to port this collection.… Expand