Left Behind is a blazingly intelligent and thoughtful addition to The Last of Us franchise, finds Tim Martin
Format PlayStation 3
Developer Naughty Dog
Publisher Sony Computer Entertainment
Released Out now
“Negative space is very important in the game.” That comment was part of a
series of notes-to-reviewers that Naughty Dog sent out with promo copies of
The Last of Us in June last year, though I’ve only just come across it,
tucked into the disc box I had to exhume before playing through the new
downloadable episode Left Behind. It’s a lucky find, since it crystallises
almost everything I admire about Naughty Dog’s audacious and radical rewrite
of the computerised zombie blastathon.
Without exception, the writing in The Last of Us is striking not because of
what it reveals to the player but because of what it holds back. Almost all
its narrative beats come alive in the possibilities that coalesce around
bare fragments of suggestion. Think of the dark unspoken history of the
protagonist Joel, his link with the smuggler Tess, the relationship between
the scavenger Bill and his partner, the journey of the survivor Ish or the
real intentions of the villain David. All of these are signalled only
through hints, gestures and clues, but at the end of a playthrough no
players will be in doubt of how they understand them. The Last of Us tells
by withholding.
Left Behind skips back and forth in time to dramatise two of these missing
links. One segment follows the 14-year-old Ellie as she ventures into the
snowy wilderness to find medical supplies for her wounded companion Joel.
The other catches her a year before the events of the game, as she escapes
the quarantine zone in post-apocalyptic Boston for a final adventure with
her friend Riley. Anyone paying attention to the events of The Last of Us
will already know how both these stories end, so it’s doubly impressive that
the development team should manage to do something so fresh and interesting
with them.
Left Behind’s two strands show the character at very different stages of her
life, emphasising a contrast that's essential to the game’s best effects.
The Boston strand follows the two young teenagers on a trip through an
abandoned shopping mall, and focuses on exploration, wholly removing the
opportunity for violent action from the player. This leads to some brilliant
subversions of the game’s central sneak-and-shoot mechanics. One scene
involves the pair playing a hunter-killer game with non-lethal weapons,
while another joyous moment -- and I never thought I'd see myself writing
this -- consists of a quicktime event, which asks the player to press
buttons in response to prompts on the screen. It’d be a shame to ruin the
surprise, but the weirdly poignant use of this hackneyed mechanic reaches
out to the player through the fourth wall in as clever a way as I've seen
anywhere in the medium.
The character writing, too, is superb. I can’t think of any big-ticket games
that feature adolescent girls as the protagonists, except bits of the sadly
wooden Beyond: Two Souls, but there are certainly none that do it this well.
The interplay between Ellie and Riley in Left Behind is pitch-perfect,
catching the luminous, pressurised, conflicted truth of adolescence with
such infectious exactitude that you almost lose track of the game’s grim
setting. It also dramatises a relationship that puts a whole new
construction on several events in the main game — but anyone who’s managed
to avoid spoilers on that so far deserves to go into the experience blind.
Then there’s the combat. I’d forgotten how much I enjoyed this experience in The Last of Us, a game which made me feel both the physical heft and the moral weight of violence more strongly than anything has in years. That, too, is due to Naughty Dog’s attention to the context in which the fighting takes place. With the difficulty set to Survivor (which also turns off the almost game-breaking X-ray vision mode), players are forced into a terrible awareness of the environment and the protagonist’s vulnerability: you steer Ellie from shadow to shadow, cover to cover, eyes peeled for adversaries and ears pricked for the tell-tale glissando that signals an enemy’s line of sight.
Mechanics, here, reflect character. Ellie’s advantage in this environment is that she’s smaller, quieter and faster than the hulking enemies she faces, and the context of each fight in Left Behind encourages you to exploit this to the full. Some enemies can be circumnavigated; others can be set on each other; others — particularly in one gut-wrenching fight scene that sees you pinned down in the central atrium of an abandoned shopping precinct — have to be faced down, an experience that requires you to exploit all the limited reserves the game offers. This means a focus on sonic cues and an attention to player vulnerability (negative spaces, again) that has almost vanished from the contemporary gaming landscape. Most video games kit you out with an arsenal and encourage you to expend it on whack-a-mole armies that poke their heads out from cover every few seconds. The Last of Us pits you against small groups of watchful, mobile and intelligent enemies that pad noiselessly about and rush you without warning. The result is nightmarishly tense.
I’ve tried to stay as far away as possible from revealing plot details, because every aspect of this short journey deserves to be experienced fresh. Be in no doubt, though: if you enjoyed The Last of Us, Left Behind is a more than worthwhile proposition. When I finished the base game for the first time, I wondered where on earth Naughty Dog would fit in their promised DLC without damaging the delicate structure they’d created. This blazingly intelligent and thoughtful addition makes me absolutely certain they could do it again if they tried.
Then there’s the combat. I’d forgotten how much I enjoyed this experience in The Last of Us, a game which made me feel both the physical heft and the moral weight of violence more strongly than anything has in years. That, too, is due to Naughty Dog’s attention to the context in which the fighting takes place. With the difficulty set to Survivor (which also turns off the almost game-breaking X-ray vision mode), players are forced into a terrible awareness of the environment and the protagonist’s vulnerability: you steer Ellie from shadow to shadow, cover to cover, eyes peeled for adversaries and ears pricked for the tell-tale glissando that signals an enemy’s line of sight.
Mechanics, here, reflect character. Ellie’s advantage in this environment is that she’s smaller, quieter and faster than the hulking enemies she faces, and the context of each fight in Left Behind encourages you to exploit this to the full. Some enemies can be circumnavigated; others can be set on each other; others — particularly in one gut-wrenching fight scene that sees you pinned down in the central atrium of an abandoned shopping precinct — have to be faced down, an experience that requires you to exploit all the limited reserves the game offers. This means a focus on sonic cues and an attention to player vulnerability (negative spaces, again) that has almost vanished from the contemporary gaming landscape. Most video games kit you out with an arsenal and encourage you to expend it on whack-a-mole armies that poke their heads out from cover every few seconds. The Last of Us pits you against small groups of watchful, mobile and intelligent enemies that pad noiselessly about and rush you without warning. The result is nightmarishly tense.
I’ve tried to stay as far away as possible from revealing plot details, because every aspect of this short journey deserves to be experienced fresh. Be in no doubt, though: if you enjoyed The Last of Us, Left Behind is a more than worthwhile proposition. When I finished the base game for the first time, I wondered where on earth Naughty Dog would fit in their promised DLC without damaging the delicate structure they’d created. This blazingly intelligent and thoughtful addition makes me absolutely certain they could do it again if they tried.
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