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The Last of Us Part 2 – “They look like humans, but their human part is lost” – Ellie.
These are the same things commonly found in post-apocalyptic topics! When the law is over, life-threatening epidemic diseases, danger lurking in every corner, then “humanity” will be the remaining luxury in each of us.
Stories, movies, and games have countless works portraying the ruined world, works that evoke the emotions of the audience through the “human” core will be mentioned over the years.
Naughty Dog’s The Last of Us (2013) is such a phenomenon, honored by game enthusiasts and game critics among countless games with the same theme when it reaches the player’s different emotional levels …
And then five years later (according to the time in the game), people in that dark, cruel world like Joel, like Ellie, and so on, will they still be “human” in the post-The Last of Us Part 2?
Who has the “part of people”, who has lost it? What evil arises, what good thing lies down?
The act of fierce action in the movie style, which is inherently the characteristic “mark” of Naughty Dog, right from the moment they started making the Uncharted game series.
Over the years, many changes and additions make this series more eye-catching!
Reaching a level of tension and suspense like The Last of Us Part 2, however, is probably for the first time!
Originally an action game and added a “stealth” mechanism, which means players choose to either “play to the kids” or act as “stalking killer” but in this second part, the latter is being used more even though the company doesn’t blurt out.
You want to play violent, fight until you are satisfied?
Come to think of it, when the robot characters (whether human or mutant) all followed a large herd and they were very mischievous: flank, beaten, unleash dogs, rush in all, call for help or even… hide.
If switched to “sneaky”?
Be mentally prepared for actions that must be “softer than sound”, with light sensitivity, with slow movement to … heart-pounding suspense every time you want to execute or an unpredictable path of rivals …
The fast support for the slow, the strong cover for the weak are things that in part one you have not “tasted”!
Stress, nervousness is not even “enough”!
The game also makes you reload the game many times because of the high difficulty from the enemy causing both lightning damage and “one shot at once” or from refusing to “learn” shooting skills (red heart will be deflected a lot when aiming).
And when overcoming the stress, the game will “repay” the player with fierce melee displays, with daring, neatly broken shots, with different camera angles to portray the impeccable action!
Besides the thrill of the action, you will enjoy the perfection of The Last of Us Part 2 in other areas of the game.
The first is the image part, the second part overall chooses the cool color palette.
Unlike the part one that can easily catch hot colors, green, blue, and gray are the main color blocks that you will see often when playing.
From the dull gray skies, from the chilly white snow, from the dense forests in the once vibrant cities to the ruddy corner of the street, in the dark rooms, the lights, and even the clothes of the characters …
With post-apocalyptic settings and tragic stories, such cold colors add to the realism of the game’s atmosphere!
And the point that, according to the individual writer, is most valuable for game graphics is the use the very good light sources!
Rays of light pass through the forest, creep through the clouds, trying to squeeze into the dusty, cracked windows of a dark room, the lights flickering in the dense night …
Light also brings a warm feeling and hope to the dark world of The Last of Us Part 2.
The storyline of The Last of Us Part 2 also continues to do well in its role: gently deep down with very casual lines, introducing natural details (instructions are shown in mini-game form) then suddenly climax and shock with unexpected events, as well as introducing an impressive and individual character line!
The skill system and assembly from part one returned and upgraded in more detail.
In addition to the similarities of part one such as Listen Mode (feel “through the wall”), increasing health, reassembling mines or rebuilding weapons, The Last of Us Part 2 surprises by dividing many branches of skills such as assembling, being sneaky, etc And they are not available for you to “unlock” gradually! You must hunt for the “Training Manual” somewhere in the buildings, as well as a high open price (although it is quite comfortable to “loot” things in quantity) …
If asked what makes the writer “hate” the most of The Last of Us Part 2?
That was the companion’s A.I: very annoying!
Most of the fights in the game take place in the style of “cat and mouse”, you will surely have friends saying: It’s just an action game, it will only take a few shots!
In part one, we can easily handle the plan above, but with this second part (and in the hardest game mode), as long as you get a “scraper” from the Clicker or one or two shots. , you will “die” quickly!
This is also the “acting ground” of the aforementioned character: where there is no noise, there is a sound, if you need to sit still, do not “stir” or else the enemy will see you! When the player has a surprise attack on his opponent with melee combat and is resolved smoothly in a split second, the “other” suddenly … uses the gun to alert other objects!
Running around, fluttering around, and changing places, there is no way to “assassinate” your opponent easily in one turn just because of this “too cute” character!
If only Naughty Dog can give some simple commands so that the player can feel more secure … (and also to be less upset to … hit the console!)
The game logic also has some “light” problems.
For example, you can easily smash the glass of cars dumped on the street (and get nothing at all) but have little chance … get a bullet from weapons wielders you took down when they haven’t shot yet!
If the bullet cannot be taken, we should not even think about it… picking up the opponent’s gun, life is “difficult”!
Another interesting “logic” point: the durability of melee weapons, with a small dagger, is it okay for the player to use “season sucking”, while the thick iron water tube is only 3-4 times until … being useless.
Ironically, in a game about a post-apocalyptic world, with the difficulty of essentials for survival and the game itself encourages players to pick up stuff, there are obvious things that seem “invisible” …
There is a feeling, the ridiculous things mentioned above that developers know all about, but they must intentionally ignore to increase the difficulty!
Originally, The Last of Us (2013) was built in the “narrative” style, leaving a very deep impression on those who have played it.
A crumbling, cruel post-apocalyptic world, a lack of human love is “wrapped” in screens designed just enough, less rambling with a content that creates climaxes and tightens enough for players to experience. and immersed in emotions …
All push the progress of content throughout, less interrupted.
Unfortunately, this cool thing didn’t hold up in The Last of Us Part 2.
First of all, emotionally, enjoying the plot development is quite interrupted.
The game has several stages, there are character lines that push the climax very well, making the player can’t wait to go into “action” but then insert the “silence” part along with some of the events that are not decided by the players, so emotions come and go very quickly …
And the “silence” part that I just mentioned, it is the “half-hearted” design and layout.
It is not clear whether Naughty Dog has “tested” the open-world style for this game line or not, but when you play, you will experience wandering around in some large stages (more than part one).
But the “open” idea of The Last of Us Part 2 is not very clear.
If you say completely open like the typical Grand Theft Auto V, the player can freely do anything as he wants, wherever you go, or “half-open” (semi-open world) like God of War. limit the “stir” but go back and forth between areas.
And The Last of Us Part 2, it is not like the two examples above.
The player is like being “dropped” into a box … a little bit larger than the standard of a “linear” game, discovering to another place, unable to return.
Not to mention, there are times when players are provided with detailed area information (map) but sometimes they have to guess and to try to remember little by little …
The lack of a close connection between the content (storyline) and the execution method (screen design, layout) has made progress and the player’s emotional circuit continuously interrupted …
This reminds me of a similar case at the end of the Uncharted series: when nearly the first half of the game (about 11 chapters), the game “storytelling” is the main, until the second half, the action is intense and dramatic. It’s like we have two people “directing” the game: one likes to tell rambling stories, the other to jump into action, instead of mingling well together!
Is this a habit and a characteristic style of Writer and Creative Director and Vice President of Naughty Dog: Neil Druckmann?
where can you get a The Last Of Us Part 2 online
The Last of Us Part II – PlayStation 4: Buy it now
The Last of Us Part II – PlayStation 4 Collector’s Edition: Buy it now
The Last of Us Part II – PlayStation 4 Special Edition: Buy it now