Last Of Us 2
The Last of Us Part II: A Masterpiece of Moral Ambiguity or a Misstep in Narrative Execution? (2020), developed by Naughty Dog, is one of the most divisive games in modern gaming history.
A sequel to the critically acclaimed (2013), it continues the story of Ellie in a post-apocalyptic world ravaged by a fungal infection.
While the first game was praised for its emotional depth and character-driven narrative, polarized audiences with its bold storytelling choices, graphic violence, and morally complex themes.
Thesis Statement is a daring but flawed experiment in interactive storytelling, challenging players with its unflinching depiction of cyclical violence while struggling with structural pacing and tonal dissonance.
Its ambition warrants critical examination both as a narrative achievement and as a case study in the risks of subverting player expectations.
Evidence and Analysis 1.
Narrative Structure: Innovation or Disruption? The game’s most controversial choice is its dual-perspective structure, forcing players to alternate between Ellie’s quest for vengeance and Abby’s redemption arc.
While some critics praised this as a bold deconstruction of heroism (Parkin,, 2020), others argued it undermined emotional investment (Plante,, 2020).
- Supporting Evidence: - The abrupt shift to Abby’s perspective disrupts player momentum, a deliberate but alienating choice (Anthropy,, 2020).
- Scholar Espen Aarseth notes that nonlinear storytelling in games risks ludonarrative dissonance when gameplay and narrative clash (, 1997).
2.
Violence and Its Consequences forces players to engage in brutal acts, then confronts them with the aftermath a stark contrast to traditional power fantasies.
- Supporting Evidence: - The game’s infamous golf club scene is designed to provoke discomfort, mirroring real-world desensitization to violence (Sicart,, 2009).
- However, some players felt the relentless brutality bordered on exploitation (Hamilton,, 2020).
3.
Representation and Backlash Abby’s muscular physique and LGBTQ+ representation (Ellie and Dina’s relationship) sparked both praise and vitriol.
- Supporting Evidence: - Studies show that non-traditional character designs in games often face disproportionate backlash (Shaw,, 2014).
- Naughty Dog’s commitment to diversity was lauded by advocates but weaponized by bad-faith critics (Stuart,, 2020).
4.
Player Agency vs.
Authorial Control Unlike (2012), which critiques player complicity, denies meaningful choice, leading to frustration.
- Supporting Evidence: - Scholar Miguel Sicart argues that games should either embrace agency or fully commit to linearity sits uncomfortably in between (, 2014).
- The ending’s refusal to grant catharsis left some players feeling manipulated (Yarwood,, 2020).
Critical Perspectives Defenders argue the game’s discomfort is the point forcing empathy through gameplay (Cross,, 2020).
Detractors claim it sacrifices cohesion for shock value (Moriarty,, 2020).
Middle-ground critics (like Skill Up, 2020) praise its technical brilliance but question its emotional payoff.
Conclusion: A Landmark with Caveats is a milestone in mature storytelling, yet its execution remains contentious.
By rejecting player expectations, it challenges gaming’s narrative limits but at the cost of accessibility.
Its legacy lies not in universal acclaim, but in proving that games can provoke profound discomfort and debate.
Whether this approach elevates or alienates will depend on future works that learn from its ambition and pitfalls.
- Aarseth, E.
(1997).
- Sicart, M.
(2009).
- Shaw, A.
(2014).
- Parkin, S.
(2020).
The Last of Us Part II review.
- Plante, C.
(2020).
The Last of Us Part II’s biggest flaw is its structure.
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